Cold damage is one of the five damage types and is one of the three types which count as elemental damage. Hitting an enemy with cold damage can inflict chill. Critical strikes with cold damage can inflict freeze. Cold damage is mitigated by cold resistance and reduction to cold damage taken. Skills which deal or affect cold damage have the Cold Keyword. Letting go of the boost before the projectile lands will NOT grant the 30% damage boost. Damage over time effects work the same way. Hanzo's ultimate and Widowmaker's mines gained increased damage while boosted, but ONLY while boosted. Boosting them when they initiate their ability does nothing on its own.
At one point or another all businesses of all sizes are bound to suffer through some challenging times. Sales may fall short of expectations, external economic factors may soften end markets, supply chain constraints might hurt product availability or a myriad of other factors will put financial pressure on a firm. How an organization reacts to tough times is a clear indicator of the organization’s long term viability. Too often short term gains lead to long term pains.
The two words that I have found most damaging to a company’s long term viability are “Hiring Freeze”. Implementing a hiring freeze is a knee jerk reaction to performance issues. In most organizations, labor costs are one of the highest cost centers. Implementing a hiring freeze is a quick an easy way to reduce costs. Typically, when a hiring freeze is implemented, it means three things.
- All open requisitions for hire are put on hold
- No new positions can be created
- If turnover occurs the open roles cannot be filled
I believe that there is a problem in the interpretation of the term hiring freeze. Taken literally it means all hiring is frozen. Recruiters are left finding other tasks within an organization to carry out and efforts to create talent pipelines are put on hold. Organizations should never under any circumstances implement hiring freezes. Some organization create caveats, like only revenue generating positions or mission critical positions can be filled. Creating exceptions to the rule only creates further organizational confusion. The adverse impact on an organization is just too great. Consider the following results of a hiring freeze.
- The organization stops advertising positions in the marketplace
- The employment brand becomes tarnished
- Job seekers take to Glassdoor, LinkedIn and other social channels to share the fact that the firm is in a hiring freeze, turning off candidates from having an interest in the company
- Internal managers are forced with make do with the people they have in place
- Moral suffers as does employee engagement
- Mediocre talent within the company believes they have a greater sense of job security
- Poor performers are not dealt with because the removal of a poor performer will result in one less headcount.
- When the hiring freeze is finally lifted the organization has a poor employment brand, not pipeline of talent and a reputation for implementing hiring freezes
The list above is in no way comprehensive, but it does give a sense of the damage that a hiring freeze can cause.
There is a better approach. If an organization reclassifies the action as a “Headcount Freeze” and clearly articulates the rules around the action, the outcome can be quite different. A headcount freeze means that the organization must maintain the current number of full time equivalent (FTE) workers. This somewhat subtle change can have a dramatic philosophical impact. Under a headcount freeze the following activities can and should occur.
- The organization continues to advertise positions in the marketplace but with much more focus on attracting top talent
- The employment brand is elevated because the organization develops a reputation as a tough place to get a job
- Job seekers on social websites chatter about how selective the organization has become
- Internal managers focus on fielding the best team they can. That means top-grading talent. Poor performers are put on alert
- Leaders get creative and look for ways to hire better people that can do the jobs of two mediocre employees
- The leadership encourages managers to deal with poor performers and to seek out better employees
- The organization never loses it focus on hiring top talent, in fact the competency becomes enhanced
As a former leader that I worked with always said using the military term, you want “Fewer soldiers, better fed”. A headcount freeze is an opportunity to increase hiring not freeze it. The problem is that too many organizations mix up the intent versus the impact. It is important to be very clear on the goal. If the goal is to freeze employee expenses (salaries and benefits) at their current level, then a headcount freeze can achieve the same result as a hiring freeze, but in a much more effective manner. In fact, through effective hiring an organization might be able to find a new hire who can do the job of two mediocre people. The net result would be a reduction in headcount and cost savings. Hiring freezes have no upside, but Headcount freezes do. I have written about this approach before in an article about Forwardfilling positions versus backfilling.
Implementing a hiring freeze is a knee jerk reaction to performance issues.
