|
On June 11 2012 10:19 Slayer91 wrote:Show nested quote +On June 11 2012 10:00 Pwere wrote:700 is the number for resists where it doesn't really make sense to get more. Since we have no resist % buff, at that point it gets much better to hunt for more dex/armor and reduced damage%. LoHit is straightforward, no diminishing return, so the more the merrier. On June 11 2012 09:38 TunaBarrett wrote:On June 11 2012 09:30 Pwere wrote: 10-20 to go from 1 to 2, about 20-30 in act 2, and another 20+ in act 3 to be able to solo act 4, assuming you watch the AH for good stuff/deals.
I think it might be a bit different now, because mediocre items are much cheaper, but getting the good gear for act 4 is insanely expensive. But getting to act 2 really shouldn't take long, and act 2 has a great farming spot, which will only get better next patch.
And starfries, I'd say you need 10k more hp, 300+ LoHit, about 500 or so armor (ideally through 500 dex), and at least 1.5 attack speed to be really comfortable farming Dhalgur Oasis. Whats that? Right now im doing the maghda quest with hunting champions in the first two areas(Especially looking for "The ruins" where there is a guaranteed resplendent chest at level 2), is that what you mean or something else? I really didn't like that spot. Dhalgur Oasis has an event that guarantees a huge chest, and has random events/resplendant chests on the side. It also has at least one cavern with guaranteed chest, and 8+ bosses so you can skip the really hard ones. Clear that, grab the chest if it's there and then head for Belial. You'll also find a potion/dye vendor at HALF PRICE. Yes, 50% off on potions and dyes. Can't beat that, can you? There is no diminishing returns on resists either? If you think resists have diminishing returns then so does LoH, because getting more becomes worse than attack speed/resists/armour at a point. You shouldn't randomly pick 700 and stop, you just made up the number. I think the solo monk scaling on armour is 10 armour = 18.5 armour buffed, right? But you have 12k armour, and only 700 resist, so each 1 point of resists is worth more than 10 armour, if its worth 18.5 armour its than resist is better. More importantly, it's much easier to improve your resist than your armour. Dex gets very expensive past 120~ ish and bonus armour is hard to get on good pieces. -% dmg is an awkward thing because things like string of ears make you lose tons of other stats, but it might be better when your resists and armour are so high. Resists have the same diminishing return as armor, except that you get at least 1.35 point per armor, so the balance would be around 700resist/7k unbuffed armor (15k+ buffed with Keen Eye). The thing about 700 is that it's the number you can easily get without having double resist on rings/amulet/gloves/shield. It's what I have, not really by choice, but by convenience. However, it's much, much cheaper to grab a chest with 50 resist and 200 armor than 40 resist, 40 resist all, and both will give more or less the same protection. I found one with 80 dex (+114 from sockets), 60 vit, 55 resist, 200 armor and 6% reduced damage from elite for 450k. Shopping for double resists, you'd spend 2M+ for something similar. It's even worse for gloves, where one stat has to be attack speed, but anything with dex/vit/attackspeed/resist all is ridiculously expensive. So skip the resist all there.
LoHit is simple in the sense that LoHit * attack speed = heal rate. Double it and you can more or less tank twice as much damage. But double your resist and you can only receive about 50% more damage.
As for -%dmg, get the 5-6% vs elite or ranged on chest, and another 4% on bracers (maybe shoulders? not sure). If you're lucky enough to find more on an amulet, go for it, but don't sacrifice your belt for a string of ears, mostly when melee damage isn't a problem for monks. Dex is also really, really good defensively, because 1500 dex has the "diminishing return" of 1500 armor or 150 resist, as far as dodge is concerned. I'd get to 2k if I could. It's more than 2x as good as vit.
