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I mean, assuming that Kipparrian (http://www.youtube.com/watch?v=K9uVdmdzfb0) is an average representative of the Diablo 3 theorycrafting/statistics community. The linked video contains 2 key things:
- Pretty much all the formulas for determining defensive values of Strength, Intelligence, and Dexterity; if you're not familiar with them, I highly recommend viewing it.
- The claim that Dexterity has pretty severe diminishing returns and therefore is not as important as bumping Armor or Resist.
Claim 2 is wrong, and I can prove it. (To be fair, what he has to say about disliking randomness is still somewhat valid as an opinion, as unlucky runs can be frustrating. Nevertheless, I believe that against almost all relevant monsters, you're pretty much dead anyway if you can't take enough hits for a random-based mechanic to pretty much even out; also, sometimes luck is in your favor and randomness helps you eek out a victory you otherwise don't deserve, so lopsided luck isn't always bad, especially from a non-Hardcore perspective where you can afford to take risks.)
The way I determined this:Spoiler
Here's a chart showing exactly when armor becomes less useful defensively than an equal amount of dexterity. This works for resistances too, just divide the number on the chart by 10 to get the equivalent resistance. Important conclusions are below the chart.
Here's the original flawed chart and some erroneous text.Code:DEXTERITY 100 200 300 400 500 600 700 800 900 1000 1100 Enemy 10.00% 12.50% 15.00% 17.50% 20.00% 22.00% 24.00% 26.00% 28.00% 30.00% 31.00% Level 11.11% 2.86% 2.94% 3.03% 3.12% 2.56% 2.63% 2.70% 2.78% 2.86% 1.45% 1 850 3449 3349 3250 3150 3849 3749 3650 3549 3449 6849 2 800 3399 3299 3200 3100 3799 3699 3600 3499 3399 6799 3 750 3349 3249 3150 3050 3749 3649 3550 3449 3349 6749 4 700 3299 3199 3100 3000 3699 3599 3500 3399 3299 6699 5 650 3249 3149 3050 2950 3649 3549 3450 3349 3249 6649 6 600 3199 3099 3000 2900 3599 3499 3400 3299 3199 6599 7 550 3149 3049 2950 2850 3549 3449 3350 3249 3149 6549 8 500 3099 2999 2900 2800 3499 3399 3300 3199 3099 6499 9 450 3049 2949 2850 2750 3449 3349 3250 3149 3049 6449 10 400 2999 2899 2800 2700 3399 3299 3200 3099 2999 6399 11 350 2949 2849 2750 2650 3349 3249 3150 3049 2949 6349 12 300 2899 2799 2700 2600 3299 3199 3100 2999 2899 6299 13 250 2849 2749 2650 2550 3249 3149 3050 2949 2849 6249 14 200 2799 2699 2600 2500 3199 3099 3000 2899 2799 6199 15 150 2749 2649 2550 2450 3149 3049 2950 2849 2749 6149 16 99 2699 2599 2500 2400 3099 2999 2900 2799 2699 6099 17 49 2649 2549 2450 2350 3049 2949 2850 2749 2649 6049 18 2599 2499 2400 2300 2999 2899 2800 2699 2599 5999 19 2549 2449 2350 2250 2949 2849 2750 2649 2549 5949 20 2499 2399 2300 2200 2899 2799 2700 2599 2499 5899 21 2449 2349 2250 2150 2849 2749 2650 2549 2449 5849 22 2399 2299 2200 2100 2799 2699 2600 2499 2399 5799 23 2349 2249 2150 2050 2749 2649 2550 2449 2349 5749 24 2299 2199 2100 2000 2699 2599 2500 2399 2299 5699 25 2249 2149 2050 1950 2649 2549 2450 2349 2249 5649 26 2199 2099 2000 1900 2599 2499 2400 2299 2199 5599 27 2149 2049 1950 1850 2549 2449 2350 2249 2149 5549 28 2099 1999 1900 1800 2499 2399 2300 2199 2099 5499 29 2049 1949 