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On March 17 2013 05:52 r.Evo wrote:Show nested quote +On March 17 2013 05:08 whoso wrote: well that armor does indeed blow CI out of the water doesnt it. you can run all kinds of crazy shit on blood magic then put on that armor enjoy bloodrages low life buffs and what not... requesting something that allows me to run stuff on energy shield, percentage based It's a bit trickier than that. As the guy in the video points out he can't run indoor maps with that setup since he just doesn't see anything. (Can be circumvented by hitting 66% life removed, but still.) Compared to CI this has much much less ES than the top CI chests and you're still not immune to Chaos Damage. I agree. CI will be poor man build, while this one is for rich players that can afford all they need to run it. Basically you run CI and when you get what you need, you respec into this.
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On March 17 2013 07:44 -Archangel- wrote:Show nested quote +On March 17 2013 05:52 r.Evo wrote:On March 17 2013 05:08 whoso wrote: well that armor does indeed blow CI out of the water doesnt it. you can run all kinds of crazy shit on blood magic then put on that armor enjoy bloodrages low life buffs and what not... requesting something that allows me to run stuff on energy shield, percentage based It's a bit trickier than that. As the guy in the video points out he can't run indoor maps with that setup since he just doesn't see anything. (Can be circumvented by hitting 66% life removed, but still.) Compared to CI this has much much less ES than the top CI chests and you're still not immune to Chaos Damage. I agree. CI will be poor man build, while this one is for rich players that can afford all they need to run it. Basically you run CI and when you get what you need, you respec into this.
In a perfect build that multiplicative spell damage is probably more likely to kill you than it is to increase your clear speed sadly.
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Made an attempt at an es/evade ele cleave Shadow and ended up getting 2shot around 45, was fun while it lasted, back to rangers I go.
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i need a map expert...
I have a question about mechanics.
If a map says "Monsters deal 80% Extra Damage as Fire" does that literally mean that the base monster damage is increased by 80% with the increased damage being fire elemental? I have a rare map with +70% quantity and the other affixes are fine but this one is scarying me. :E
I have 80 all resist so im not sure if i should be scared or not.
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On March 17 2013 13:45 crms wrote: i need a map expert...
I have a question about mechanics.
If a map says "Monsters deal 80% Extra Damage as Fire" does that literally mean that the base monster damage is increased by 80% with the increased damage being fire elemental? I have a rare map with +70% quantity and the other affixes are fine but this one is scarying me. :E
I have 80 all resist so im not sure if i should be scared or not.
What map is it? Some bosses with 80% extra fire damage isn't a good idea. Typically it isn't that bad though.
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How come the other guy who only lost half of his HP didn't die? Did he have more resist/armor?
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Nope. I just asked Etup about some stats, here's the math:
Etup: 20k armor, 11.2k life, 6 endurance charges, got hit for ~5500. Kerkrom: 40k armor, 6.7k life, 2 endurance charges.
Damage Reduction = Armour / ( Armour + (12 * Damage) )
10k hit -> 14.3% reduction with 20k armor +30% = hits for 5570 10k hit -> 25% reduction with 40k armor +10% = hits for 6500
gg (obviously the hit was either slightly above 10k or his armor was slightly below 40k)
PS: The 20k Armor Kerkrom had more than Etup gave him a whooping 9% additional damage reduction. Assuming you would have 6 endurance charges up all the time the step from 20k to 40k armor would result in increasing your stats from 44.3% reduction to 55% reduction against a 10k hit.
You're increasing your armor by 100% to achieve an additional total damage reduction of 19.5%.
PPS: For fun, this is what it would have looked like if he had a lvl 1 enfeeble up (-25% damage):
7500 hit -> 18.2% reduction with 20k armor +30% = hits for 3885 7500 hit -> 30.1% reduction with 40k armor +10% = hits for 4418
PPPS: For even more fun, this is what it would have looked like for Kripp: 4k armor (not sure if correct, random number from etup stream), 8.8k health.
=0.3% damage reduction. However, 4 endurance charges would put the hit below 8k and make him survive. gg.
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On March 17 2013 14:47 r.Evo wrote: Nope. I just asked Etup about some stats, here's the math:
Etup: 20k armor, 11.2k life, 6 endurance charges, got hit for ~5500. Kerkrom: 40k armor, 6.7k life, 2 endurance charges.
Damage Reduction = Armour / ( Armour + (12 * Damage) )
10k hit -> 16% reduction with 20k armor +30% = hits for 5400 10k hit -> 25% reduction with 40k armor +10% = hits for 7500
gg.