Finally, concerning MoE/MoH, MoH is good when you have low LoHit and attack speed, meaning that you don't heal much and can't keep your Mantra fully up the whole fight. Once you have 2+as, MoE becomes progressively better as you can keep the 30% dodge up almost all the time, and 600hp/s is definitely lower than what you dodge.
|
On June 11 2012 09:55 Hydrolisko wrote:for those monks in inferno high level farming groups (siegebreaker, ishkatu... etc), what are your HP and resists? thx in advance ![](/mirror/smilies/smile.gif)
here, in a group, with warcry, resistance is 1.2k, armor is 8.9. i also swap to aura of conviction + overawe for more damage.
|
I've recently discovered how awesome lashing tail kick(vulture claw rune) is. This attack gives a guaranteed knockback(interrupt) on most elites, esp though elites that have long windup attacks. If you have enough AS, you can use this every 2 seconds when fighting elites and interrupt most of their attacks.
|
On June 11 2012 09:55 Hydrolisko wrote:for those monks in inferno high level farming groups (siegebreaker, ishkatu... etc), what are your HP and resists? thx in advance ![](/mirror/smilies/smile.gif)
![[image loading]](http://img152.imageshack.us/img152/3623/statsmt.png)
farming act 4 and pony and siege comfortably now, with exception to any gay elite mob with molten and shielding -_- i think they nerfing them soon anyway...
|
Guys, where can I farm for A2 inferno?
A1 was easy, but now Im geting raped. 400 resists, 40k HP and 9k DPS, and I cant do shit.
|
On June 11 2012 14:21 pedrotrv wrote: Guys, where can I farm for A2 inferno?
A1 was easy, but now Im geting raped. 400 resists, 40k HP and 9k DPS, and I cant do shit.
9k dps is prob ur biggest problem.. i'd keep farming butcher till u can afford some better rings/wep or something to increase ur attakc speed/ dmg. atleas twith some dmg, u can burst attk and then retreat and do the same thing over and over. 40khp good, 400 resists is OK with OWE it shouldnt be hard to get to 600, and des is imprtant too aim for 1300+ (dex = armor).
Once you're capable farm dahglar oasis or whatever, run around killing mobs, and if you're storng enough finish with belial. my run used to be go to road to alcarnus, go inside where the caged prisoners are (1/2 mobs ALWAYS), waypoint to oasis, head NORTHEAST (should find some mobs on the way) and thers a 100% spawn rate of mobs outside the ancient waterway. you should have 4 by now, and there a 100% spawn rate of mob outside belial in city of caldeum.
|
On June 11 2012 06:48 TunaBarrett wrote:Show nested quote +On June 11 2012 00:53 HaXXspetten wrote:On June 10 2012 23:54 TunaBarrett wrote: havent used transendence since i got inferno personally( Only in late act 2 though). If you have life per spirit spent on gear aswell it might still be worth it but without it...meh sticking with the other two.
also if you have that much LoH i guess you are DW? Or just redic amount on rings/amulets?
If you are DW i think it might be worth concidering the dodge one aswell, IF your armor is high enough without seize the initiative.
PS. only personal opinions not based on facts or testing. Think I'm gonna cut Transendence as well, seems to be the least hurtful to get rid of based on what little testing I have done. Stats are: + Show Spoiler + Haxx didnt you play another char and then switch to monk? How did you get so far so quickly :E Did you have alot of gold from DH farming or did you just put in a shitload of hours? Or do you have some other advice, help a monkbrother out. @BigBoss general idea with armor and resist is that you want the DR% from both to be about equal, so getting time of need if your armor is very high already is a good idea and vice versa. My main is a Wizard, and I killed Diablo Inferno about two weeks ago with it. That being said, I've not invested more than about 2 millions worth of gear in my Monk, and I got to where I am right now (Arreat Crater-ish) in roughly 46 hours. I honestly don't think the game was ever really challenging before Act III, which on the other hand is pretty damn hard. I'd say A2 was a lot harder for my Wiz than my Monk tbh.
|
Just spent a chunk of my money on the sickest 2h daibo I ever laid my eyes on yet.
+ Show Spoiler +![[image loading]](http://img829.imageshack.us/img829/2079/screenshot005nrc.jpg) Uploaded with ImageShack.us
I'm actually thankful it's not a perfect roll, because I would have never been able to afford it.
|
On June 11 2012 10:54 Pwere wrote:Show nested quote +On June 11 2012 10:19 Slayer91 wrote:On June 11 2012 10:00 Pwere wrote:700 is the number for resists where it doesn't really make sense to get more. Since we have no resist % buff, at that point it gets much better to hunt for more dex/armor and reduced damage%. LoHit is straightforward, no diminishing return, so the more the merrier. On June 11 2012 09:38 TunaBarrett wrote:On June 11 2012 09:30 Pwere wrote: 10-20 to go from 1 to 2, about 20-30 in act 2, and another 20+ in act 3 to be able to solo act 4, assuming you watch the AH for good stuff/deals.
