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  1. #1
    IncGamers Member
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    Low Level Monk Mechanics Video

    Hey guys!

    I recently posted a video walkthrough of my understanding of battle mechanics for a level 10 Monk. You can check it out HERE!

    It's not comprehensive, but I hope y'all enjoy it!

    Tanoy



  2. #2
    IncGamers Member
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    Re: Low Level Monk Mechanics Video

    I'm looking at your video, and there are a couple of things to realize in this. First off, I'll start with the easiest thing, the poison damage on the knuckle. This one is actually very easy to see when you look at both sets of knuckles. Items of the same 'type' will have the same base statistics. For knuckles, that is damage of 3-9, speed of 1.40. Each of these knuckles in your example then has too magical modifier: 'Keen knuckles of the Hawk'-Attack speed and Dexterity. 'Illuminating knuckles of the Snake' - Spirit Regen and poison damage. This shows that the poison damage is indeed added to the base for the weapon (3-9), plus the poison modifier (1-3) to come up with the final output (4-12).

    Now, to come to the trickier part... the damage reduction. There are a lot more factors in play here then you see on the surface, though they don't really appear in significant detail at level 10. There are a number of damage reduction. Class (for Monks and Barbarians), Armor, Resistance, Dodge, Block and Melee/ranged.

    First off, we'll start with class. Monks and Barbarians have an innate 30% damage reduction. This is done as a balancing method, considering that they're pretty much forced to be in melee range of everything, and therefore rather forced to take a number of hits.

    Next up, armor. You're pretty much right on about how it it works, but there's another factor to consider: Strength. For every one point of Strength you have, you gain one point of armor. This, incidentally, is one of the reasons why Barbarians are such good tanks. As well... EVERY source of damage is affected by armor, whether it's a melee attack from the Skeleton King, the fire floor by the Butcher, or Diablo's lightning breath. Monks have a passive that can make dexterity increase armor, which helps... but at the same time, Barbarians have a passive that makes their Vitality increase their armor. As to whether these passives are useful are discussions outside of what we're talking about here.

    Next up, resistance. If you look down your list of resistances, you'll see the following. Physical, Cold, Fire, Lightning, Poison, Arcane/Holy. This covers every source of damage in the game. Now, when you mouse over your intellect, you'll see that you get resistances from your Intellect, at a rate of 1 resist per 10 points of intellect, which explains why your character has 2 Resistance to everything. This does stack with armor. If you have 50% damage reduction from armor, and 50% damage reduction from resistance, you'll take 75% less damage. When you factor in the 30% damage reduction from the class, you'll end up taking 82.5% less damage. Monks have a very unique passive in regards to resistance. One with Everything takes your highest resistance value, and makes it so every one of your resists is set to that level. This, in effect, makes it very easy for us to stack up our resistance (though at the same token, gear that has a weaker resistance has a wasted modifier slot).

    Dodge is a different beast. It's not a damage reduction in the sense these others are... but rather it's chance you'll take no damage at all. In the long run, when you're looking at how much damage you take over a fight, it will come out to much the same thing. But, the practicality is such it can safe you, or it might not. I know I've had times where I've missed running out of Diablo's lightning breath. and seen a bunch of 'Dodge' pop up over my head, taking very little damage. A barbarian on the other hand... would have taken damage from more of them (less dodge due to low dexterity), but the damage actually taken per tick would be a lot less.

    Block is pretty straight forward. Every attack that comes in, you have a chance to block... which is based on the shield. When you block, you reduce that damage by a set amount (also based on the shield). That being said, I haven't looked into it enough to see if that reduced amount is before or after other damage reduction, but I'm guessing it's after, otherwise the block amount on shields would need to be pretty astronomical.

    Melee and Range resistance, I've kind of lumped together. The only real difference is that they are pretty much mutually exclusive as to what damage they stop. They're also relatively uncommon, and they are applied geometrically to the other damage reduction available.

    so... basically it works out to 1/((1-Class)(1-Armor)(1-Resistance)(1-MeleeRange)). Dodge is a probability of whether you will or won't take damage... helpful, but I would imagine for a HC player, far less reliable.




  3. #3
    IncGamers Member
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    Re: Low Level Monk Mechanics Video

    Guys, has anyone heard of <a href="http://www.thediablo3beastguide.com/">Diablo 3 gold</a>? It looks like a pretty cool Please tell me your view about it.



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