PS: The 20k Armor Kerkrom had more than Etup gave him a whooping 9% additional damage reduction. Assuming you would have 6 endurance charges up all the time the step from 20k to 40k armor would result in increasing your stats from 46% reduction to 55% reduction against a 10k hit.
You're increasing your armor by 100% to achieve an additional total damage reduction of 16%.
So if I'm reading this right, the reason he died is because he didn't have enough endurance charges? Or maybe not enough damage reduction?
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On March 17 2013 15:14 Tenshix wrote:Show nested quote +On March 17 2013 14:47 r.Evo wrote: Nope. I just asked Etup about some stats, here's the math:
Etup: 20k armor, 11.2k life, 6 endurance charges, got hit for ~5500. Kerkrom: 40k armor, 6.7k life, 2 endurance charges.
Damage Reduction = Armour / ( Armour + (12 * Damage) )
10k hit -> 16% reduction with 20k armor +30% = hits for 5400 10k hit -> 25% reduction with 40k armor +10% = hits for 7500
gg.
PS: The 20k Armor Kerkrom had more than Etup gave him a whooping 9% additional damage reduction. Assuming you would have 6 endurance charges up all the time the step from 20k to 40k armor would result in increasing your stats from 46% reduction to 55% reduction against a 10k hit.
You're increasing your armor by 100% to achieve an additional total damage reduction of 16%. So if I'm reading this right, the reason he died is because he didn't have enough endurance charges? Or maybe not enough damage reduction? It's a mix. Basically at the point where you get your armor from 20k to 40k you might as well get 2 endurance charges more instead and you'd get the same reduction. Another option would be to... not let enfeeble run out.
Edit, just to put things into perspective: Kerkrom with his 40k armor (which is fucking complete and utter nuts) has the same damage reduction against physical damage as someone with 0 armor and 5 endurance charges.
If you have 20k armor you can: a) increase your reduction by ~30% with 20k more armor or b) increase it by 200% with 6 endurance charges. Better pick right.
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On March 17 2013 14:06 Blitzkrieg0 wrote:Show nested quote +On March 17 2013 13:45 crms wrote: i need a map expert...
I have a question about mechanics.
If a map says "Monsters deal 80% Extra Damage as Fire" does that literally mean that the base monster damage is increased by 80% with the increased damage being fire elemental? I have a rare map with +70% quantity and the other affixes are fine but this one is scarying me. :E
I have 80 all resist so im not sure if i should be scared or not. What map is it? Some bosses with 80% extra fire damage isn't a good idea. Typically it isn't that bad though.
it was aresenal (the two ribbon bosses) it was a rare map with 70% quantity and me and a friend decided to run it. A few things seemed to hit harder than normal but in the end was totally doable. We just played a bit safer than normal.
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qq. I forgot the 50% fire 50% physical portions of Vaal last night, thanks to Tyrran, here is the true maff:
Vaals attack in this scenario deals 16k total damage, 8k fire, 8k physical. Etup takes 4420 physical and 1200 fire damage. That's with 47% total physical reduction and 85% fire reduction.
Assuming 40k armor and 85% fire resists for Kerkrom he took 4850 physical and 1200 fire damage. That equals 6050 dmg total, BUT he had some life missing. Maybe a percent fire resist off 85%, maybe a bit less than 40k armor.
16k hit in one of the safest maps out there. <3
tl;dr (should probably not tell Kerkrom): One more endurance charge and he most likely would have tanked it successfully.
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right now my duelist is running both grace and determination which brings me to ~12k bare armor and well above 20k with granite (together with 5 endurance charges). however, im thinking about switching out determination for purity (have the int) just because of those 3% extra max resis (lvl 17 purity). it appears physically hart hitting monster are so rare granite flasks are propably enough?
edit: together with elemental adaption that would net a total resis of 83%. thinking how much of a reduction every little point of additional res is the higher one gets...
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On March 18 2013 01:47 whoso wrote: right now my duelist is running both grace and determination which brings me to ~12k bare armor and well above 20k with granite (together with 5 endurance charges). however, im thinking about switching out determination for purity (have the int) just because of those 3% extra max resis (lvl 17 purity). it appears physically hart hitting monster are so rare granite flasks are propably enough?
edit: together with elemental adaption that would net a total resis of 83%. thinking how much of a reduction every little point of additional res is the higher one gets...
Turn it off and check how low your armor is. Determination is a multiplicative armor bonus so it is increasing your armor by a lot more than you'd probably expect, especially when the granite is thrown in on top of it (although it would appear you're not using an iron skin granite).