I think it might be a bit different now, because mediocre items are much cheaper, but getting the good gear for act 4 is insanely expensive. But getting to act 2 really shouldn't take long, and act 2 has a great farming spot, which will only get better next patch.
And starfries, I'd say you need 10k more hp, 300+ LoHit, about 500 or so armor (ideally through 500 dex), and at least 1.5 attack speed to be really comfortable farming Dhalgur Oasis. Whats that? Right now im doing the maghda quest with hunting champions in the first two areas(Especially looking for "The ruins" where there is a guaranteed resplendent chest at level 2), is that what you mean or something else? I really didn't like that spot. Dhalgur Oasis has an event that guarantees a huge chest, and has random events/resplendant chests on the side. It also has at least one cavern with guaranteed chest, and 8+ bosses so you can skip the really hard ones. Clear that, grab the chest if it's there and then head for Belial. You'll also find a potion/dye vendor at HALF PRICE. Yes, 50% off on potions and dyes. Can't beat that, can you? There is no diminishing returns on resists either? If you think resists have diminishing returns then so does LoH, because getting more becomes worse than attack speed/resists/armour at a point. You shouldn't randomly pick 700 and stop, you just made up the number. I think the solo monk scaling on armour is 10 armour = 18.5 armour buffed, right? But you have 12k armour, and only 700 resist, so each 1 point of resists is worth more than 10 armour, if its worth 18.5 armour its than resist is better. More importantly, it's much easier to improve your resist than your armour. Dex gets very expensive past 120~ ish and bonus armour is hard to get on good pieces. -% dmg is an awkward thing because things like string of ears make you lose tons of other stats, but it might be better when your resists and armour are so high. Resists have the same diminishing return as armor, except that you get at least 1.35 point per armor, so the balance would be around 700resist/7k unbuffed armor (15k+ buffed with Keen Eye). The thing about 700 is that it's the number you can easily get without having double resist on rings/amulet/gloves/shield. It's what I have, not really by choice, but by convenience. However, it's much, much cheaper to grab a chest with 50 resist and 200 armor than 40 resist, 40 resist all, and both will give more or less the same protection. I found one with 80 dex (+114 from sockets), 60 vit, 55 resist, 200 armor and 6% reduced damage from elite for 450k. Shopping for double resists, you'd spend 2M+ for something similar. It's even worse for gloves, where one stat has to be attack speed, but anything with dex/vit/attackspeed/resist all is ridiculously expensive. So skip the resist all there. LoHit is simple in the sense that LoHit * attack speed = heal rate. Double it and you can more or less tank twice as much damage. But double your resist and you can only receive about 50% more damage. As for -%dmg, get the 5-6% vs elite or ranged on chest, and another 4% on bracers (maybe shoulders? not sure). If you're lucky enough to find more on an amulet, go for it, but don't sacrifice your belt for a string of ears, mostly when melee damage isn't a problem for monks. Dex is also really, really good defensively, because 1500 dex has the "diminishing return" of 1500 armor or 150 resist, as far as dodge is concerned. I'd get to 2k if I could. It's more than 2x as good as vit. Finally, concerning MoE/MoH, MoH is good when you have low LoHit and attack speed, meaning that you don't heal much and can't keep your Mantra fully up the whole fight. Once you have 2+as, MoE becomes progressively better as you can keep the 30% dodge up almost all the time, and 600hp/s is definitely lower than what you dodge.
Armour doesn't have diminishing returns either. Sigh, I've gone like 10 years since I read how it works and people still think they do. Doubling your resist might not double your survivability but it doubles your time to live. If things kept doubling it would be OP because having 5 seconds to live, double it, that's 10 seconds to live, double it, that's 20 seconds to live. Make's since right? The way the multiplicative scaling would work, as it does in this game if you factor both armur and resist, having 5 times to live in resist, and 5 times to live in armur, is 25 times to live which is far better than putting it all in resists, that's why the "balance" is good. 6 and 4 would be 24, almost as good, but for a 50% disparity in resist/armour balance you're not losing >>THAT<< much (96% of the time to live).
