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  1. #11
    IncGamers Member KIIFive's Avatar
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    Re: Formula for Resistance from Armor (and effective health)

    Quote Originally Posted by Zokar View Post
    Yeah, my guess is also that it stops being linear at some point, or if not then like you mention, that the slope continually drops as one increases dex. But that makes me wonder why they just didn't do a simple diminished curve, why the step function. (No, it probably doesn't matter other than to satisfy my curiosity)
    I'm wondering this too, with these steps it makes it very obvious as to what amount of dex I should have because I just choose a breakpoint (number before the next fall-off that I want to go to) and stop there. EG. there is a much smaller benefit from dex once you hit 100, so you are probably better off going for strength. Or maybe you want a bit more dodge, so stop at 200 exactly (assuming thats when the yield drops again).

    With a curve it makes it a lot less obvious, and isn't that what blizzard wants? I specifically remember them saying that they removed stat points because there was always a mathematically correct way to use your stats, now its just the same for dex....I spose you can 'respec' your stats in D3 though so hmm, i dunno. Whatever.



  2. #12
    IncGamers Member Bridgeburners's Avatar
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    Re: Formula for Resistance from Armor (and effective health)

    Yo guys, so I've been checking out the elemental resistances (the ones intelligence gives us). Here's how I think it goes. Let r be damage reduced, s = resistance, and v = monster level. Then

    r = [s/5v] / [1 + s/5v]

    The difference between this and armor is the growth controlling factor which is 5 for this, and 50 for armor.

    I'm not totally sure about this yet; I'm going to test it out for many different trial resistances and levels.



  3. #13
    IncGamers Member KIIFive's Avatar
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    Re: Formula for Resistance from Armor (and effective health)

    Hmm, I was suprised by this formula...kinda.

    I've been doing some theory crafting and focusing on trying to get a high armor barb while dual wielding, using war cry (+50% armor) and though as nails (+50%). I then did a quick look at the current white item stats, took the third highest from each category, and it equalled roughly 2050 armor all up.

    So, adding the two 50% armors from my skill/passive makes it 4100 right? and in your equation that means I would have just over 50% resistance to level 62 monsters, keeping in mind that that is based off all WHITE gear, so that number is likely to actually be much higher.

    I just thought that even though I am focusing on armor and that is using high level items (well not really, they are white), that a dual wielder should not be able to have 50% resistance to all damage, in inferno.



    please tell me I am calculating this wrong, I can't imagine what a guy with a shield would be like (shields can add 1000 armor on their own), that also uses nerves of steel (your armor is increased by 25% of your vitality) or the rune in war cry that changes it to +100%, and has magic/legendary versions of the items I used in this equation.

    Edit: Oh and that isn't even factoring in the + Armor from strength.


    Last edited by KIIFive; 24-02-2012 at 03:48.

  4. #14
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    Re: Formula for Resistance from Armor (and effective health)

    50% resistance to all damage as opposed to other characters having what - 25% resistance? Is not all that big of a deal. You do put in the skills/passives for it, and the monster damage is meant to be high enough to still challenge you (or at least their HP high enough to challenge your weaker damage abilities since you used skills/passives on defense).

    Bottom line - You can't just look at the % resistance and say it's overpowered.




  5. #15
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    Re: Formula for Resistance from Armor (and effective health)

    Quote Originally Posted by KIIFive View Post
    I'm wondering this too, with these steps it makes it very obvious as to what amount of dex I should have because I just choose a breakpoint (number before the next fall-off that I want to go to) and stop there. EG. there is a much smaller benefit from dex once you hit 100, so you are probably better off going for strength. Or maybe you want a bit more dodge, so stop at 200 exactly (assuming thats when the yield drops again).

    With a curve it makes it a lot less obvious, and isn't that what blizzard wants? I specifically remember them saying that they removed stat points because there was always a mathematically correct way to use your stats, now its just the same for dex....I spose you can 'respec' your stats in D3 though so hmm, i dunno. Whatever.
    It's actually a common occurrence in real-world aspects as well. Take for instance, a marketing campaign, there is an appropriate amount to spend on promotional budgeting before it becomes redundant and perhaps even negatively impacting the result (such as spending too many points and getting no return on dodge).

    However, I agree. The fact that blizzard is doing this in their calculations of stats actually shows a simpler calculation method which would create "one correct method" of stat input. Unless.. if it is impossible to choose between different avenues of choices and you are left with several equal choices. This would be causation for players to choose different stats on the basis of indifference. Perhaps the intention is forced stat balancing? Perhaps the intention is sacrificing hard-gains for ability gains? (Such as +armor based on dexterity for the monk).

    I'm not saying it would create better gameplay, just where the evidence leads.



  6. #16
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    Re: Formula for Resistance from Armor (and effective health)

    Quote Originally Posted by Bridgeburners View Post
    r = [A/50v]/[1 + A/50v]
    What are the maximum mlvl in the game? How is player level converted to mlvl, is it just 1:1? What are the damage penalties in pvp?



  7. #17
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    Re: Formula for Resistance from Armor (and effective health)

    We don't know the maximum yet, just that maximum clvl is 60 and monsters in inferno will start at 61 and possibly continue to go up from there.




  8. #18
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    Re: Formula for Resistance from Armor (and effective health)

    I thought we knew that monsters were levels 61, 62 and 63 in inferno. I am pretty sure this has been mentioned before.

    Some questions:

    Is armor and resistance totally independent of character level vs monster level? If I have 1000 armor and face a level 20 monster, will the reduction be the same if I am level 20 or level 15? If so I think the very high level monsters will have to hit for a lot more at each additional level.

    Are Demon hunters and monks at a defensive disadvantage because of the dodge break points? They will naturally have higher Dex in an effort to increase damage.

    Thanks, Charron



  9. #19
    IncGamers Member HardRock's Avatar
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    Re: Formula for Resistance from Armor (and effective health)

    Quote Originally Posted by Charron View Post
    Is armor and resistance totally independent of character level vs monster level? If I have 1000 armor and face a level 20 monster, will the reduction be the same if I am level 20 or level 15?
    No, the value your character sheet displays for damage resistance from Armor (and resists as well) is against an equal level enemy. If you face a higher level enemy your Armor won't protect you as much. This is evident if you level up and your Armor doesn't change, since your DR% will be reduced on your character sheet. Basically, only your Armor and the level of your enemies matter as far DR% is concerned as far as I know.

    Quote Originally Posted by Charron View Post
    If so I think the very high level monsters will have to hit for a lot more at each additional level.
    Oh, they will, don't you worry.
    http://diablo.incgamers.com/gallery/...-guide/cat/544

    Quote Originally Posted by Charron View Post
    Are Demon hunters and monks at a defensive disadvantage because of the dodge break points? They will naturally have higher Dex in an
    Good question. Galzohar did some math on this in this thread: http://diablo.incgamers.com/forums/s...tion-about-Dex

    Personally, I don't like unreliable defense stats like dodge very much, because my incoming damage becomes much less predictable with them.



  10. #20
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    Re: Formula for Resistance from Armor (and effective health)

    Quote Originally Posted by Charron View Post
    I thought we knew that monsters were levels 61, 62 and 63 in inferno. I am pretty sure this has been mentioned before.
    Even if so, it was probably before the recently announced changes to inferno.

    As for the math, I didn't really do any of it, I just plugged the formula into a table and then made a graph out of it...




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