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Monk - Builds/Discussion - Page 56

Forum Index > Diablo 3
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Pwere
Profile Joined April 2010
Canada1556 Posts
Last Edited: 2012-06-11 19:14:44
June 11 2012 19:09 GMT
#1101
On June 12 2012 02:27 wwiv wrote:
Show nested quote +
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
This is not the correct formula. The first 100 doesn't give you 10% but 25%. 300 is 50%, not 27%. Don't worry, I did my homework.

And slayers, obviously the way you count it seems to have no diminishing return, but going from 5 secs to 10 secs is a much better improvement than 10 to 15. That's what I'm getting at.

As for 700, obviously it's a completely arbitrary number, and I never said to not get more. I said that if you have more, you probably forgot a better stat somewhere, but hey, it's the gear you're stuck with, we don't have the luxury of upgrading that often. It just seems to be a number where most people end up, and it's a "good enough" number to farm act 3. I mentioned that the point was balance, but since it's easier but more expensive to get resists than armor for monks, shopping for dex/armor is a good way to gear up.

But anyway, we're getting lost in semantics here. You can plug in your numbers in a sheet like this:
D3 EHP Calculator , and see for yourself.
On June 12 2012 03:04 xZiGGY wrote:
I thought dex didn't have dminishing returns only just that it has 3 tiers and in the third 100 dex = 1% dodge?
Nope, Dex works with the usual formula, roughly Dex/(Dex+3000). So 1k is 25%, 2k 40%, etc. Since dodge is basically damage reduction with higher variance, it's still really, really good. Armor/damage doesn't hurt either. I think Dex is underrated by most monks.
wwiv
Profile Joined April 2010
Singapore182 Posts
June 11 2012 19:32 GMT
#1102
On June 12 2012 04:09 Pwere wrote:
Show nested quote +
On June 12 2012 02:27 wwiv wrote:
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
This is not the correct formula. The first 100 doesn't give you 10% but 25%. 300 is 50%, not 27%. Don't worry, I did my homework.


i didn't state it was the correct formula, i was trying to illustrate that you do get consistent gains (regard to effective health) with boosting resistance even if the gains from damage reduction fall less than proportionately. therefore diminishing returns does not apply when we consider the purpose of damage reduction in the first place.
Dfgj
Profile Joined May 2008
Singapore5922 Posts
June 11 2012 19:41 GMT
#1103
You're arguing different definitions of the received damage - whether it's the initial amount (in which case it is diminishing), or the remaining amount (in which case it isn't).
Pwere
Profile Joined April 2010
Canada1556 Posts
Last Edited: 2012-06-11 19:48:22
June 11 2012 19:47 GMT
#1104
wwiv, it does; I always count it that way as well.
0 - 0% reduction
100 - 25% - 25% effective reduction from last
200 - 40% - 20%
300 - 50% - 16.6%
600 - 66% - 33%
900 - 75% - 25%
1200 - 80% - 20%

I can't make it any clearer than that. I thought it was your way at first too, but there is effective diminishing return. I really like the system they used though.
Jisall
Profile Blog Joined January 2011
United States2054 Posts
June 11 2012 19:50 GMT
#1105
I've been playing around with my DPS build a little bit, and this is what I got

Build:
http://us.battle.net/d3/en/calculator/monk#UdYXki!VUe!ZbcbaZ

Notice: No Serenity

With a tank I can group threw act 1 with shit gear. My resist's are shit, armor shit, hp shit, however I do 35k dps when buffed. Only fighting elites do I need a tank. Trash mobs are tanked easily.

I figure by gearing up maintaining my dps and becoming more tanky I will be able to farm the rest of the acts.

Act 2 kicks my ass atm so I am just farming Butcher with 5 stacks nephew.
Monk: Because being a badass is more fun then playing a dude wearing a scarf.. ... Ite fuck it, Witch Doctor cuz I like killing stuff in a timely mannor.
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
June 11 2012 19:53 GMT
#1106
Or you can just swap LoH for raw dps, that works as well :s
Slayer91
Profile Joined February 2006
Ireland23335 Posts
Last Edited: 2012-06-11 20:12:58
June 11 2012 20:05 GMT
#1107
On June 12 2012 04:09 Pwere wrote:
Show nested quote +
On June 12 2012 02:27 wwiv wrote:
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
This is not the correct formula. The first 100 doesn't give you 10% but 25%. 300 is 50%, not 27%. Don't worry, I did my homework.