And now you're saying life on hit doubles your time to live if you double it. It definitely doesn't. You aren't factoring is -Life regen -both healing spells -life per spirit spent (I understand you use resolve though) -potions Life on hit I would say is less than half your healing in a fight. Resist/armour boosts everything you have including life on hit and total EHP at full health. That's not to say life on hit is bad, but life on hit has "diminishing returns" because your first 1000 is better than getting to 2000 because of the "diminishing returns" as in if it was between getting more mitigation versus getting more life on hit mitigation (included reduced damage from elites/ranged/melee/resolve/monkbarb 30%/resistances/armour) the mitigation makes your original 1k life on hit better while going from 0--->1000 life on hit because you had no life on hit to scale off, which is why the first 500-600 life on hit makes a HUGE difference in survivability. SO OMG DIMINISHING RETURNS ON LIFE ON HIT DONT GET PAST 700 ON IT. You could say 7k armour 700 resist all 700 life on hit 28k hp (4-sevens rule OMG) is the most you should get defensively before getting attack speed, dexterity, crit because they all have diminishing returns with respect to killing shit faster. Until you get +70% attack speed, and +1400% damage and +7% crit *sweeping) wind in which case everything becomes even again and you start stacking more resistances because THEY SCALE WITH EVERYTHING YAY.
"Dex is also really, really good defensively, because 1500 dex has the "diminishing return" of 1500 armor or 150 resist, as far as dodge is concerned." I don't understand what you're trying to say here, could you clarify?
I have bracers with 45~ resist 60~ resist all 80 dex 80 vit pretty good armour and 4.5% crit and I sniped em for 350 k (Bid I think huehue but noth sure). My resist is almost 950 and I only have double resist on 1 ring and it gives attack speed (I found it, no way you could buy that on AH for less than 10 mil LOL). My helm is crappy, my shield is crappy both only 1 resist and generally not very good. My gloves aren't great (cause' attack speed). I'd say a well geared monk should always have 1k resist if he's using one with everything. Look I can make up numbers too. In terms of item properties normally resist/resist all just takes a propertiy off health globes and usually makes the item more expensive because naturally it's better to. It's just a flat out good property to have and usually convenient too because getting 60 resist all is always more expensive than 35 resist all 35 e.g arcane resist because most people don't use arcane resist.
Also holy jesus attack speed run at me. Nerf might hit you hard LOL. Also, could you post the Naltalyas breeches thingy (they give AS I'm pretty sure, wondering what roll you got on them) and the lengendary helm? (lemme guess, attack speed? :D) And what's your weapon DPS? It's high DPS with +AS and none/small amount of life on hit?
|
Hey TL, these are my gear and skills: + Show Spoiler +
I was fortunate enough to have a legendary item drop for me and sold it on the AH for 3.6mil. I am wondering now which of my items I should upgrade first and what stats should I look for? I'd appreciate it if someone could look over my gear and skills and tell me what I should improve first.
EDIT: Resists are with mantra of healing and time of need, even though the buff isn't shown (I forgot to use my mantra and had to photoshop the stats)
|
|
Slayer, the diminishing return means this: Going from 0 to 3000 armor gives you about 50% absorb (or 0 to 300 resist, they work on exactly the same scale 1:10). Going from 3000 to 6000 gives you 33% more (6k is 66%, meaning that you receive 33% less damage). So clearly the 2nd 3k wasn't nearly as good. 9k? 75%. 12k, 80%, and so on. Those numbers aren't exactly accurate because we don't know the exact monster level, but the diminishing return is there.
I'll jump to the dex part right away: Dex works on the scale of armor, as far as Dodge is concerned. So 3k dex gives you 50% dodge. 1500 gives you roughly 33%. So going up in Dex gives you ridiculously more dodge, because of the way the formula works/diminishing return.
You are right about multiplicatives, that's how reduced% dmg, dodge, block, and everything else comes in, but the translation from a raw armor/resist number into % is the only thing affected by diminishing return.
As for LoHit, I factored in those things, and I carefully considered it before talking out of my ass. When I pop serenity, I end up being full because of my LoHit, I use 4 secs rune, because I figure I heal at least 4k/s, so I might as well not be receiving damage and dealing some. And I have no other heal, besides pots that are for emergencies anyway.
