Anyone know what the resistances is going to be needed in patch 1.0.5? I know they are doing some scaling but what should we expect to be useful for act 3 inferno
There isn't a simple answer to this question. Are we talking about WW, tank or something else? Which MP level? What do your other stats look like? Basically, for WW you want:
Incoming healing can further be broken down by examining life on hit and, life leech, DPS and attack speed. Given all of that information, it's possible to come up with a reasonable answer though it would still involve either building a model (IE, how much incoming DPS you can expect at various MP levels and how much actual life you expect to gain per second at various stat points) or doing some testing on the PTR with similar gear.
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...and if you disagree with me, you're probably <insert random ad hominem attack here>.
I don´t do many tests in ptr but in my humble opinion I think in get arroung 700 to play fairly safe in MP5. If anyone have more precise data can help both xDDD
Also think that you need a way to heal your self. A minimum of 5%LL is the best way with 85k dps if you play the WW build, with other kind of build I don´t know at the moment.
Because there is no answar. Someone needs 1000, others need 700, while other needs 200. Its a question with no straight answar. Thats why i said its always depending on your stats
Saying he needs 500 for mp5 is just pulling random numbers out of your arse. I for example do MP5 fine with only 150 all resist.
Truth to be told there is no magic number. Everything depends on your other stats.
Damage reduction from armor (all types of damage) = Armor / (50 × Monster Level + Armor)
Example 1: Barry the Barbarian is fighting level 63 monsters in Inferno. He has 3000 Armor which equates to 3000 / (50 × 63 + 3000) = 48.7% damage reduction.
Example 2: Barry feels he's taking too much damage and equips a shield to increase his armor. The shield gives 1000 extra Armor, putting Barry at 4000 / (50 × 63 + 4000) = 55.9% damage reduction. Much better!
i forgot it, since its more productive stacking resists, and its quite relative depending on your armor level.
Stacking resists and ignoring armor is quite unproductive IMO. Your total damage reduction is Resistances x Armor. At 10.3k armor, my dmg reduction is at 77.45%, and with 990 allres (ignoring individual resistances for simplicity's sake) 76.75%. So,
1-0.7745=0.2255; (reduction from armor)
1-0.7645=0.2355; (reduction from resistances)
0.2355*0.2255=0.0531 (Total damage taken)
Which means I take 5.31% of the damage that monsters deal after mitigation. Lets say that instead of trying to get armor on most peices like I have done, I instead just went for All resistance, leaving me with about 6400 armor (I have seen many barbs with under 6k armor in very good gear, so this is a realistic value). At 6400 armor, damage reduction is at 68.10% from armor. Only 9.35% less than when I was at 10.3k armor, so I only take ~10% more damage right?
1-0.6810=0.319
0.2355*0.319=.0751
So after armor and resistances, I only take 7.51% of damage from monsters, which doesn't sound that bad. But...7.51/5.31=1.41, meaning I am taking 41% more damage than before. In the current state of the game, this is ok since its fairly easy to outgear the content, but once you start to turn up the monster difficulty in the next patch, you may wish you had a bit more damage reduction.
If you want to maximize your mitigation, the best way to do so is by keeping your damage reduction from Armor and All resistances equal, or as close to equal as you can get. Relative values for armor vs all resistances is 1 Resistance = 10 armor, if you keep a 10:1 ratio. This value is dynamic and will change depending on how much of each stat you have.
Though correct in spirit, keeping armor and resists even isn't necessarily what I'd recommend myself as it can easily lead people astray. Their relative value just depends too much on what percentage buffs (Warcry, for example) you have and what your current stats are. For example, if you have the +25% armor passive (and no other % bonuses to armor or resists) and buffed armor and resists are even, 200 armor is better than 20 resist all. Similarly, if you have no percentage bonuses, resists are at 600 and armor is at 5500, it's better to gain 50 all resist than 200 armor, all else being equal.
