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Jedouard
12-10-2011, 13:49
So, currently, these are the X types of damage mitigation we have seen. Below, I have written what I have observed about the mitigation from various videos and remarks from testers. I also have a few questions, most of which seem like they will be testable and answerable for any interested beta testers. Sorry if the questions are somewhat redundant, but I figured if any testers wanted to divide up the testing, it would be easier and it would be easier to quote each section when responding.

Dodge %: Gives you a % chance to fully avoid the attack:
(1) Is this % part of some other formula (involving, for example, character level) or is it a straight up flat number reduction.
(2) Does this works for all types of attacks (melee, ranged and cast, and physical and magical)?
(3) Is there an animation or, more importantly, a pause time involved in this?

Block %: Gives you a % chance to fully avoid the attack:
(1) Is this % part of some other formula (involving, for example, character level) or is it a straight up flat number reduction.
(2) Does this works for all types of attacks (melee, ranged and cast, and physical and magical)?
(3) Is there an animation or, more importantly, a pause time involved in this?
(4) Which comes first, Dodge or Block, or are treated the same.

Armor: Gives you a flat number that incoming physical damage is reduced by after Dodge and Block are resolved.
(1) Is this flat number part of some other formula (involving, for example, character level) or is it a straight up flat number reduction.
(2) Does this works for all physical attacks - melee, ranged and cast (as in cast like Wave of Force-type) – and if so, is there any noticeable different in, for example, how ranged physical and melee physical are handled?

Resistance: Gives you a flat number that the corresponding incoming magical damage is reduced by.
(1) Is this flat number part of some other formula (involving, for example, character level) or is it a straight up flat number reduction.
(2) Does this works for all magical attacks - melee and cast – and if so, is there any noticeable different in, for example, how ranged physical and melee physical are handled?

Damage Reduced by ‘X’: Reduces damage by a flat number.
(1) Is this flat number part of some other formula (involving, for example, character level) or is it a straight up flat number reduction.
(2) Does this work for all damage types (melee, ranged and cast, and physical and magical)?
(3) Does this happen at the same time as Armor and Resistance are factored in?

Damage Reduction % (from items, skills and Defense): Reduces all damage taken by said %.
(1) Is this % part of some other formula (involving, for example, character level) or is it a straight up flat number reduction.
(2) Is this factored before or after Armor, Resistances and Damage Reduced by ‘X’ or perhaps after Armor and Resistances but before Damage Reduced by ‘X’.

Strill
12-10-2011, 15:04
Armor: Gives you a flat number that incoming physical damage is reduced by after Dodge and Block are resolved.
Resistance: Gives you a flat number that the corresponding incoming magical damage is reduced by.

No. The Armor, Defense, and Resistance formulas are here:

http://www.diablofans.com/topic/29185-beta-combat-mechanics-compendenium/page__view__findpost__p__672006

They're all the same formula, but with different constants.

TheMythe
12-10-2011, 16:29
So, get defense up to 1000 for best DR?
So, get armor up to 12.000 for best DR?
So, get eresistance up to 1500 for best DR?

5000 EHP (Extra HitPoints?) seems best?

Just trying to figure it all out too, y'know. Kindly answer these questions. Although of course gear will never allow it.

HardRock
12-10-2011, 16:35
(3) Is there an animation or, more importantly, a pause time involved in this?

Block has no animation, only a sound effect. It's very apparent in some gameplay videos, but I can't find a good example at the moment.

I assume Dodge doesn't have one either.


Resistance: Gives you a flat number that the corresponding incoming magical damage is reduced by.

That's incorrect. Resistances work similarly to Defense and Armor in that they reduce the incoming damage by a percentage.
http://dl.dropbox.com/u/20530300/arcane.png

Strill
12-10-2011, 16:56
So, get defense up to 1000 for best DR?
So, get armor up to 12.000 for best DR?
So, get eresistance up to 1500 for best DR?

5000 EHP (Extra HitPoints?) seems best?

Just trying to figure it all out too, y'know. Kindly answer these questions. Although of course gear will never allow it.

No, you're totally misunderstanding the formulas. EHP is "Effective HP". It's a measure of how much raw enemy damage you can withstand after your defensive bonuses are taken into consideration. Defense, Armor, and Resistance are balanced so that when you're up against the damage type that stat is effective against, each point is equivalent to increasing your HP by a certain percentage, stacked additively.

Defense, for example, applies to all damage. With the way the formula's set up, there's a minimum amount of defense you have to have before you get any bonus. Once you exceed that amount, 1 defense is equivalent to +1/(3*Level)*100% EHP. For level 60, that comes out to 0.55%. So in other words, once you exceed the threshold, +1 defense is equivalent to multiplying your hp by +0.55%. That includes the HP you start with and any hp you heal back.

Resistance and armor use the same formula as Defense, only scaled down. So for example, Armor is 1/(50*Level)*100% EHP per point. So you would be able to withstand 0.033% more damage from physical attacks for each point of armor.

starrise
12-10-2011, 20:23
Oh nice, now I have some numbers to analyze a grand unified theory of D3 effective HP. Thanks!

Also:

1) Adding x points of defense is the same as multiplying hp by (1+(1/183)*x)

2) Adding x points of armor is the same as multiplying hp by (1+(1/3050)*x) for physical damage only

3) Adding x points of resistance to z is the same as multiplying hp by (1+(1/305)*x) for z type damage only.

The above apply only to level 61 mobs (inferno, that's all we really care about, right?)

So what strill said.

Edit: What is the coefficient for vitality -> hp? I've heard 4 hp per vitality but I wonder if this varies across classes.

raiderjb
15-10-2011, 17:33
Edit: What is the coefficient for vitality -> hp? I've heard 4 hp per vitality but I wonder if this varies across classes.

Can confirm 4 Hp = 1 Vita for all 5 classes

starrise
15-10-2011, 19:09
Awesome, thank you very much for that data. That's what I'd been assuming since I happened to read it tangentially some time back. Confirmation is always good!

babebridou
24-10-2011, 06:58
disclaimer: I haven't extensively tested this in particular, but this is what I noticed.

On the beta, there are two enemy types with dodge or block mechanism: grave robbers and skeleton shield holders. Comparatively you see very few grave robbers and a lot more shield holders.
It looks like both dodge and block work on all kinds of direct/AOE damage attack, but not on damage over time or area based non-damaging effects.

The attacks I don't remember to ever see blocked were the witch doctor's haunt and the demon hunter's caltrops, or the barbarian's threatening shout, could be because they don't deal direct damage.
Bola Shot for example, is not blocked itself but the explosion can be blocked by each mob in the range of the AOE effect, including the main target.