Hey guys this is my first post here as i have been trying to post on the official site with no success as i dont have a f***ing character.Now i am a huge fan of the monk and while everyone keeps telling me that barbs can absorb the most damage but how can any barb even hope to compare with this:-
55% dmg reduction
Enemy dmg received increased by 12%
Enemy movement speed decreased by 30%
Enemy attack speed decreased by 20%
Aoe Damage
All this with only 2 skills and 1 passive!!!
Rollback Post to RevisionRollBack
Grinding Gear Games (Company that produced POE): "These are great Ideas, we will use them for sure as they are clearly what the player base is looking for."
Blizzard: "While we agree that this game needs re-working and that these ideas could help the future of this game, we have no plans to listen to our fan-base at this time."
@nivius:Yes i know i have to hit everyone.And with crippling wave the second strike and the third strike have a radius of 180 degrees and 360 degrees respectively.So any monsters who come into melee range will be hit.If crippling wave is not able to reach a monster then it is obvious that the monster will also be not able to hit me.And about the 2.5 sec thing of course crippling wave is to be spammed.
Now remains the problem of ranged monsters.Since you have 4 skill slots remaining and 2 passive slots remaining you can solve that problem.
@vingor: This is my first post.I have been trying to post on battle.net for the past year but am not able to do so.I saw people posting threads like "monk build" "another monk build" "just another rate my build thread" and they were posting such stupid builds that it made me laugh,and i couldnt even reply.It felt just like being very thirsty and hands tied behind my back when a bottle of the most awesome thirst quenching water is in front of me.All i have to say is thanks for replying positively to my first diablo 3 post ever and i have many other combos in mind which i will keep posting.
Rollback Post to RevisionRollBack
Grinding Gear Games (Company that produced POE): "These are great Ideas, we will use them for sure as they are clearly what the player base is looking for."
Blizzard: "While we agree that this game needs re-working and that these ideas could help the future of this game, we have no plans to listen to our fan-base at this time."
Lets see....multipicative?? Hmm lets see... 1.25x1.20x1.10=1.65
Wow!! 65% Damage reduction,not 55!!
Thanks for pointing out, you made my day better!!
Rollback Post to RevisionRollBack
Grinding Gear Games (Company that produced POE): "These are great Ideas, we will use them for sure as they are clearly what the player base is looking for."
Blizzard: "While we agree that this game needs re-working and that these ideas could help the future of this game, we have no plans to listen to our fan-base at this time."
Lets see....multipicative?? Hmm lets see... 1.25x1.20x1.10=1.65
Wow!! 65% Damage reduction,not 55!!
Thanks for pointing out, you made my day better!!
Not sure if my maths are right, but by "multiplicative", I think it should be calculated like this:
You receive 100 dmg. You first cut 25% of it, makes it 75.
Out of 75, you cut 20%, makes it 60.
Out of 60, you cut 10%, makes it 54.
You reduced 46 / 100 dmg, which is in fact 46% reduction instead of 55%. The order in which the % are applied doesn't change the ending result.
I could be wrong, but I think it is how it's calculated (You could add Armor dmg reduction to that also).
Lets see....multipicative?? Hmm lets see... 1.25x1.20x1.10=1.65
Wow!! 65% Damage reduction,not 55!!
Thanks for pointing out, you made my day better!!
Not sure if my maths are right, but by "multiplicative", I think it should be calculated like this:
You receive 100 dmg. You first cut 25% of it, makes it 75.
Out of 75, you cut 20%, makes it 60.
Out of 60, you cut 10%, makes it 54.
You reduced 46 / 100 dmg, which is in fact 46% reduction instead of 55%. The order in which the % are applied doesn't change the ending result.
I could be wrong, but I think it is how it's calculated (You could add Armor dmg reduction to that also).
My calculation methods are based on formulas used on many websites and in battle.net forums.
But lets assume the worst of the worst and assume that this combo reduces damage by 40%.
But we still have that innate 30% damage reduction,so i think it is still The Best Damage Reduction Build in The World!!!