There's a little math involved but in case anyone is interested, here's how you can figure out what their relative value is to eachother at your current gear level for your build. Just unequip a piece of gear with both resist all and an armor value (preferably roughly even values and remember that strength and possibly vit = armor) while fully buffed and note the mitigation percentage (on mouseover) before and after removing the item for both armor and all resist.
value of armor or all resist = (1 - (1-mit_with_item) / (1-mit_without_item)) / armor_or_resist_all_of_item
Do the above for both stats and then divide what you get for armor by what you get for resist all and the result is how many points of armor it takes to equal one point of resist all for your current gear and build.
I think the main reason resist all generally ends up getting stacked over armor actually has more to do with how the affix system works though. If you can get +350 armor on an item or +70 resist all, the resist all is going to be better all or almost all of the time and both take up 1 affix slot.
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...and if you disagree with me, you're probably <insert random ad hominem attack here>.
I didn't say to sacrifice one or the other stats to try to maintain them equal, and if it came across that way then my mistake. The point is, Armor is equally effective at reducing damage as all resist, but people tend to forget that and pay out their ass for a peice with 80 all resist when something with +250 armor and 65 all resist would in almost all cases provide more mitigation. I would wager a substantial portion of my gold that many people don't think to enter armor into a search field when they search for gear on the AH.
I think the main reason resist all generally ends up getting stacked over armor actually has more to do with how the affix system works though. If you can get +350 armor on an item or +70 resist all, the resist all is going to be better all or almost all of the time and both take up 1 affix slot.
But there is no reason that these two stats have to be mutually exclusive, which is the point I am trying to make. Its well worth using 2 affix slots to pick up both stats in many gear slots. Obviously slots like gloves, rings, amulet it is more important to pick up as many attack modifiers as you can, otherwise I see few reasons to not try to get armor in the remaining slots.
IMHO, armor is the most underrated stat in the game.
Just how much damage do these bad boys put out? at MP1, MP3, MP8? If I've now got 70% armor reduction and 75% resist all, that means I'm taking 7.5% of incoming damage. At 35k HP, I will die if I'm hit with more than a total of 450,000 damage at one time, correct? If these guys put out an average of about 1,000,000 (including the occasional plague, fire pools, etc.), then I'd need my armor up to 75%, my resists up to 80% and my HP at 50k.
Just how much damage do these bad boys put out? at MP1, MP3, MP8? If I've now got 70% armor reduction and 75% resist all, that means I'm taking 7.5% of incoming damage. At 35k HP, I will die if I'm hit with more than a total of 450,000 damage at one time, correct? If these guys put out an average of about 1,000,000 (including the occasional plague, fire pools, etc.), then I'd need my armor up to 75%, my resists up to 80% and my HP at 50k.
There is a large variation between different types of mobs. Tremors hit harder than skeletons, but I can say that at MP8-10, the damage feels pretty spiky when fighting a hard hitting mob, and it would be easy to die if RNG didn't roll in your favor. A mob like skeleton or imp on the other hand would probably not pose much threat. It also depends on your playstyle, how careful you are when working on mobs, and how much HP regen (LL/LoH) you have to replenish your life.
You probably won't notice a difference in damage unless you turn it up past MP 4, and it seems that the damage increase is exponential in relation to the monster power
I didn't say to sacrifice one or the other stats to try to maintain them equal, and if it came across that way then my mistake. The point is, Armor is equally effective at reducing damage as all resist, but people tend to forget that and pay out their ass for a peice with 80 all resist when something with +250 armor and 65 all resist would in almost all cases provide more mitigation. I would wager a substantial portion of my gold that many people don't think to enter armor into a search field when they search for gear on the AH.
But there is no reason that these two stats have to be mutually exclusive, which is the point I am trying to make. Its well worth using 2 affix slots to pick up both stats in many gear slots. Obviously slots like gloves, rings, amulet it is more important to pick up as many attack modifiers as you can, otherwise I see few reasons to not try to get armor in the remaining slots.
IMHO, armor is the most underrated stat in the game.
If you have a choice between x resist all plus y armor vs. x resist all and no armor, all else being equal, obviously you take the armor. The issue is that armor as an affix has less than half of the utility of resist all in my opinion which means when faced with a choice between +armor and +resist all, taking the resist all is the better choice most of the time. This is both because resist all affixes can roll much higher than armor affixes as well as because resists start at a much lower base level than armor. This isn't to say it's a good idea to ignore armor -- just that when faced with deciding whether to take an armor bonus or a resist bonus, you're generally better off with the resist bonus, though it's still worth your time to figure out the value of each to eachother in your build.