1850 1750 2449 2349 2250 2149 2049 5449 30 1999 1899 1800 1700 2399 2299 2200 2099 1999 5399 31 1949 1849 1750 1650 2349 2249 2150 2049 1949 5349 32 1899 1799 1700 1600 2299 2199 2100 1999 1899 5299 33 1849 1749 1650 1550 2249 2149 2050 1949 1849 5249 34 1799 1699 1600 1500 2199 2099 2000 1899 1799 5199 35 1749 1649 1550 1450 2149 2049 1950 1849 1749 5149 36 1699 1599 1500 1400 2099 1999 1900 1799 1699 5099 37 1649 1549 1450 1350 2049 1949 1850 1749 1649 5049 38 1599 1499 1400 1300 1999 1899 1800 1699 1599 4999 39 1549 1449 1350 1250 1949 1849 1750 1649 1549 4949 40 1499 1399 1300 1200 1899 1799 1700 1599 1499 4899 41 1449 1349 1250 1150 1849 1749 1650 1549 1449 4849 42 1399 1299 1200 1100 1799 1699 1600 1499 1399 4799 43 1349 1249 1150 1050 1749 1649 1550 1449 1349 4749 44 1299 1199 1100 1000 1699 1599 1500 1399 1299 4699 45 1249 1149 1050 950 1649 1549 1450 1349 1249 4649 46 1199 1099 1000 900 1599 1499 1400 1299 1199 4599 47 1149 1049 950 850 1549 1449 1350 1249 1149 4549 48 1099 999 900 800 1499 1399 1300 1199 1099 4499 49 1049 949 850 750 1449 1349 1250 1149 1049 4449 50 999 899 800 700 1399 1299 1200 1099 999 4399 51 949 849 750 650 1349 1249 1150 1049 949 4349 52 899 799 700 600 1299 1199 1100 999 899 4299 53 849 749 650 550 1249 1149 1050 949 849 4249 54 799 699 600 500 1199 1099 1000 899 799 4199 55 749 649 550 450 1149 1049 950 849 749 4149 56 699 599 500 400 1099 999 900 799 699 4099 57 649 549 450 350 1049 949 850 749 649 4049 58 599 499 400 300 999 899 800 699 599 3999 59 549 449 350 250 949 849 750 649 549 3949 60 499 399 300 200 899 799 700 599 499 3899 61 449 349 250 150 849 749 650 549 449 3849 62 399 299 200 100 799 699 600 499 399 3799 63 349 249 150 749 649 550 449 349 3749 64 299 199 100 699 599 500 399 299 3699 65 249 149 649 549 450 349 249 3649 66 199 99 599 499 400 299 199 3599 67 149 549 449 350 249 149 3549 68 99 499 399 300 199 99 3499 69 449 349 250 149 3449 70 399 299 200 99 3399 71 349 249 150 3349 72 299 199 100 3299 73 249 149 3249 74 199 99 3199 75 149 3149 76 99 3099 77 3049 78 2999 79 2949 80 2899 81 2849 82 2799 83 2749 84 2699 85 2649 86 2599 87 2549 88 2499 89 2449 90 2399 91 2349 92 2299 93 2249 94 2199 95 2149 96 2099 97 2049 98 1999 99 1949Character-building conclusions:Spoiler
- Characters should get to 100 Dexterity ASAP. Probably by the time you have any choice about what gear you can grab, 100 Dexterity will defensively outclass your other options. Hurray for Shen and his emeralds. If you choose to ignore this, at least admit you enjoy being a glass cannon.
- Getting to 500 Dexterity, while also having appropriate Armor and resists, is a milestone that indicates a character is ready for the high difficulties. Unlike the 100 Dexterity, it's not automatic, and it's too high a score to cheat into existence with gems alone. Unless you are Dex-based, it's normally best to hold off on this until you are able to make it all the way to 500 (or near 500) in one gear change. Keep one or more high-Dex items in your stash, resocket in some upgraded emeralds, maybe a quick trip to the Auction House for some bargain (but effective) gear, done. If you're entering Hell difficulty and wondering why the mobs are so hard, this might have something to do with it.
