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  1. #11
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    Re: Inferno, resistance or vitality?

    Anything but resistance, is futile.



  2. #12
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    Re: Inferno, resistance or vitality?

    Because of the multiplicative nature of the whole thing, you want to keep a balance between vit, armor, resist, and +% life. It's definitely not as simple as the +primary +vit +res guys are making it out to be.

    (And if you are doing things with dodge/block, that gets thrown into the calculation as well.)




  3. #13
    IncGamers Member droppin's Avatar
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    Re: Inferno, resistance or vitality?

    It can depend on the build. The wd can prolly do it because he has heals that are % based, not life life on hit or anything. Overall it's safer to go all res till 500+ then start to branch out more into dps/vit.



  4. #14
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    Re: Inferno, resistance or vitality?

    I no longer have the link, but I read a post from a theorycrafter that said that you optimize your defense by using a 1:10 All Resist/Armor ratio. 300 All Resist and 3000 Armor will negate about 75% of incoming damage. So in your case, you should shoot for 350 All Resist to go with your 3500 armor. He suggested that if you can't afford that much additional All Resist, you can sacrifice some Armor if it allows you to get to the 1:10 ratio faster.

    By the way, he also stated that the 1:10 ratio is optimum for Crit%/Crit Damage also.



  5. #15
    IncGamers Member Chaosmage's Avatar
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    Re: Inferno, resistance or vitality?

    I have the burning suspicion that it is largely irrelevant, alas there are no diminishing returns and every point of +armor or +resists increases your effective hitpoints the same way. No proof yet as of no real motivation because of insufficient funds to apply any of those theories in practice.

    From my understanding it is that 10 armor rating is equivalent to 1 all res.

    Considering a good piece of chest armor or pants has something like 700 armor rating and 70 all res they are roughly equivalent. (Although armor seems to be cheaper on the AH)



  6. #16
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    Re: Inferno, resistance or vitality?

    Quote Originally Posted by Dree View Post
    I no longer have the link, but I read a post from a theorycrafter that said that you optimize your defense by using a 1:10 All Resist/Armor ratio. 300 All Resist and 3000 Armor will negate about 75% of incoming damage. So in your case, you should shoot for 350 All Resist to go with your 3500 armor. He suggested that if you can't afford that much additional All Resist, you can sacrifice some Armor if it allows you to get to the 1:10 ratio faster.

    By the way, he also stated that the 1:10 ratio is optimum for Crit%/Crit Damage also.
    This is inaccurate. I have close to 1:10 ratio in 690 all res and 6.6k armor and the mitigation is not 75%, its 69.xx%. But the ratio is definitely what we should aim for.



  7. #17
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    Re: Inferno, resistance or vitality?

    Quote Originally Posted by Chaosmage View Post
    I have the burning suspicion that it is largely irrelevant, alas there are no diminishing returns and every point of +armor or +resists increases your effective hitpoints the same way. No proof yet as of no real motivation because of insufficient funds to apply any of those theories in practice.

    From my understanding it is that 10 armor rating is equivalent to 1 all res.

    Considering a good piece of chest armor or pants has something like 700 armor rating and 70 all res they are roughly equivalent. (Although armor seems to be cheaper on the AH)
    Again, I have not tested this, but the post I read said there ARE diminishing returns. This is what I wrote down.
    1000 base armor = 24% reduction against lvl 63 mobs
    2000 base armor = 38%
    3000 base armor = 49%
    4000 base armor = 56%
    5000 base armor = 61%
    100 resistance = 24% reduction against lvl 63 mobs
    200 resistance = 39%
    300 resistance = 49%
    400 resistance = 56%
    500 resistance = 61%
    600 resistance = 66%
    700 resistance = 69%
    If we round down the OP's stats to 3000 armor and 200 resistance...
    - Increasing armor by 1000 increases the armor damage reduction by an additional 7%.
    - Increasing resistance by 100 increases the resistance damage reduction by an additional 10%.

    EDIT: IF these numbers are correct...
    - 3000/200 mitigates 69%
    - Increasing to 4000/200 mitigates 73%
    - Increasing to 3000/300 mitigates 74%


    Last edited by Dree; 03-07-2012 at 18:35.

  8. #18
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    Re: Inferno, resistance or vitality?

    Quote Originally Posted by luizdeh View Post
    This is inaccurate. I have close to 1:10 ratio in 690 all res and 6.6k armor and the mitigation is not 75%, its 69.xx%. But the ratio is definitely what we should aim for.
    If your mitigation is correct (and I have no reason to doubt you), then the numbers I have are wrong, because my numbers say your mitigation (edit: @ 700/7000) would be around 90% (69% then 69%).

    Edit: If I may ask, how did arrive at your mitigation number?


    Last edited by Dree; 03-07-2012 at 19:18.

  9. #19
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    Re: Inferno, resistance or vitality?

    Quote Originally Posted by Dree View Post
    Again, I have not tested this, but the post I read said there ARE diminishing returns. This is what I wrote down.
    1000 base armor = 24% reduction against lvl 63 mobs
    2000 base armor = 38%
    3000 base armor = 49%
    4000 base armor = 56%
    5000 base armor = 61%
    100 resistance = 24% reduction against lvl 63 mobs
    200 resistance = 39%
    300 resistance = 49%
    400 resistance = 56%
    500 resistance = 61%
    600 resistance = 66%
    700 resistance = 69%
    Except if you look at the effective HP, given by 1 / (1 - DR/100), it is roughly linear, so it isn't diminishing return. All you have shown is that it does not give increasing returns as it does in D2. (which is the reason why nobody ever want anything less than 75% resist)




  10. #20
    IncGamers Member jonw's Avatar
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    Re: Inferno, resistance or vitality?

    Quote Originally Posted by Capt Goodman View Post
    Anything but resistance, is futile.
    Lol.......




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