I've tried looking, but I'm probably not using the right search terms. Basically, it's very easy for me to find places that list the maximum stat roll for all affixes/stats/attributes, but none of these list the most basic one. For damage, I understand that each class will have a different DPS for different weapons, so it might not make sense there, although there still should be some number that is getting modified to calculate the DPS (without MainStat or +Dam) when it's getting equipped. For armor, what is the max armor (for each piece) you can have before you need +Armor to go higher?
Sorry if this is a stupid question. I know that it's either right in front of my eyes (and I'm not seeing it) or I have a basic misunderstanding about how Diablo calculates Armor/Damage for items.
Just navigate to the appropriate item and you can see the min and max base values for armor or min damage and max damage for weapons. DPS is basically going to be stat_bonus * crit_bonuses * avg_damage_on_hit * attack_speed, though on the weapon tooltip, it's not going to take into account any stat or crit bonus, even on the weapon itself.
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...and if you disagree with me, you're probably <insert random ad hominem attack here>.
I've tried looking, but I'm probably not using the right search terms. Basically, it's very easy for me to find places that list the maximum stat roll for all affixes/stats/attributes, but none of these list the most basic one. For damage, I understand that each class will have a different DPS for different weapons, so it might not make sense there, although there still should be some number that is getting modified to calculate the DPS (without MainStat or +Dam) when it's getting equipped. For armor, what is the max armor (for each piece) you can have before you need +Armor to go higher?
Sorry if this is a stupid question. I know that it's either right in front of my eyes (and I'm not seeing it) or I have a basic misunderstanding about how Diablo calculates Armor/Damage for items.
Each type and iLvl of armor and weapon have a base range for armor and DPS respectively that is determined on drop, and then modified by the various affixes present.
Okay, so it looks like it's a combination of it being right in front of me and me not understanding how the game works.
From the looks of it, there's only a set number of each type of gear (ie 42 different boots), and all the affixes/stats are just modifications those. So, using boots as an example, the highest non-legendary "base armor" (which is a term I made up) would be 280, and the highest for legendary/set is 355.
Thanks again to everyone for furthering my education.
But is yours going through a gajillion layers of proxy thanks to super awesome FDIC standards, thus turning the worst internet browser in history into a creeping slug of suicide-inducing rage?
There is no diminishing return for either Amor or All Res. People say that, because they see that the percentage number grows more slowly the more Armor/All Res you have. It is, however, a misconception. Each point of Armor/All Res protects you the same as the previous one.
Let's say, for clarity's sake, that each point of Armor gives 1% protection. So.
0 Armor = 100% damage taken.
1 Armor = 100 x 0.99 = 99% damage taken (99% of the damage you take with 0 Armor)
2 Armor = 100 x 0.99^2 = 98,01% damage taken. (99% of the damage you take with 1 Armor, NOT (100 - 2)%)
...
100 Armor = 100 x 0.99^100 = 36,6% damage taken. (99% of the damage you take with 99 Armor, NOT (100 - 100)%)
...
All Res works the same but has a higher protection rate. I hope that clears it up.
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Sorry if this is a stupid question. I know that it's either right in front of my eyes (and I'm not seeing it) or I have a basic misunderstanding about how Diablo calculates Armor/Damage for items.
Just navigate to the appropriate item and you can see the min and max base values for armor or min damage and max damage for weapons. DPS is basically going to be stat_bonus * crit_bonuses * avg_damage_on_hit * attack_speed, though on the weapon tooltip, it's not going to take into account any stat or crit bonus, even on the weapon itself.
Check the game guide, as I believe it has the answers you seek: http://us.battle.net/d3/en/game/
Each type and iLvl of armor and weapon have a base range for armor and DPS respectively that is determined on drop, and then modified by the various affixes present.
-edit- beat by slow work IE. Damn you Tanis0!
From the looks of it, there's only a set number of each type of gear (ie 42 different boots), and all the affixes/stats are just modifications those. So, using boots as an example, the highest non-legendary "base armor" (which is a term I made up) would be 280, and the highest for legendary/set is 355.
Thanks again to everyone for furthering my education.
If it helps, I'm also using IE at work.
Also, muahaha. MUAHAHAHAHAHAHA. MUAHAHAHAHAHAHAHAHA!
But is yours going through a gajillion layers of proxy thanks to super awesome FDIC standards, thus turning the worst internet browser in history into a creeping slug of suicide-inducing rage?
Damn you.
I assume there is diminishing returns to Armor as well. Is there diminishing returns to Resistance as well, or is that constant?
Let's say, for clarity's sake, that each point of Armor gives 1% protection. So.
0 Armor = 100% damage taken.
1 Armor = 100 x 0.99 = 99% damage taken (99% of the damage you take with 0 Armor)
2 Armor = 100 x 0.99^2 = 98,01% damage taken. (99% of the damage you take with 1 Armor, NOT (100 - 2)%)
...
100 Armor = 100 x 0.99^100 = 36,6% damage taken. (99% of the damage you take with 99 Armor, NOT (100 - 100)%)
...
All Res works the same but has a higher protection rate. I hope that clears it up.