- All characters should have 1000 Dexterity as an end-game goal. It might take you a while to get there, and you might be balancing armor and resistance requirements for quite some time before you find yourself able, but at a certain point you're going to want 1000 Dexterity more than more armor or resists. Simply put, if your final build doesn't have it, you're doing it wrong. However, you shouldn't feel bad if you are still sitting at around 500 Dexterity; it simply means you don't have your ideal setup yet. These things take time.
- Although I didn't include the columns past 1100, you can tell from the pattern of the chart, once you get past the "speed bumps" at 100 and 500, you actually get increasing returns until the next speed bump. The speed bump at 1000 is steep, but if you can overcome it (either by having a really, really high level, or amazing gear, or some combination of the two), well, welcome to the land of extreme defense. Don't think that only Monks and Demon Hunters are capable of this; although they definitely have the easiest time getting going over 1000 due to +Armor and +resist all gear, going superdex is going to be a viable option, and power gamers are basically going to fall into one of three gear preferences: primary/Dex, Dex/Vit, and primary/Vit (notice for Monks and Demon Hunters all three are the same). Most will probably be somewhat opportunistic and choose any of the three assuming the other mods are in their favor. Simply put, going over 1000 Dex is for elitists, and since all the really, really expensive items are also for elitists, consider a Dex mod on rares to be among the many things sought after on that super-valuable rare.
All the above statements assume your DPS is not a factor. Depending on class, it might not be. Here's how this information breaks down per class.
- Monk & Demon Hunter: The winners here. Armor is very easy to get to the breakpoints with gear alone, and although it's a little tricky, you can get lots of virtual Intelligence through +resist all gear. (The Monk has two ways to cheat with passives here: Seize the Initative to have Dexterity count towards armor, or One with Everything to turn a particular flavor of resist gear into resist all gear.) This leaves the Monk and Demon Hunter with only three main gear focuses: life recovery, resistances, and Dexterity. Probably the easiest classes to play on a small budget or when first starting out.
- Barbarian: Basically the loser here. Gear easily provides plenty of armor, Strength for more armor is overkill. Instead of having a passive that shores up weakness, has a passive that adds even more overkill to overkill (Nerves of Steel; just use Bloodthirsty instead though). Has trouble getting high Dexterity for evade rate while also getting high resists from gear. I'm not saying they're unplayable, but probably need the most effort to find adequate gear; all the issues of a Monk (still need Dexterity), plus having to squeeze in Strength gear for DPS.
- Wizard and Witch Doctor: Not the winners, but not the main loser either. Like the Barbarian, need a 4th consideration for gear (Intelligence), but this reduces the amount of resistance gear needed, which eases the burden slightly. However, the sheer amount of virtual Intelligence you can get on gear will make these characters cry; when you can emulate 700 Intelligence defensively with a single piece of gear, it makes you wonder why that's your primary offensive stat. Medium in terms of gear-finding difficulty.
Last edited by Dethklok; 29-05-2012 at 10:58.
I pull this one out of context because it illustrates a point of confusion I have with your post. This datapoint isn't extremely useful because it doesn't fit anywhere on most players' progression curve. Also, I follow your logic regarding derivatives. Pretty clever. But it's a point-for-point comparison, when you need to compare the derivatives by affix budget rather than point-for-point. Example: at level 60, compare 230 armor to 60 resist all to 140 dex (not 1 armor 1 resist 1 dex).All characters with 1000 or more Armor AND 100 in each resistance are better off investing in Dexterity until they get a 20% dodge chance (500 Dexterity). As you pass enemy level 20, less Armor/Resist is needed for this to be true.
If you follow a real progression curve and consider the affix budget, you will almost always find the stat priority to be:
resistance > armor > dex > all else.