Next time your organization faces tough times and human resources or other leaders call for a hiring freeze, push back and ask them to instead implement a headcount freeze. Maybe the chart below can provide the necessary insights.
About The Author: Brian Formato is Principal at Groove Management, an organizational development and human capital consulting firm focused on helping individuals and organizations to achieve superior performance by focusing on maximizing their strengths. Brian and his firm provide talent management strategies as well as a suite of organizational development focused offerings.
Does Managlamr Dmg Increase Freeze Free
Can someone explain to me the mechanics behind this? Last bumped on Feb 10, 2018, 8:29:39 PM | Posted by golan4840 on Apr 8, 2013, 8:15:51 AM |
You have damage. It is increased by your 'increased damage' and reduced by your 'reduced damage'. It is then multiplied by your 'more damage' and your 'less damage'. | Posted by Duskbane on Apr 8, 2013, 8:33:27 AM |
What the other guy said. In math terms, 'increased / decreased' is an additive effect, 'more / less' is multiplicative. Base Damage * (1 + increased damage - decreased damage) * more damage * less damage 'I see now that the circumstances of one's birth are irrelevant; it's what you do with the gift of life that determines who you are.' - Mewtwo | Posted by on Apr 8, 2013, 8:39:49 AM |
Increased Dmg you add every single 'increased dmg' on gear/passives/gems up and have them altogether as one multiplier. More Damage is a multiplier for itselfs and affects your base damage as well as your 'increased dmg' from gear/passives. so lets say 1000 base dmg and 100% increased dmg from gear and 100% from passives. Gem A gives increased dmg by 100% Gem B gives more dmg by 100% A: gear+passive+gem = 300% increased, so 1000*(1+3.0) = 4000 dmg B: (gear+passive)*gem = 200% increased and 100% more, so 1000*(1+2.0)*(1+1.0) = 6000 dmg | Posted by Gufi on Apr 8, 2013, 8:40:11 AM |
Posted by golan4840 on Apr 8, 2013, 9:11:58 AM | |
If the 1 is multiplier, why it is summed up in your calculations. Can you please explain it? I thought that if you do 1000dmg and you get 300% damage increase from the passive, you do 3000dmg, right? I still do not understand the meaning of more / increased. Last edited by Jplays on Jan 15, 2014, 9:53:18 PM | Posted by Jplays on Jan 15, 2014, 9:49:19 PM |
' 1000 + 300% increase = 4000. Many lewt. Much desync. Such rewarding. Wow. According to forum mods 'sandwich' is considered an offensive word. Who knew? Last edited by Robert_Paulson on Jan 15, 2014, 9:59:02 PM | Posted by Robert_Paulson on Jan 15, 2014, 9:58:29 PM |
Digging this thread from the grave, got a quick question to ask: I am guessing without any 'increased damage', having 'more damage' will be not as effective. So what is the best ratio between increased damage and more damage? Is it like 1:3 or 1:1 or 3:1? | Posted by on Apr 9, 2016, 1:34:03 PM |
Most builds aim for around 400-500% increased damage. Just to reiterate on the original replies the actual damage calculation is: base_raw_damage = base damage * total_increased * total_more total_increased = sum of increased / decreased modifiers total_more = multiplication of all more / less modifiers (so having 2x 50% more damage multipliers isn't a 2x multiplier but a 1.5*1.5 = 2.25x multiplier) If crit is in play: base_damage = (base_raw_damage * crit_chance * crit_multiplier) + (base_raw_damage * (1.0 - crit_chance)) [2.2] The Vampire - Tanky 2H Axe Slayer Duelist - /view-thread/1611662 | Posted by Mannoth on Apr 9, 2016, 1:51:52 PM |
more/less are standalone multipliers, increased/reduced stack into one multiplier more is always the same effective, it just multiplies whatever your actual damage is by given modifier 'increased' relative strength goes down the the higher it is: * if you already have 300% increased and add 100% increased, then it equals 25% more (multiplier goes from 400% to 500%) * if you already have 400% increased and add 100% increased, then it equals 20% more (multiplier goes from 500% to 600%) | Posted by on Apr 9, 2016, 1:54:35 PM |