About my gear, I have only one set item that I found: a really good Natalya's mark (ring) with 14% ias and dex/vit. My sword has 880dps, 25% ias (1.75as) and 940 LoHit, bought it on AH for 4M (yeah...). Everything else is rare, off the auction house for <1M, except my boots for 3M, and my gloves, which I found (12%ias). My helm is crap, my belt is crap, my shield is crap, but upgrades just aren't there (at a decent price anyway) for the way I build my monk.
Attack speed "nerf" won't hit me that hard because I only have two items that improve it, and afaik, they're not touching attack speed on weapon (but they might make it add to it, instead of multiply it).
Finally, stat check, unbuffed: 49k hp, 25k dps, 6k armor, 720 resist, 1100LoHit, 2.4as, 1750dex, -7.9% ranged, -6% elite.
|
On June 11 2012 20:48 Slayer91 wrote:+ Show Spoiler +On June 11 2012 10:54 Pwere wrote:Show nested quote +On June 11 2012 10:19 Slayer91 wrote:On June 11 2012 10:00 Pwere wrote:700 is the number for resists where it doesn't really make sense to get more. Since we have no resist % buff, at that point it gets much better to hunt for more dex/armor and reduced damage%. LoHit is straightforward, no diminishing return, so the more the merrier. On June 11 2012 09:38 TunaBarrett wrote:On June 11 2012 09:30 Pwere wrote: 10-20 to go from 1 to 2, about 20-30 in act 2, and another 20+ in act 3 to be able to solo act 4, assuming you watch the AH for good stuff/deals.
I think it might be a bit different now, because mediocre items are much cheaper, but getting the good gear for act 4 is insanely expensive. But getting to act 2 really shouldn't take long, and act 2 has a great farming spot, which will only get better next patch.
And starfries, I'd say you need 10k more hp, 300+ LoHit, about 500 or so armor (ideally through 500 dex), and at least 1.5 attack speed to be really comfortable farming Dhalgur Oasis. Whats that? Right now im doing the maghda quest with hunting champions in the first two areas(Especially looking for "The ruins" where there is a guaranteed resplendent chest at level 2), is that what you mean or something else? I really didn't like that spot. Dhalgur Oasis has an event that guarantees a huge chest, and has random events/resplendant chests on the side. It also has at least one cavern with guaranteed chest, and 8+ bosses so you can skip the really hard ones. Clear that, grab the chest if it's there and then head for Belial. You'll also find a potion/dye vendor at HALF PRICE. Yes, 50% off on potions and dyes. Can't beat that, can you? There is no diminishing returns on resists either? If you think resists have diminishing returns then so does LoH, because getting more becomes worse than attack speed/resists/armour at a point. You shouldn't randomly pick 700 and stop, you just made up the number. I think the solo monk scaling on armour is 10 armour = 18.5 armour buffed, right? But you have 12k armour, and only 700 resist, so each 1 point of resists is worth more than 10 armour, if its worth 18.5 armour its than resist is better. More importantly, it's much easier to improve your resist than your armour. Dex gets very expensive past 120~ ish and bonus armour is hard to get on good pieces. -% dmg is an awkward thing because things like string of ears make you lose tons of other stats, but it might be better when your resists and armour are so high. Resists have the same diminishing return as armor, except that you get at least 1.35 point per armor, so the balance would be around 700resist/7k unbuffed armor (15k+ buffed with Keen Eye). The thing about 700 is that it's the number you can easily get without having double resist on rings/amulet/gloves/shield. It's what I have, not really by choice, but by convenience. However, it's much, much cheaper to grab a chest with 50 resist and 200 armor than 40 resist, 40 resist all, and both will give more or less the same protection. I found one with 80 dex (+114 from sockets), 60 vit, 55 resist, 200 armor and 6% reduced damage from elite for 450k. Shopping for double resists, you'd spend 2M+ for something similar. It's even worse for gloves, where one stat has to be attack speed, but anything with dex/vit/attackspeed/resist all is ridiculously expensive. So skip the resist all there. LoHit is simple in the sense that LoHit * attack speed = heal rate. Double it and you can more or less tank twice as much damage. But double your resist and you can only receive about 50% more damage. As for -%dmg, get the 5-6% vs elite or ranged on chest, and another 4% on bracers (maybe shoulders? not sure). If you're lucky enough to find more on an amulet, go for it, but don't sacrifice your belt for a string of ears, mostly when melee damage isn't a problem for monks. Dex is also really, really good defensively, because 1500 dex has the "diminishing return" of 1500 armor or 150 resist, as far as dodge is concerned. I'd get to 2k if I could. It's more than 2x as good as vit. Finally, concerning MoE/MoH, MoH