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On March 18 2013 05:41 trias_e wrote:Show nested quote +On March 18 2013 02:01 Blitzkrieg0 wrote: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.
Percentages always confuse people for some reason.
Say a monster is attacking me that does 1000 physical damage and I have 0 armor and 1000 hitpoints. The attack does 1000 damage and kills me in one hit. This same monster attacks me and I have X armor and 1000 hitpoints. This armor gives me 50% damage reduction. The attack does 500 damage and it takes two hits to kill me. This same monster attacks me again and I now have Y armor and 1000 hitpoints. This armor gives me 75% damage reduction. The monster will now kill me in four hits. This same monster attacks me yet again and I now have Z armor and 1000 hitpoints. This armor gives me 100% damage reduction (this value is technically impossible to reach, but for sake of argument) and I'm invulnerable as the attacks do zero damage. This is not a linear increase in damage mitigation.
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In your example, 0% mitigation reduces 0 damage, 50% mitigation absorbs 500 damage, 100% mitigation absorbs 1000 damage. That's linear. How many hits it takes a monster to kill you isn't linear, which is what your point is. But as far as the amount of absorbed damage goes, it's linear.
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And 150% mitigation actually heals you !!!11
Surely you jest?
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On March 18 2013 07:06 trias_e wrote: Yes, it is. In your example, 0% mitigation reduces 0 damage, 50% mitigation absorbs 500 damage, 100% mitigation absorbs 1000 damage. That's linear.
You're correct, but those values have no actual application. What matters is how many hits it takes for you to die which is not a linear relationship with % damage reduction.
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On March 18 2013 07:10 Blitzkrieg0 wrote:Show nested quote +On March 18 2013 07:06 trias_e wrote: Yes, it is. In your example, 0% mitigation reduces 0 damage, 50% mitigation absorbs 500 damage, 100% mitigation absorbs 1000 damage. That's linear. You're correct, but those values have no actual application. What matters is how much many hits it takes for you die which is not a linear relationship with % damage reduction.
Yeah, I get what you mean now, and you're definitely correct in terms of hits-until-death, and obviously that can be very important in this game. I would say that the actual values of damage taken do matter though. For instance, if you are getting constantly healed and worried not about hits-until-death but rather efficiency.
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On March 18 2013 07:18 trias_e wrote:Show nested quote +On March 18 2013 07:10 Blitzkrieg0 wrote:On March 18 2013 07:06 trias_e wrote: Yes, it is. In your example, 0% mitigation reduces 0 damage, 50% mitigation absorbs 500 damage, 100% mitigation absorbs 1000 damage. That's linear. You're correct, but those values have no actual application. What matters is how much many hits it takes for you die which is not a linear relationship with % damage reduction. Yeah, I get what you mean now, and you're definitely correct in terms of hits-until-death, and obviously that can be very important in this game. I would say that the actual values of damage taken do matter though. For instance, if you are getting constantly healed and worried not about hits-until-death but rather efficiency.
If you wanted to make sure you have more life regen (either through passives or life leech) than the damage you're taking the damage you're absorbing is still useless. You would be comparing the damage you're taking to the damage you're recovering. The damage you're absorbing doesn't matter.
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Yeah, I'm 100% wrong on this one. This is why you should never post hungover. My bad for wasting your time.
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On March 18 2013 08:18 trias_e wrote: Yeah, I'm 100% wrong on this one. This is why you should never post hungover. My bad for wasting your time. It's discussions like this when you can learn and grow to understand the game better. It benefits you in the end, no need to be apologizing.
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On March 18 2013 08:18 trias_e wrote: Yeah, I'm 100% wrong on this one. This is why you should never post hungover. My bad for wasting your time.
I actually enjoy theory crafting. If I thought this was a waste of my time I wouldn't bother posting
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Canada6330 Posts
With most melee (and presumably "tank") builds needing endurance charges to survive late game, all my melee character passive skill trees look the same -_-;;
I guess the alternative is to play softcore, but...
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![[image loading]](http://i.imgur.com/VpVyh3C.jpg)
RACING WORTH IT
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![[image loading]](http://i.imgur.com/Z9WgZDC.jpg?1)
I might start doing more races. Did the most recent 1HR Ancestral Solo one with a Marauder and my strategy was to just try to survive which I barely did many times during the race.
Ended up 168 overall and 22nd top Marauder. Got 4 points.
Reached Lvl 13 and Coves. No idea how people get to Lvl 17 and into A2 so fast.