And slayers, obviously the way you count it seems to have no diminishing return, but going from 5 secs to 10 secs is a much better improvement than 10 to 15. That's what I'm getting at.

As for 700, obviously it's a completely arbitrary number, and I never said to not get more. I said that if you have more, you probably forgot a better stat somewhere, but hey, it's the gear you're stuck with, we don't have the luxury of upgrading that often. It just seems to be a number where most people end up, and it's a "good enough" number to farm act 3. I mentioned that the point was balance, but since it's easier but more expensive to get resists than armor for monks, shopping for dex/armor is a good way to gear up.

But anyway, we're getting lost in semantics here. You can plug in your numbers in a sheet like this:
D3 EHP Calculator , and see for yourself.
Show nested quote +
On June 12 2012 03:04 xZiGGY wrote:
I thought dex didn't have dminishing returns only just that it has 3 tiers and in the third 100 dex = 1% dodge?
Nope, Dex works with the usual formula, roughly Dex/(Dex+3000). So 1k is 25%, 2k 40%, etc. Since dodge is basically damage reduction with higher variance, it's still really, really good. Armor/damage doesn't hurt either. I think Dex is underrated by most monks.


Err, 5 seconds to 10 seconds or 10 seconds to 15 seconds its 5 seconds either way. I don't see why the first 5 is better than the next 5.

"I said that if you have more, you probably forgot a better stat somewhere"
Why's that? You're also saying that you should get armour over resists when if this argument is about diminishing returns (lack thereof) then armour has the same problem and you should never go higher than 7k armour! (Obviously it stacks a bit better than then the diminishing returns kicks in so what's the point?!?!?!)

On a side note I went for a 5 NV stack diablo run when I got side tracked the first time I tried by 2 consecutive subjugator elite packs (second pakc I just said fuck this shit table flip and go farm somewhere). It started off with... 2 consecutive subjugator packs. I had to kill about 9 elite packs by the time I realized I'm not suppose to start at the start of act IV. Lol. Then I got to diablo with I dunno, 15 mins left on the NV? (took me ages to find the exit, didn't find any elite packs) and then I fucked up and got stuck in phase 3 at about 20% and died zzzz.
Still felt very manageable which I'm sort of surprised at apparently subjugator is by far the hardest elite pack to deal with. I can't be bothered to try again though, but SOON I will have the 5 stack NV diablo done in proper. (I guess I need to find a pack to get to 30 minutes to be sure.. Diablo with deadly reach takes quite a while to kill)


I used the calculator, no matter what resistance value I had it gives the same amount of EHP. Diminishing returns nowhere. The values for armour and HP went up, however, but we already knew that happens. Also dex gives nowhere near the EHP of resists.
wwiv
Profile Joined April 2010
Singapore182 Posts
June 11 2012 20:13 GMT
#1108
On June 12 2012 04:47 Pwere wrote:
wwiv, it does; I always count it that way as well.
0 - 0% reduction
100 - 25% - 25% effective reduction from last
200 - 40% - 20%
300 - 50% - 16.6%
600 - 66% - 33%
900 - 75% - 25%
1200 - 80% - 20%

I can't make it any clearer than that. I thought it was your way at first too, but there is effective diminishing return. I really like the system they used though.


yes the value of damage reduction gained per point decreases but the idea of diminishing returns is that you gain less benefit from each additional point. you do not. armor and resist does not concern with just damage reduction, it applies to the damage you take and therefore your effective health.
Pwere
Profile Joined April 2010
Canada1556 Posts
Last Edited: 2012-06-11 21:27:01
June 11 2012 21:25 GMT
#1109
I guess the way you count it has no diminishing return, but let's settle for this then: Armor makes your resists better, and resists make your armor better, in term of effective hp. So, ideally, you want them to line up before buffs.
On June 12 2012 05:05 Slayer91 wrote:Why's that? You're also saying that you should get armour over resists when if this argument is about diminishing returns (lack thereof) then armour has the same problem and you should never go higher than 7k armour! (Obviously it stacks a bit better than then the diminishing returns kicks in so what's the point?!?!?!)
You shouldn't aim to go over 7k unbuffed armor, and most people are actually around 5k, which is why buying +armor makes so much sense, before you even consider that it's cheaper than resist all. Unbuffed means before enchantress/hard target, not just keen eye. And please stop saying never everywhere; remember that it's about tips for people gearing up through act 1/2.

