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I hung up my barb for a while and played a Wizard and Monk. Now, I'm back to him and rethinking how I built him. My barb could never really hang past act 1 inferno and it was bumming me out.
So, I've been adding crit hit damage, crit chance and LOH and he can finally solo most things in Act 2. But, there are still things that kill him there.
Is there already a known guide here for basic minimum stats required to hang in act 1, 2, 3 & 4 Inferno? Probably ... even if you don't post them here maybe you could point the way. But, it'd be cool to see the results posted here in my little thread.
Minimum
Def?
Life?
DPS?
Resists?
for each act.
(I'm just dying to be able to farm in act 3 inferno)
There really can't be an accurate guide to this sort of thing; even a minor build variation can make a rather large difference in what you're able to accomplish, much less a large build difference (like comparing a 2h glass cannon barb to a CC 1h+shield tank).
I'm guessing you're a WW Barb.
If you have at least 6k armor, 900 all res, 1k LoH you can do it, though you'd still die to some of the harder stuff with those stats. Add another 1k armor and 100 all res and there's little that will kill you in act3.
Ill throw my approx current stats which can clear a4 for WW/Nado build:
40k life, 800 AR, 30k DPS, 6k armor, 900 loh, 40% crit, 450% crit dam
Again, minimum stats will vary greatly based upon skill build and playstyle. I have seen a few barbs with really bad stats and resists complete a3 and a4 with simply having massive loh, around 2k.
Let's see, I've got 40k life, 750 AR, < 30k DPS (my weapons are crappy at the moment. I expect to get well over 30k shortly), 7k armor, 1000 loh, 57% crit, 240% crit damage.
Hrm. Guess I really just need more all res! I seem to be pretty comparable to you guys on all other fronts, but still die pretty easy in Act 3 if I'm not ultra-careful.
Maybe your target values vary based on your build and other values, but it is good to discuss the values of people actually surviving Act 3 so people can at least get some ballpark goals.
So is it just me or does trying to get more than 7k armor seem pretty pointless? At 7k armor you seem to get 70% damage reduction, and any armor beyond that barely raises your damage reduction. Like if you look at your damage reduction after using Iron Impact to get your armor up to over 20k, the reduction goes up to about 86%. Those returns are diminishing as all get-out after 7k.
I've kinda been assuming that all resist were similar, but a lot of people seem to suggest well over 700 AR, so I guess the returns past 700 AR are better than the returns past 7k armor? I'm not sure.
The returns aren't actually diminishing; they're linear. For example, going from 50% DR to 75% DR is only 25%, right? But that's a doubling of the actual damage you can take (your effective hitpoints). The higher it gets, the more each point counts. But resistances are generally a more important affix as you can get 60+ all res on everything but your weapons... and 60 all res is essentially as effective as 600 armor.
Does AR work on the exact same scale though, if we take 1 AR as equal to 10 armor?
As a reminder, the stat sheet shows damage reduction for monsters at your current level. So it shows reduction numbers for level 60 monsters and not inferno level monsters which are level 60+.
ie You might have 75% DR for armor or resists on your sheet, but it may be actually be 70%, 60%, or lower in inferno
So stack that armor and resists as high as you can.
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