is good when you have low LoHit and attack speed, meaning that you don't heal much and can't keep your Mantra fully up the whole fight. Once you have 2+as, MoE becomes progressively better as you can keep the 30% dodge up almost all the time, and 600hp/s is definitely lower than what you dodge. Armour doesn't have diminishing returns either. Sigh, I've gone like 10 years since I read how it works and people still think they do. Doubling your resist might not double your survivability but it doubles your time to live. If things kept doubling it would be OP because having 5 seconds to live, double it, that's 10 seconds to live, double it, that's 20 seconds to live. Make's since right? The way the multiplicative scaling would work, as it does in this game if you factor both armur and resist, having 5 times to live in resist, and 5 times to live in armur, is 25 times to live which is far better than putting it all in resists, that's why the "balance" is good. 6 and 4 would be 24, almost as good, but for a 50% disparity in resist/armour balance you're not losing >>THAT<< much (96% of the time to live). And now you're saying life on hit doubles your time to live if you double it. It definitely doesn't. You aren't factoring is -Life regen -both healing spells -life per spirit spent (I understand you use resolve though) -potions Life on hit I would say is less than half your healing in a fight. Resist/armour boosts everything you have including life on hit and total EHP at full health. That's not to say life on hit is bad, but life on hit has "diminishing returns" because your first 1000 is better than getting to 2000 because of the "diminishing returns" as in if it was between getting more mitigation versus getting more life on hit mitigation (included reduced damage from elites/ranged/melee/resolve/monkbarb 30%/resistances/armour) the mitigation makes your original 1k life on hit better while going from 0--->1000 life on hit because you had no life on hit to scale off, which is why the first 500-600 life on hit makes a HUGE difference in survivability. SO OMG DIMINISHING RETURNS ON LIFE ON HIT DONT GET PAST 700 ON IT. You could say 7k armour 700 resist all 700 life on hit 28k hp (4-sevens rule OMG) is the most you should get defensively before getting attack speed, dexterity, crit because they all have diminishing returns with respect to killing shit faster. Until you get +70% attack speed, and +1400% damage and +7% crit *sweeping) wind in which case everything becomes even again and you start stacking more resistances because THEY SCALE WITH EVERYTHING YAY. "Dex is also really, really good defensively, because 1500 dex has the "diminishing return" of 1500 armor or 150 resist, as far as dodge is concerned." I don't understand what you're trying to say here, could you clarify? I have bracers with 45~ resist 60~ resist all 80 dex 80 vit pretty good armour and 4.5% crit and I sniped em for 350 k (Bid I think huehue but noth sure). My resist is almost 950 and I only have double resist on 1 ring and it gives attack speed (I found it, no way you could buy that on AH for less than 10 mil LOL). My helm is crappy, my shield is crappy both only 1 resist and generally not very good. My gloves aren't great (cause' attack speed). I'd say a well geared monk should always have 1k resist if he's using one with everything. Look I can make up numbers too. In terms of item properties normally resist/resist all just takes a propertiy off health globes and usually makes the item more expensive because naturally it's better to. It's just a flat out good property to have and usually convenient too because getting 60 resist all is always more expensive than 35 resist all 35 e.g arcane resist because most people don't use arcane resist. Also holy jesus attack speed run at me. Nerf might hit you hard LOL. Also, could you post the Naltalyas breeches thingy (they give AS I'm pretty sure, wondering what roll you got on them) and the lengendary helm? (lemme guess, attack speed? :D) And what's your weapon DPS? It's high DPS with +AS and none/small amount of life on hit?
I think what he was trying to say was that trying to go above 700-800 resist will usually result in gimping your stats (mainly armor/dex/attack speed), because you would have to go for extremely high double resist gear on every piece which is really fucking expensive. It's generally more effective (and more efficient price-wise) to just cap at a reasonably obtainable ~700-800 resist and focus on other stats. People running 1k resist or higher usually have sub 20k dps and really low armor, and they probably spent 4x as much money as other monks with more balanced gear.
|
That, and that anyway it doesn't really matter, because you grab what you can and try to improve. I didn't really decide to get 150dex/90vit/50resist/55all shoulders for 400k, they were just there. But then I'm also stuck with a 90dex/115resist/200armor belt because for some reason belts are ridiculously expensive.
