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Just learn the new system and don't assume anything that it's like in D2. This is D3 not D2.5
Also, new change does not equal bad, don't be afraid of change :P
The impunity rune is beneficial exactly because you aren't going to have as much resistance as armor. The more armor you acquire the more you run into diminishing returns with it. After a certain point you get more benefit from stacking resistance. Basically it takes 1/10th the amount of armor to get the same effect from resistance. Impunity toughens you up all around as well as makes it easier to reach a certain level of mitigation to specific damage types. It will be easier to have a combination of armor and resistance to hit the highest level of mitigation vs specific damage types because of armor diminishing returns.
Greystone, that is true for +resistance and +armor bonuses.
For +% bonuses, the more damage reduction you have from armor as opposed to resistance, the better +% armor becomes opposed to +% resistance.
EHP = (1 + [Armor EHP Bonus]) * (1 + [Resistance EHP Bonus])
Assuming multiplying armor by a constant is better than multiplying resistance by the same constant:
(1 + C * [Armor EHP Bonus]) * (1 + [Resistance EHP Bonus]) > (1 + [Armor EHP Bonus]) * (1 + C * [Resistance EHP Bonus])
1 + C*A + R + C*A*R > 1 + A + C*R + C*A*R
(C-1)*A > (C-1)*R
And since C>1 we get A>R!
Since the stats are linear to their EHP bonus, in order for multiplying armor by a constant to be better than multiplying resistance by a constant we have to have more armor EHP bonus than resistance EHP bonus!
If the constant is different for armor and resistances, though, the formula gets more complicated, since if you have a bit less resistance than armor it might still be worth it to multiply resistances if you multiply by a bigger constant. I couldn't (quickly) sort out the formula for something easy to read, so you'll have to have a go at it yourself if you have the time - Just replace the Cs with C1 and C2 in the first inequality.
In any case, it is safe to assume that if you have little resistances and a lot of armor, +20% armor will end up better than +50% resistance. The real question is what we'll actually have. If most armor and resistances don't come from primary attribute (which they very well might be, since it's safe to assume the defensive aspect of primary attributes will be weak), then we might have enough resistances from gear to justify the +resistance rune. But your original assumption of "we'll have lots of armor and therefore +%resistance will pay off more" is just wrong. Would be correct if you removed the % (and assumed getting equal EHP bonuses from either stat is just as easy/difficult).
Can anyone prove or show a link or anything that armor reduces magical damage?
I mean, if armor reduces magical damage why would we need resistances as well?
Seems most people here say that something like 10 cold resistance is the same as getting 100 armor??????
How can that be true..seems silly.
You should have asked that 1-2 hours ago when people could still log into the beta. A simple screenshot or 2 would have shown you that. Now nobody can log in as the servers are down.
But yeah, currently, getting resistances (as long as it's all resistances) is generally as easy and as beneficial as getting armor. It seems silly that they made all primary stats have the same defensive value for all classes, making them basically duplicates of the new "attack+defense" stat, but that's what they went with... In any case, it's still not really any worse than the old stat system. They're both pretty big "fails" in my books, but won't break the game.
Though of course there are nuances here, since effective HP scales linearly with both but the bonuses of each different stat multiply.
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