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We have discussed this in other threads, and on a fundamental level I agree with you: I think that the optimal gear for ALL classes is Primary/Dex/+armor/Res All/Regen in no particular order.
That said, we still need to account for how much of a Vit buffer we need to prevent alpha.
TBQFH, most of the math here is almost identical to EvE online active tank math, and the fact that people don't understand why the above type of items are the best in the game haven't really thought about it.
The most important thing to figure out, and this is more tedious than I care to do, is how much vit we need before we can forget about it entirely.
The reason the HP-first mentality doesn't translate perfectly from MMO's is because:
1) Armor in D2 is flat mitigation against all damage (and resist effectively is as well, since resist all is the most efficient form). So it works on the same axis as HP and can improve your spike survival against all enemies in addition to your healing efficiency.
2) MMO tanking is largely about instantaneous spike survival. Mitigation is important, but your HP goes from 100 to 0 in seconds, or less. Diablo, aside from the most extreme situations with Demon Hunters trying to dodge every projectile to avoid being one-shot, involves longer scenarios where you have to sustain your HP.
The idea of getting enough HP until you have "enough" isn't as applicable here, because you're rarely tanking a single large enemy with a very well-defined one-shot spike combo. You're taking various hits of various sizes and intervals and have to stick around through it all.
Do you know what the base naked HP totals are for the 5 classes? That would help give me some context as to the neccesity of a buffer.
Basically, raw HP changes in importance according to total mitigation and total regen/second.
The more mitigation and more regen, the less important raw HP is.
In a perfect situation, you would be able to roll with base VIT, max armor/res/dodge/regen and call it a day.
I haven't tried to crunch the numbers and see if it is possible or not though.
If it is possible to completely dismiss Vit with extreme cases though, it makes collecting the items potentially much easier.
I'm also not entirely sure if it is easier with a Monk or a Barb. My gut is telling me that it will be easier with a Monk because of OtE and the potential native regen.
You can't completely dismiss Vit; you have very little HP without it.
HP at level 60 is 276+35V. Naked Vit is 127 (I think, have to check when I get home), so less than 5k HP naked.
The point is that you don't think of gear by getting your HP to a certain threshold. HP and mitigation basically both extend your EHP uniformly against all hits, with mitigation having the added benefit to healing, which tends to grow in importance as you progress. In theory you're always happy to trade Vit for an (equal-EHP) amount of resist until your HP is very low and the multiplicative relationship causes you to stop doing that. In practice it's slightly different since an item can have both Vit and resist, but not twice as much of one and none of the other, so some degree of split is enforced by the system.
While an interesting discussion, I feel the OP and many others have carried over MMO paradigm thinking to Diablo and made some pretty serious oversights.
In the cases of most classes, defensive stats only need to be 'so good'. If you are defensive enough to survive, from that point you only want to stack damage or 'luxury' mods. This is because there are no 'main tanks' in Diablo, whose mitigation is the entire purpose of their gearing.
For a MT, you want the most mitigation you can possibly attain, period. But in a Diablo game you don't care if you are defended past the point where you can survive, barely. In D3 specifically, there are cooldowns but they are very short, you can even afford to rely on them. Then you stack damage, MF, GF, pickup radius, +health globe, resource generation and CC reduction, etc!
So who actually cares if there is a period of gearing where some classes get slightly more from their primary stat? It all balances out in endgame once everyone gets 'enough' mitigation. If DHs get to stack more of their primary than barbs, you can fix this imbalance with tweaking skills rather than trying to rework the entire itemisation and stat system, which basically works well.
Pretty stupid point the OP is making to be honest. Dodge doesn't provide mitigation but avoidance, thus it's a) not required and b) not a stat you particularly want if you want to survive big hits (-> Inferno). At the same time the armor affix is simply weaker than other affixes in most cases. Intelligence and Strength are actually well balanced in terms of defensive they provide since most balanced gear setups have +10 armor roughly equal +1 all resists.
In general, however, affixes - minus the main attributes - are simply not balanced. +all resistances is supposed to be stronger than +one resistance, its strength is that it can be on an item in addition to +all resistances. That's the same principle as for sockets - those also provide less stats than the higher affixes but they allow stat stacking.
And from a class balance point of view:
Monks (compared to Barbarians) and Demon Hunters (compared to Witch Doctors and Wizards) may have higher EHP if you include dodge, but they lack proper EHP in similar gear. This is true exluding abilities but it's even moreso true including abilities. You'll notice that once you get hit by abilities you cannot dodge (e.g. Diablo's fire zone, void zones, lasers, etc.) - those are so much harder to survive if you're playing a Dodge class compared to a non-dodge class. Sure you're not supposed to stand in them but it's an insane difference whether you can e.g. endure getting jailed in a void zone or not.
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