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...and if you disagree with me, you're probably <insert random ad hominem attack here>.
I didn't say to sacrifice one or the other stats to try to maintain them equal, and if it came across that way then my mistake. The point is, Armor is equally effective at reducing damage as all resist, but people tend to forget that and pay out their ass for a peice with 80 all resist when something with +250 armor and 65 all resist would in almost all cases provide more mitigation. I would wager a substantial portion of my gold that many people don't think to enter armor into a search field when they search for gear on the AH.
I do. Ppl consider +armor a wasted affix and lower the prices of their item listings based on that.
I love to scoop them up and use them. My current ring is an example, even though it was the highest @ res Compass Rose on ah at the time it was 3 times cheaper than the next best one if you considered only the all res affix both had.
But the guy just listed it lower because instead of any dmg affix, socket, or atribute, it had +188 armor to it.
All i wanted was all res and 12% MS, and to turn on my travelers pledge 111% Crit Dmg bonus...
The thing is, armor and @res need to have similar reduction lvls, some other dude posted the formula for it. Since one value is multiplied by the other even if you stack one real high and neglect the other, the result will be low dmg reduction.
PTR 600 @res without impunity can see you safely up to MP6 on a WW barb with 5% or more lifesteal and 70k+ DPS. I tested it out.
Armor is a lot easier to get to higher levels because we have two passives that boost armor. We only have one passive to boost resists and that's being nerfed at the patch so it's going to do less.
Plus a shield boosts armor a lot more than a piece of armor that has perfect resists. And a shield can block part of the damage as well.
So in all, armor is a lot easier to get higher than resists.
And yes armor reduces ALL damage. Just like "All Resists" reduces all damage as well.
Armor is a lot easier to get to higher levels because we have two passives that boost armor. We only have one passive to boost resists and that's being nerfed at the patch so it's going to do less.
Plus a shield boosts armor a lot more than a piece of armor that has perfect resists. And a shield can block part of the damage as well.
So in all, armor is a lot easier to get higher than resists.
And yes armor reduces ALL damage. Just like "All Resists" reduces all damage as well.
Well while this is true...I would never suggest using a shield with WW spec since you sacrifice a TON of damage (like up to 200% CD) and LL/LoH, and the LL/LoH alone can more than compensate for the reduction in armor from not having a shield. Also using 2 passives to boost armor is a bit of a waste of passives IMO
Currently played toon: https://eu.battle.net/d3/en/profile/Rage-2973/hero/97362116
I like 700 as well for mp 5 ring farming
incoming_dps*(1-(1-reduction_from_armor)*(1-reduction_from_resists)) < life_per_second_from_LoH_and_Lifleech
Incoming healing can further be broken down by examining life on hit and, life leech, DPS and attack speed. Given all of that information, it's possible to come up with a reasonable answer though it would still involve either building a model (IE, how much incoming DPS you can expect at various MP levels and how much actual life you expect to gain per second at various stat points) or doing some testing on the PTR with similar gear.
Because there is no answar. Someone needs 1000, others need 700, while other needs 200. Its a question with no straight answar. Thats why i said its always depending on your stats
Saying he needs 500 for mp5 is just pulling random numbers out of your arse. I for example do MP5 fine with only 150 all resist.
Truth to be told there is no magic number. Everything depends on your other stats.
Currently played toon: https://eu.battle.net/d3/en/profile/Rage-2973/hero/97362116
Yeah....since armor clearly reduces elemental damage
Damage reduction from armor (all types of damage) = Armor / (50 × Monster Level + Armor)
Example 1: Barry the Barbarian is fighting level 63 monsters in Inferno. He has 3000 Armor which equates to 3000 / (50 × 63 + 3000) = 48.7% damage reduction.
Example 2: Barry feels he's taking too much damage and equips a shield to increase his armor. The shield gives 1000 extra Armor, putting Barry at 4000 / (50 × 63 + 4000) = 55.9% damage reduction. Much better!