Rollback Post to RevisionRollBack
Grinding Gear Games (Company that produced POE): "These are great Ideas, we will use them for sure as they are clearly what the player base is looking for."
Blizzard: "While we agree that this game needs re-working and that these ideas could help the future of this game, we have no plans to listen to our fan-base at this time."
Lets see....multipicative?? Hmm lets see... 1.25x1.20x1.10=1.65
Wow!! 65% Damage reduction,not 55!!
Thanks for pointing out, you made my day better!!
Not sure if my maths are right, but by "multiplicative", I think it should be calculated like this:
You receive 100 dmg. You first cut 25% of it, makes it 75.
Out of 75, you cut 20%, makes it 60.
Out of 60, you cut 10%, makes it 54.
You reduced 46 / 100 dmg, which is in fact 46% reduction instead of 55%. The order in which the % are applied doesn't change the ending result.
I could be wrong, but I think it is how it's calculated (You could add Armor dmg reduction to that also).
My calculation methods are based on formulas used on many websites and in battle.net forums.
But lets assume the worst of the worst and assume that this combo reduces damage by 40%.
But we still have that innate 30% damage reduction,so i think it is still The Best Damage Reduction Build in The World!!!
I agree it is a really nice dmg reduction build, but as you can see, the more multiplier you add, the less effective they are.
If you add the 30% innate melee dmg reduction to the 54 remaining dmg, it reduces dmg by 16,2. From the original 100 dmg, it is only a 16,2% dmg reduction. This is what is called "diminishing return", which means the more you add, the less effective it is.
Your build will make you quite tanky, no one will say otherwise. But in a game where killing also factors in dmg reduction (the faster you kill, the less dmg you take), you will hit a certain point where adding dmg to your build will be alot more effective than adding another dmg reduction. This part could be calculated with Excel (with flat values on dmg done, dmg taken, life of monster your are fighting, ...), but it will be more something that people will "feel" in the game.
Anyway, you're on to something good in your build, I'm pretty sure it will work well in game as long as you balance well your dmg reduction and dmg output.
The proper way of calculating this is take the amount of damadge recieved:
(1-.25)*(1-.20)*(1-.10) = .54 this means your party will take 54% of original damadge. To get the damadge reduced you take 1-.54 meaning 46% was reduced.
adding in the passive 30%
(1-.25)*(1-.20)*(1-.10)*(1-.3)=.378 which means you would take 37.8% damadge and damadge reduction is 62.2%
Then you also get to add in the armor percentage.
the 1.25*1.20*1.10=1.65 only applies to damadge formulas because it increases damadge from a base of 1. For instance increases damadge by 25%, 20%, and 10% and all multiplicative.
Good find =)
Lets see....multipicative?? Hmm lets see... 1.25x1.20x1.10=1.65
Wow!! 65% Damage reduction,not 55!!
Thanks for pointing out, you made my day better!!
Not sure if my maths are right, but by "multiplicative", I think it should be calculated like this:
You receive 100 dmg. You first cut 25% of it, makes it 75.
Out of 75, you cut 20%, makes it 60.
Out of 60, you cut 10%, makes it 54.
You reduced 46 / 100 dmg, which is in fact 46% reduction instead of 55%. The order in which the % are applied doesn't change the ending result.
I could be wrong, but I think it is how it's calculated (You could add Armor dmg reduction to that also).
does the 20% dmg reduction from crippling wave stack with resolve or does resolve overwrite the 20% and you get 25% dmg reduction, same holds true for the 10% rune.
Check out the 20% dmg resistance rune (time of need) to the healing mantra
We don't know yet if things overwrite (most likely), are additive (they won't be) or multiplicative (hopefully)
Lets see....multipicative?? Hmm lets see... 1.25x1.20x1.10=1.65
Wow!! 65% Damage reduction,not 55!!
Thanks for pointing out, you made my day better!!