As for the Diablo runs, I didn't see higher quality drops from him, compared to siege/spider/azmodan. Obviously, sample size, etc. but has it been confirmed that Diablo drops better gear on average?

ps. If Diablo was a subjugator, monks would not solo inferno.
Gevna
Profile Joined August 2010
France2332 Posts
Last Edited: 2012-06-11 21:51:16
June 11 2012 21:31 GMT
#1110
Any experiences about Diablo in inferno ? I'm trying for 3hours now, but I'm still having lot of difficulties especially in 3rd phase. Am I a noob, or is he really hard ? :-/

I'm using : http://us.battle.net/d3/en/calculator/monk#aYXgjh!ZUX!ZYbaca

With while buffed : 28K hp, 25k dps, 850 all resists, 10.1k Armor, 2AS and 1.1k LoH.
UdderChaos
Profile Blog Joined February 2010
United Kingdom707 Posts
June 11 2012 21:31 GMT
#1111
Be careful about this effective health idea, is a useful tool but isn't completely true. Life on hit and the fact players kite mobs and the affixes mobs have plus the number of mobs attacking you and the fact the more damage you do to them the less time they are alive an such forth mean that it's impossible to effectively mathematically model damage completely unless anyone wants to spend a long time properly modeling it. Long story short, take effective health with a grain of salt.
Nunquam iens addo vos sursum
Slayer91
Profile Joined February 2006
Ireland23335 Posts
Last Edited: 2012-06-11 21:47:46
June 11 2012 21:46 GMT
#1112
On June 12 2012 06:31 Gevna wrote:
Any experiences about Diablo in inferno ? I'm trying for 3hours now, but I'm still having lot of difficulties especially in 3rd phase. Am I a noob, or is he really hard ? :-/

I'm using : http://us.battle.net/d3/en/calculator/monk#aYXgjh!ZUX!ZYbaca

With while buffed : 28K hp, 25k dps, 850 all resists, 10.1k Armor, 2AS and 11k LoH.


Elaborate. What's your issues with him? The only thing that kills me in diablo is getting caged like a retard (happens a lot rarely die), not invulling my clones Wave of Light or horribly fucking up postioning in last phase so you spend too much time in fire and have trouble avoiding the lightning breath. Your stats seem fine.
Depetrify
Profile Blog Joined March 2011
978 Posts
June 11 2012 21:46 GMT
#1113
On June 12 2012 06:31 Gevna wrote:
Any experiences about Diablo in inferno ? I'm trying for 3hours now, but I'm still having lot of difficulties especially in 3rd phase. Am I a noob, or is he really hard ? :-/

I'm using : http://us.battle.net/d3/en/calculator/monk#aYXgjh!ZUX!ZYbaca

With while buffed : 28K hp, 25k dps, 850 all resists, 10.1k Armor, 2AS and 11k LoH.


How the fuck do you have 11k LoH?
Gevna
Profile Joined August 2010
France2332 Posts
June 11 2012 21:55 GMT
#1114
On June 12 2012 06:46 Depetrify wrote:
Show nested quote +
On June 12 2012 06:31 Gevna wrote:
Any experiences about Diablo in inferno ? I'm trying for 3hours now, but I'm still having lot of difficulties especially in 3rd phase. Am I a noob, or is he really hard ? :-/

I'm using : http://us.battle.net/d3/en/calculator/monk#aYXgjh!ZUX!ZYbaca

With while buffed : 28K hp, 25k dps, 850 all resists, 10.1k Armor, 2AS and 11k LoH.


How the fuck do you have 11k LoH?

I missed the dot.