Currently played toon: https://eu.battle.net/d3/en/profile/Rage-2973/hero/97362116
i forgot it, since its more productive stacking resists, and its quite relative depending on your armor level.
hehe. Its all good. We can't be right all the time. Im sure next time, its you who correct me.
Currently played toon: https://eu.battle.net/d3/en/profile/Rage-2973/hero/97362116
1-0.7745=0.2255; (reduction from armor)
1-0.7645=0.2355; (reduction from resistances)
0.2355*0.2255=0.0531 (Total damage taken)
Which means I take 5.31% of the damage that monsters deal after mitigation. Lets say that instead of trying to get armor on most peices like I have done, I instead just went for All resistance, leaving me with about 6400 armor (I have seen many barbs with under 6k armor in very good gear, so this is a realistic value). At 6400 armor, damage reduction is at 68.10% from armor. Only 9.35% less than when I was at 10.3k armor, so I only take ~10% more damage right?
1-0.6810=0.319
0.2355*0.319=.0751
So after armor and resistances, I only take 7.51% of damage from monsters, which doesn't sound that bad. But...7.51/5.31=1.41, meaning I am taking 41% more damage than before. In the current state of the game, this is ok since its fairly easy to outgear the content, but once you start to turn up the monster difficulty in the next patch, you may wish you had a bit more damage reduction.
If you want to maximize your mitigation, the best way to do so is by keeping your damage reduction from Armor and All resistances equal, or as close to equal as you can get. Relative values for armor vs all resistances is 1 Resistance = 10 armor, if you keep a 10:1 ratio. This value is dynamic and will change depending on how much of each stat you have.
There's a little math involved but in case anyone is interested, here's how you can figure out what their relative value is to eachother at your current gear level for your build. Just unequip a piece of gear with both resist all and an armor value (preferably roughly even values and remember that strength and possibly vit = armor) while fully buffed and note the mitigation percentage (on mouseover) before and after removing the item for both armor and all resist.
value of armor or all resist = (1 - (1-mit_with_item) / (1-mit_without_item)) / armor_or_resist_all_of_item
Do the above for both stats and then divide what you get for armor by what you get for resist all and the result is how many points of armor it takes to equal one point of resist all for your current gear and build.
I think the main reason resist all generally ends up getting stacked over armor actually has more to do with how the affix system works though. If you can get +350 armor on an item or +70 resist all, the resist all is going to be better all or almost all of the time and both take up 1 affix slot.
IMHO, armor is the most underrated stat in the game.
You probably won't notice a difference in damage unless you turn it up past MP 4, and it seems that the damage increase is exponential in relation to the monster power
If you have a choice between x resist all plus y armor vs. x resist all and no armor, all else being equal, obviously you take the armor. The issue is that armor as an affix has less than half of the utility of resist all in my opinion which means when faced with a choice between +armor and +resist all, taking the resist all is the better choice most of the time. This is both because resist all affixes can roll much higher than armor affixes as well as because resists start at a much lower base level than armor. This isn't to say it's a good idea to ignore armor -- just that when faced with deciding whether to take an armor bonus or a resist bonus, you're generally better off with the resist bonus, though it's still worth your time to figure out the value of each to eachother in your build.
I do. Ppl consider +armor a wasted affix and lower the prices of their item listings based on that.
I love to scoop them up and use them. My current ring is an example, even though it was the highest @ res Compass Rose on ah at the time it was 3 times cheaper than the next best one if you considered only the all res affix both had.
But the guy just listed it lower because instead of any dmg affix, socket, or atribute, it had +188 armor to it.
All i wanted was all res and 12% MS, and to turn on my travelers pledge 111% Crit Dmg bonus...
The thing is, armor and @res need to have similar reduction lvls, some other dude posted the formula for it. Since one value is multiplied by the other even if you stack one real high and neglect the other, the result will be low dmg reduction.
PTR 600 @res without impunity can see you safely up to MP6 on a WW barb with 5% or more lifesteal and 70k+ DPS. I tested it out.
Plus a shield boosts armor a lot more than a piece of armor that has perfect resists. And a shield can block part of the damage as well.
So in all, armor is a lot easier to get higher than resists.
And yes armor reduces ALL damage. Just like "All Resists" reduces all damage as well.