We've known for quite a while that the "diminishing returns" on dex at breakpoints turned out to be false. Dex still outscales the other secondary stats by quite a bit. Armor is a strong stat per budget, and dex comes right behind. There's a pretty obvious reason they did that, too - because of the RNG nature of dex, it's only dependable when you're getting pelted rapid fire by a dot, or surrounded by rapid attack monsters.
I agree though, my calculator for instance tells me that I really do want that 1k dex. I give up almost nothing by getting there, except gold. Pieces with Int, +resist, +armor, AND dex should be optimal gearing and very expensive. Luckily not enough people understand how valuable dex is, so these pieces are currently massively undervalued on the AH (although still rather expensive). Act now while you can.
Your analysis may be true for melee characters, but for ranged characters, defensive concerns are primarily "can I get one shot, can I not get one shot." As a wizard, increasing my dodge might be the best way to increase my damage mitigation on the average, but I'm not interested in that. I'm interested in not dying. If adding armor/resists/vitality can stop me getting one shot, I'll do that. Adding dex will never stop me getting one shot.
All the same, it was an interesting analysis, although the equations are hard to read the way you formatted them. For posting equations, the Online LaTeX Equation Editor is a godsend.
Now that's some good criticism. You're absolutely right; when you can score a virtual 600-700 intelligence off an affix, the comparative value of 250ish Dexterity isn't quite as appealing (and I believe that's two affixes, but that's highest available Dex in AH currently; I don't have reliable data on max affixes on-hand). However, calculating that should be pretty easy; simply put 700/250 in front of the "armor" coefficient before recalculating the derivative. I'll have a chart for that later, just because I'm curious.
Although this might change what gear choices are more desirable, it doesn't diminish the fact that Dexterity is much less competition as a route to a good dodge defense than the others; thus, it doesn't undermine my point of the Monk and Demon Hunter winning. As far as I know, the only other way to get dodge chance is a Monk passive, which is a moot point.
I think it should probably be Resistance > Dex > Armor > all else, not including Life on Hit (which is so fundamental you really can't do anything without it). Armor is cheap and plentiful, allocating a budget to it is like allocating a budget to air, it's silly no matter how much you might need it.
LOL... you're welcome.
I'm not just making this upbudget for base stats at ilvl 61 is 141. In that context, armor wins per-budget. Classes with bonus armor abilities might value armor slightly lower though (barb, wd? what is the bonus armor based on for wd? barb's passive +armor=vita devalues raw armor bonuses slightly)
diablonut.incgamers.com - this shows pretty reliably which affixes are available on which items. There are some cases in there that can be confusing. But you're right, affixes can overlap and you can get more than the max "budget" on an item. This shouldn't matter, because the real measure of how rare an item is comes from whether it actually received those 2 optimal affixes.
So at 60 you can get a +141 dex/int affix, and a +141 dex/vit affix. Really, potentially another +141 dex affix, but let's call triple overlap incredibly rare. Then the maximum reasonable score would be 282, but still max per-budget is 141. Max budget at ilvl 63 is 200 dex per affix, either 80 or 90 resist all per affix. Don't remember the armor value off the top of my head.
[also as a side-point, most of us ranged/kiting classes favor +life per second over life on hit, because our most dire moments are when we're running for our lives - won't get much life from leech effects in that timeframe]
Last edited by zakaluka; 29-05-2012 at 04:53.
Also because life on hit simply doesn't work with our attacks. Blizzard and venom hydra don't benefit from either life on hit or life leech. The former I understand, as a damage over time effect tics so often that it would be broken with life on hit. Why it doesn't work with %life leech I have no clue. Life on hit works with electrocute and stuff like that, but you can't kite with that.
blizzard kiting build is so imprecise and unwieldy, I still think everyone should use an arcane oblit orb/hydra kiting build. But even here life on hit blows. Blizzard divided LOH by about 6 for orb, and 3 for split. Both pretty wrong because it's impossible to average 6 hits per orb or 3 hits per magic missile while kiting.