My main issue is his fire, and combination of spells. I guess I have bad positioning. It feels like I'm always in fire, and with other source of damages (like dot or fireball) I will always die.
Daozzt
Profile Joined July 2010
United States1263 Posts
Last Edited: 2012-06-11 22:02:43
June 11 2012 21:56 GMT
#1115
On June 12 2012 06:31 UdderChaos wrote:
Be careful about this effective health idea, is a useful tool but isn't completely true. Life on hit and the fact players kite mobs and the affixes mobs have plus the number of mobs attacking you and the fact the more damage you do to them the less time they are alive an such forth mean that it's impossible to effectively mathematically model damage completely unless anyone wants to spend a long time properly modeling it. Long story short, take effective health with a grain of salt.


Yeah, a lot of it considers the fact that you just stand there and get hit by everything like a main tank in WoW. The thing is though, this isn't WoW. You don't have healers spamming on you 24/7 and it's not about being able to stand in one spot and take hits longer, so effective health is pretty useless unless you plan on playing like that. The only stats necessary to clear inferno are ~700 resistance and ~30-40k hp -- nothing else. As long as you can survive a few hits, you can adjust your stats to suit your playstyle.


On June 12 2012 06:55 Gevna wrote:
Show nested quote +
On June 12 2012 06:46 Depetrify wrote:
On June 12 2012 06:31 Gevna wrote:
Any experiences about Diablo in inferno ? I'm trying for 3hours now, but I'm still having lot of difficulties especially in 3rd phase. Am I a noob, or is he really hard ? :-/

I'm using : http://us.battle.net/d3/en/calculator/monk#aYXgjh!ZUX!ZYbaca

With while buffed : 28K hp, 25k dps, 850 all resists, 10.1k Armor, 2AS and 11k LoH.


How the fuck do you have 11k LoH?

I missed the dot.

My main issue is his fire, and combination of spells. I guess I have bad positioning. It feels like I'm always in fire, and with other source of damages (like dot or fireball) I will always die.


Dodge all bone cages, serenity when he directly lands fireball on you, use blind on the clone to burst it down, use mystic ally to tank everything, always dps from behind him if he's attacking ally, if he attacks you back up and resummon ally, summon ally and run to health pool for emergency. Oh, and change your blind to 30% dmg, the miss isn't necessary and he shouldn't ever hit you more than twice in a row because you have ally/blind/serenity.
Slayer91
Profile Joined February 2006
Ireland23335 Posts
June 11 2012 21:57 GMT
#1116
Consider getting transcendence? Not sure if resolve works on the fire dot stuff. I never found his fire TOO problematic. Or try making your mystic ally tank a few. I dunno.
wooozy
Profile Blog Joined February 2009
3813 Posts
June 11 2012 22:18 GMT
#1117
i just blind him to cancel the fire thing. if he does it again then you serenity
Depetrify
Profile Blog Joined March 2011
978 Posts
Last Edited: 2012-06-11 23:33:41
June 11 2012 23:30 GMT
#1118
Still having quite a bit trouble Act 3 inferno, Siegebreaker and on. Am I undergeared? What should I replace? tips etc please :d All my info is in this imgur album

http://imgur.com/a/TbdXR

Those stats include my self buffs

I know you're gonna say get a faster weapon, but im not that rich :O , this one was like 6m alone
Gevna
Profile Joined August 2010
France2332 Posts
Last Edited: 2012-06-11 23:35:25
June 11 2012 23:35 GMT
#1119
Thank you all for your advices, especially about mystic ally tanking. I just killed Diablo. I'm really happy and feel really satisfied about cleaning the game (without any exploit) before inferno's nerf

Slayer91
Profile Joined February 2006
Ireland23335 Posts
June 11 2012 23:39 GMT
#1120
Your gear is pretty awesome. You can afford to drop some dex/vit for attack speed though, it's what you're really missing. Your resists are a bit low on account of having very few if not any double resist (all resist+phys resist+Dex+vit ) items.

Basically you have the tough decision on getting attack speed on rings/amulet or some other piece. Having a mace is an issue most people use 1.4 attack speed weapons.

I'm not certain if the best way might not be to just get more resists and tank everything out, you have insane amounts of dex that it's a shame to lose it.

My advice would be to actually sell your weapon for a 1.4 one with socket and similar DPS, the stats aren't that important, but there's no easy way of going about it.

You could also work around but using more weapon damage stuff, replace blind with sweeping wind would be the first thing I'd do. I never found blind that useful with deadly reach builds whiel sweeping wind is an insane portion of your DPS.
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