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Version 0.10.3c
Magic items are no longer allocated to specific players when they drop. The only items allocated are: Uniques, Rares, Gems, Currency and Maps. Increased the base duration of the item allocation timer from 1.6 seconds to 2.6 seconds. There is still a bonus allocation time for characters that are a distance away (travel time +10%). Allocated items no longer show a countdown timer or player name. They are still dimmed out while they are allocated to someone else. These changes were made to reduce the number of allocated items (for readability), increase their allocation duration (for fairness) and to reduce the visual chaos associated with the timer and allocation name appearing and disappearing (for readability). In our testing it is now much easier to see what items bosses drop and to click the items that are allocated to you.
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On March 18 2013 12:12 udgnim wrote:I might start doing more races. Did the most recent 1HR Ancestral Solo one with a Marauder and my strategy was to just try to survive which I barely did many times during the race. Ended up 168 overall and 22nd top Marauder. Got 4 points. Reached Lvl 13 and Coves. No idea how people get to Lvl 17 and into A2 so fast.
People skip alot of content, you run straight mud flats get get wp go through to ledge, kill to wp go back to flats kill hailrake, finish ledge skip almost everything in rocky climb as its hard to kill. Kill enough in prison to make level 8ish, first floor pretty easy for this, also alot of builds rely on the items dropped here as its the next tier.
After brutus you skip most of prisoners gate because leaping goats are BS, run through graveyard same thing. Your goal is to be 12 when you hit merveil, you kill your way through coves, good exp there, and the rest youll just get doing wrath/anger.
Once you hit forest well, as long as you have an AoE ability you clear super fast. Theres certain tricks and timings or whatever you need to know, certain items you need to have and need to understand itemlevel rolls to itemize properly in short races so you dont waste orbs.. but its not horribly difficult to do.
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Here's a general guide: Brutus level 8 if your class can, 9 otherwise, ~20 mins Merveil 12 if you can, 13 if you need more gear ~40 mins Western Forest, you NEED to be 16. The XP penalty for being 15 in a 21 zone is really high. ~ 48 mins
Timings are for normal races. I don't expect duelists to achieve these times in a multi-proj race...
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guys you think this armour is worth playing the fusing game with?
+ Show Spoiler +
isnt that easy to find an upgrade so i guess at least a try for 5L should be alright no? im even tempted to throw an exalted to get that flat evasion or armor bonus...
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Canada6330 Posts
^ That's a pretty good armour, I would jewel it to 6 sockets, fuse to at least 5L (stop if you hit a 5L, but 6L would obviously be better!), then prismatic it until the desired colours. I think getting 5L on a 6 socket is not entirely unreasonable.
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ya ty. its what i did now. man that was fast...less than 40 jewellers to 6S and ~18 fusings for the 5L. guess i got lucky here : D
nice upgrade. before 6 linking i believe i should first apply the exalted and then check the result...uh so tempting : )
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On March 18 2013 23:50 whoso wrote:guys you think this armour is worth playing the fusing game with? + Show Spoiler +isnt that easy to find an upgrade so i guess at least a try for 5L should be alright no? im even tempted to throw an exalted to get that flat evasion or armor bonus...
thats some really nice rolls... i probably would try to exalt it tbh depends on the odds though but still worth a shot i think. Also 5L may take a lot of currency but probably worth it. Dont know which league you are in but in HC good 5L's are going for 6+exalts and if you get to 5L it would definitely be upwards of 8+exalts i think especially if you rolled armor or evasion
edit:you definitely have to exalt it now since you got a 5L !
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Hey TL. I suck at pricing so could anyone give me a price check on these two quivers ?
+ Show Spoiler [ The Onslaught Arrow] +Rarity: Rare Onslaught Arrow Rugged Quiver -------- Requirements: Level: 35 (unmet) -------- Itemlevel: 44 -------- Adds 2-3 Cold Damage -------- 12% increased Elemental Damage with Weapons +70 to maximum Life +10% to Chaos Resistance 18% increased Stun Duration on enemies
+ Show Spoiler [ The Spirit Bolt] +
Rarity: Rare Spirit Bolt Conductive Quiver -------- Requirements: Level: 35 (unmet) -------- Itemlevel: 49 -------- Adds 1-5 Lightning Damage -------- 18% increased Elemental Damage with Weapons Adds 1-5 Lightning Damage +13% to Fire Resistance +17% to Lightning Resistance +18% to Chaos Resistance
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