Not sure if my maths are right, but by "multiplicative", I think it should be calculated like this:
You receive 100 dmg. You first cut 25% of it, makes it 75.
Out of 75, you cut 20%, makes it 60.
Out of 60, you cut 10%, makes it 54.
You reduced 46 / 100 dmg, which is in fact 46% reduction instead of 55%. The order in which the % are applied doesn't change the ending result.
I could be wrong, but I think it is how it's calculated (You could add Armor dmg reduction to that also).
My calculation methods are based on formulas used on many websites and in battle.net forums.
But lets assume the worst of the worst and assume that this combo reduces damage by 40%.
But we still have that innate 30% damage reduction,so i think it is still The Best Damage Reduction Build in The World!!!
but you calc on the reduction, count on remaning % to make it right
20% reduction eequals 80% damage taken
adding 50% to that will chante it to 40% damage taken.
damage taken -50% on 3 items will give following result:
100% * 50% = 50%
50% * 50% = 25%
25% * 50% = 12.5%
but the order of how its calculated we don't know yet, its different if you count a 30% first or a 50% first, so this is something we will see once the game is out.
this way you will never ever reach 0% damage taken, its a design balance thingy, and trust me i know this kind of design... its what i do!
The proper way of calculating this is take the amount of damadge recieved:
(1-.25)*(1-.20)*(1-.10) = .54 this means your party will take 54% of original damadge. To get the damadge reduced you take 1-.54 meaning 46% was reduced.
adding in the passive 30%
(1-.25)*(1-.20)*(1-.10)*(1-.3)=.378 which means you would take 37.8% damadge and damadge reduction is 62.2%
Then you also get to add in the armor percentage.
@thatyrael:- Of course i know that you have to have offense.You want to have offense in this build?Why not?You have four skill slots and 2 passive slots at your disposal.Do as you please.(lol i typed "four" instead of the number because the key is not working!!)
@nivius:- I don't want to acquire 100% dmg reduction.That would spoil the game.However i want to get the best dmg reduction using 2 skills 1 passive and gear so that i can collect a lot of dexterity(Which will boost crippling wave's aoe damage as well as get me some bonus armor with seize the initiative).So with the remaining skills and 2 passives i can go fully offensive.(which will also benefit from the mantra's boost which increases enemy dmg taken by 12%)
I have read a lot of forums on battle.net and whenever someone creates a nice offensive build everybody swarms on to him and tells him that the build wont survive in inferno.So i wanted to create a build that focuses on offense as well as defense.I always like to assume the worst so i assume that this build along with armor,innate dmg reduction and other armor,dmg reduction buffs provided by party members will give me a total damage reduction of 50%.And you have four skills and 2 passives remaining so you can do anything.
So is this The Best Damage Reduction Build in The World?Yes.
A sample build for you guys containing offense too:-
X% dmg reduction(i am not sure how much anymore)
Enemy dmg received increased by 12-twenty four%(twenty four % when using exploding palm)
Enemy movement speed decreased by 30%
Enemy attack speed decreased by 20%
Aoe Damage
Potential 57%-73% damage bonus(oops were they multiplicative??)
Heals
And seven sided strike runed for 1007% damage and teleportation that will make use of these buffs
All in all if you run into a pack,use exploding palm,kill the monster,use exploding palm on the monsters who weren't affected by the first one(very bad radius),generate 50 spirit and use seven sided strike on the now weakened monsters or that pesky archer pack far away while enjoying these buffs,you will have a good balance between offense and defense.It wont be perfect as nobody's perfect.(LOL i want to change my name from CultOfPersonality to nobody)
Rollback Post to RevisionRollBack
Grinding Gear Games (Company that produced POE): "These are great Ideas, we will use them for sure as they are clearly what the player base is looking for."
Blizzard: "While we agree that this game needs re-working and that these ideas could help the future of this game, we have no plans to listen to our fan-base at this time."