I love it for a lot of monster types. I'm farming the keep basement in A3 inferno at the moment with snowbound / venom hydra and it is wonderful. I do, for some monster types, skip the blizzard and just hydra kite though.
In any case, we're in agreement that life leech / on hit is sadly pretty balls for a wizard.
I did another derivative for resistance with a 2.4 coefficient and got the same values... at first, I believed it, but then I realized it had to be wrong. Some testing revealed that the previous formulas were inaccurate. I went back to the drawing board with a non-derivative solution, which gave results that tested properly. I'll be fixing the chart and editing the explanation shortly shortly.
Here's what the new results indicate:
1) What I said earlier about comparing stats to Dexterity is still true. Pretty much every high-level character deserves 1000 Dexterity. However, going above 1000 Dexterity is pretty reckless, and should only be the domain of Monks and Demon Hunters. Even then, it's not a particularly great place to go.
2) It's still true that, at least in terms of class balance, Dexterity is the place to be. Getting 1000 Dexterity is still important, and you have plenty of great ways to cheat in Intelligence-based and Strength-based defense, without actually getting much Strength or Intelligence, so having it as your key attribute is much better than relying on something else to increase DPS.
3) I compared perfect Resist All (+70) against perfect Dexterity/Intelligence (+133 each). With the exception of getting to 100 Dexterity, it was a complete blowout in res-all's favor. In the rare instance of characters above level 90, who somehow haven't gotten to 500 Dexterity yet, and have 900's (!!!) for all resistances, perhaps Dex/Int could be preferable... but that's not a likely scenario. At all. Verdict: Res all is a better defensive mod. Period. (Makes me feel like a sucker for having Int items on my WD. I should really reclass. As a monk.)
4) I compared perfect +Armor (+360) against perfect Dexterity/Strength (+133 each). I thought this would be a blowout in Dexterity's favor, but it really wasn't. At the highest levels, the level component of the armor formula becomes apparent, and +Armor items become a much lower priority than getting to 1000 Dexterity. However, +Armor is pretty much always superior to going over 1000 Dexterity, and the breakpoint for non-epic levels is fairly high; for example, a level 60 character would care more about getting Armor to 2800 than going above 500 Dexterity, and about getting Armor to 2300 more than even going above 100 Dexterity! However, by level 80 these drop to 1300 and 2000 respectively. Verdict: Although +armor would probably be more useful to players slogging through mid-to-late Hell or early Inferno, +Dex/+Str is actually a stronger mod when it comes to truly premium items (and, arguably, +Dex/+Int or +Dex/+Vit may be stronger yet). And this is from an Int-based character perspective; once you factor in Barbarian/Monk/Hunter DPS, +Dex/+Str is arguably better sooner.
pretty interesting stuff - allow me to weigh in.
comparing 'perfect stats' works well for gems, yet differs greatly for each item slot and ilvl.
thanks to meticulous datamining, dnut offers a precise account of stat ranges for each slot and ilvl.
what i could gather from that is the following:
the lvl 63 armor set (named mostly archon) can have the highest affix range for primary stats,
which is 170-200 and for secondary stats, which is 90-100.
primary sources for dex ought to be on gloves and boots, while the primary sources for int are on gloves and helms.
furthermore the highest vit is found on pants and chest armor and the highest str is found on shoulders and belts
- pretty balanced actually.
also any armor piece can have up to 80 all resi, 60 individual resi, 241-260 +armor, but only on helms, pants and chest armor can you find the highest 361-397 +armor.
there are also mixed primary stats which range from 45-150 each and mixed secondary stats which range from 30-100 each.
all armor pieces, offhands and rings got the mixed secondary stats, while only the amulet and weapons can have mixed primary stats.
i guess a good way to build up dex is probably as a mixed stat to vit and to the main attribute.
though for a wiz with force armor vitality should be more preferable to a certain degree - dunno about the math behind that :S
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