Using purity opens a lot of gear options though since it provides a lot of all resistance and going from 80 -> 83 is actually a significant increase in damage mitigation; 50% more armor is unlikely to provide a similar amount of mitigation. It is probably better to collaborate with your party members and see which auras you're missing rather than just committing to one, but if you're soloing I'd value purity over determination.
Each point provides more and more mitigation as you get closer to 100%. Going from 0-1% mitigation is a very tiny amount of mitigation whereas going from 99-100% would be an infinite amount of mitigation. % damage reduction is not a linear function.
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On March 18 2013 02:01 Blitzkrieg0 wrote: Each point provides more and more mitigation as you get closer to 100%. Going from 0-1% mitigation is a very tiny amount of mitigation whereas going from 99-100% would be an infinite amount of mitigation. % damage reduction is not a linear function.
ya exactly thats what i thought. just from 80 to 83 will net an ~15% effective increase in reduction. thinking about how poorly armor scales, this will probably be worth it
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On March 18 2013 01:26 r.Evo wrote: qq. I forgot the 50% fire 50% physical portions of Vaal last night, thanks to Tyrran, here is the true maff:
Vaals attack in this scenario deals 16k total damage, 8k fire, 8k physical. Etup takes 4420 physical and 1200 fire damage. That's with 47% total physical reduction and 85% fire reduction.
Assuming 40k armor and 85% fire resists for Kerkrom he took 4850 physical and 1200 fire damage. That equals 6050 dmg total, BUT he had some life missing. Maybe a percent fire resist off 85%, maybe a bit less than 40k armor.
16k hit in one of the safest maps out there. <3
tl;dr (should probably not tell Kerkrom): One more endurance charge and he most likely would have tanked it successfully.
Thanks for the replies. Really helped my understanding of stuff like this.
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I suck at this game 
Time to reroll a Acrobatic EK marauder.
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Didn't quite feel ready for merciless Vaal with my level 64 Ice pulser. Only have 2500 hp.
Anyways, saw a group of 5 going to kill Vaal, so I joined it. Everyone in the group was lvl 61-66. I thought that sounded a little risky, so I asked if any of them have done it before.... and a couple said yes.
Anyways. We get there.... start the fight..... lose two people within 1 minute of it starting. I only barely escaped the rocks fallling on my as I TP out.... must have been under 10%. Used granites, but still that fight is SCARY.
VAAL IS DANGEROUS.
Stories of HC.
After that the PUG fell apart Back to farming monkeys.
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On March 18 2013 02:01 Blitzkrieg0 wrote:Show nested quote +On March 18 2013 01:47 whoso wrote: right now my duelist is running both grace and determination which brings me to ~12k bare armor and well above 20k with granite (together with 5 endurance charges). however, im thinking about switching out determination for purity (have the int) just because of those 3% extra max resis (lvl 17 purity). it appears physically hart hitting monster are so rare granite flasks are propably enough?
edit: together with elemental adaption that would net a total resis of 83%. thinking how much of a reduction every little point of additional res is the higher one gets... Turn it off and check how low your armor is. Determination is a multiplicative armor bonus so it is increasing your armor by a lot more than you'd probably expect, especially when the granite is thrown in on top of it (although it would appear you're not using an iron skin granite). Using purity opens a lot of gear options though since it provides a lot of all resistance and going from 80 -> 83 is actually a significant increase in damage mitigation; 50% more armor is unlikely to provide a similar amount of mitigation. It is probably better to collaborate with your party members and see which auras you're missing rather than just committing to one, but if you're soloing I'd value purity over determination. Each point provides more and more mitigation as you get closer to 100%. Going from 0-1% mitigation is a very tiny amount of mitigation whereas going from 99-100% would be an infinite amount of mitigation. % damage reduction is not a linear function.
It is a linear function if you look at how much damage you absorb as a number. Going from 0-1% mitigation absorbs the same amount of damage as going from 99-100%. It's just in relation to how much damage you are taking that higher numbers are better than lower, but I don't see why that's relevant.
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On March 18 2013 05:41 dsousa wrote:Didn't quite feel ready for merciless Vaal with my level 64 Ice pulser. Only have 2500 hp. Anyways, saw a group of 5 going to kill Vaal, so I joined it. Everyone in the group was lvl 61-66. I thought that sounded a little risky, so I asked if any of them have done it before.... and a couple said yes. Anyways. We get there.... start the fight..... lose two people within 1 minute of it starting. I only barely escaped the rocks fallling on my as I TP out.... must have been under 10%. Used granites, but still that fight is SCARY. VAAL IS DANGEROUS. Stories of HC. After that the PUG fell apart  Back to farming monkeys. I did it with a group with my trap templar with less then 2500 life. You just need to keep moving.
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