Also, the whole discussion might be pointless because wizards/DH will still farm 3x faster than a godly geared monk =)
|
On June 12 2012 02:10 Pwere wrote: Slayer, the diminishing return means this: Going from 0 to 3000 armor gives you about 50% absorb (or 0 to 300 resist, they work on exactly the same scale 1:10). Going from 3000 to 6000 gives you 33% more (6k is 66%, meaning that you receive 33% less damage). So clearly the 2nd 3k wasn't nearly as good. 9k? 75%. 12k, 80%, and so on. Those numbers aren't exactly accurate because we don't know the exact monster level, but the diminishing return is there.
0 Armour, let's say you live 5 seconds at full HP. 3000 armour, 50%, you live 10 seconds 6000 armour, 66%, you live 15 seconds 9000 armour, 75% you live 20 seconds It's a dead linear scale on survivability. Multiplicative scaling gets very silly very fast (thus every ranged gets one shot because mobs have to deal dmg that hurts melees taking ~2% of the incoming unmitigated DPS of each mob.
3000 armour, 300 resists, 75% reduction, for 6000 "stat points" 6000 armour, 66% reduction, for 6000 "stat points" Therefore relative to resists or other damage reduction there is no diminishing returns but individually there is none. However you're not saying to keep your resists and your armour close, you're just saying not to get them after a completely arbitrary point. If you're trying to say "try to keep your DPS/Life on hit/AS up there with your resist/armour level" well that's great advice, which means although 700/7k isn't necessarily a bad point to be there is absolutely no reason that you shouldn't go higher unless you have to make big sacrifices to try to get higher.
|
On June 12 2012 02:10 Pwere wrote: Slayer, the diminishing return means this: Going from 0 to 3000 armor gives you about 50% absorb (or 0 to 300 resist, they work on exactly the same scale 1:10). Going from 3000 to 6000 gives you 33% more (6k is 66%, meaning that you receive 33% less damage). So clearly the 2nd 3k wasn't nearly as good. 9k? 75%. 12k, 80%, and so on. Those numbers aren't exactly accurate because we don't know the exact monster level, but the diminishing return is there.
look at it from this perspective, every 100 resistance improves your damage reduction by 10%
at 700 resistance, you have 70% damage reduction, you take 30% damage
at 800 resistance, you have 73% damage reduction, you take 27% damage
30-27=3% which is 10% of 30. there is no diminishing return
|
I'm actually starting to think that vit is not dominant nor that required to monks im sitting with 9.5k armor (with buffs) and 720 all resistances with only 400 loh and 14k damage (buffed also) and a mere 24k hp and i am way better than when i had ~45 hp but with less armor, monks actually heal a lot so low hp seems easier to manage, btw i cant still kill belial he always kill me when 20-30% lacking hp =(
|
I thought dex didn't have dminishing returns only just that it has 3 tiers and in the third 100 dex = 1% dodge?
|
On June 12 2012 03:00 noD wrote: I'm actually starting to think that vit is not dominant nor that required to monks im sitting with 9.5k armor (with buffs) and 720 all resistances with only 400 loh and 14k damage (buffed also) and a mere 24k hp and i am way better than when i had ~45 hp but with less armor, monks actually heal a lot so low hp seems easier to manage, btw i cant still kill belial he always kill me when 20-30% lacking hp =(
Nobody ever said it was important. You should still look for it on items but don't not buy a good item because it has no vit on it.
|
On June 12 2012 03:00 noD wrote: I'm actually starting to think that vit is not dominant nor that required to monks im sitting with 9.5k armor (with buffs) and 720 all resistances with only 400 loh and 14k damage (buffed also) and a mere 24k hp and i am way better than when i had ~45 hp but with less armor, monks actually heal a lot so low hp seems easier to manage, btw i cant still kill belial he always kill me when 20-30% lacking hp =( Can you tank one of his arm smashes? I used earth ally to be able to, and I found it pretty useful because I could then save serenity for the meteor stage. Other than that, don't let him box you in! Stand in the middle area right in front of him so you have more room to move.
|
|
|
|