In a build where you are looking to use resolve and concussion as the bulk of survivability (which is a killer combo) I cannot see how you would miss using blinding flash. With this build you have the chance to get hit too many times during the first seconds of every battle because you haveb't yet activated resolve and consussion. Blidning flash would give you enough time set off the first cycle of concussion and put you in your safest position. After that first concussion you have 3 seconds to set off the next one, and this cycle repeats. If I were to make this build blinding flash would be a staple.
damage taken -50% on 3 items will give following result:
100% * 50% = 50%
50% * 50% = 25%
25% * 50% = 12.5%
but the order of how its calculated we don't know yet, its different if you count a 30% first or a 50% first, so this is something we will see once the game is out.
The order doesn't matter, if you take the formula Ialgo posted "(1-.25)*(1-.20)*(1-.10) = .54", you can switch around the order the dmg reduction is applied, it won't change the result, as long as it is a % dmg reduction.
The order will matter between % dmg reduction and flat dmg reduction, flat giving more benefit if it is calculated after the %.
@afd3:-That was just a sample build that i wont be using.In my original build i will be using Serenity with Reap What is Sown rune to get there , collect spirit for a spender,and when the damage effect from the serenity rune goes off in a huge radius of 20 yards as holy damage,i will use the spender on the now weakened monsters.Also the damage reduction build is something i posted for people who want to go offensive but are being bothered about the fact that they will die very quickly.Its not for me.
Rollback Post to RevisionRollBack
Grinding Gear Games (Company that produced POE): "These are great Ideas, we will use them for sure as they are clearly what the player base is looking for."
Blizzard: "While we agree that this game needs re-working and that these ideas could help the future of this game, we have no plans to listen to our fan-base at this time."
Now i am going to take up the toughest challenge, to create The Best Offensive Build in The World
Rollback Post to RevisionRollBack
Grinding Gear Games (Company that produced POE): "These are great Ideas, we will use them for sure as they are clearly what the player base is looking for."
Blizzard: "While we agree that this game needs re-working and that these ideas could help the future of this game, we have no plans to listen to our fan-base at this time."
http://us.battle.net/d3/en/calculator/monk#W....k!Z!Z....Z
55% dmg reduction
Enemy dmg received increased by 12%
Enemy movement speed decreased by 30%
Enemy attack speed decreased by 20%
Aoe Damage
All this with only 2 skills and 1 passive!!!
Blizzard: "While we agree that this game needs re-working and that these ideas could help the future of this game, we have no plans to listen to our fan-base at this time."
http://s1332.photobucket.com/user/Tester_3211/media/Diablo3devs_zpscc5fbac9.jpg.html?state=replace
Adding heal skills with this would be an awesome support.
if this works out its a good build imo (adding the standard 30% from the start)
Now remains the problem of ranged monsters.Since you have 4 skill slots remaining and 2 passive slots remaining you can solve that problem.
@vingor: This is my first post.I have been trying to post on battle.net for the past year but am not able to do so.I saw people posting threads like "monk build" "another monk build" "just another rate my build thread" and they were posting such stupid builds that it made me laugh,and i couldnt even reply.It felt just like being very thirsty and hands tied behind my back when a bottle of the most awesome thirst quenching water is in front of me.All i have to say is thanks for replying positively to my first diablo 3 post ever and i have many other combos in mind which i will keep posting.
Blizzard: "While we agree that this game needs re-working and that these ideas could help the future of this game, we have no plans to listen to our fan-base at this time."
http://s1332.photobucket.com/user/Tester_3211/media/Diablo3devs_zpscc5fbac9.jpg.html?state=replace
In the words of Dave Hester:
YUUUUUUUPPPPPPPP
Wow!! 65% Damage reduction,not 55!!
Thanks for pointing out, you made my day better!!
Blizzard: "While we agree that this game needs re-working and that these ideas could help the future of this game, we have no plans to listen to our fan-base at this time."
http://s1332.photobucket.com/user/Tester_3211/media/Diablo3devs_zpscc5fbac9.jpg.html?state=replace
Not sure if my maths are right, but by "multiplicative", I think it should be calculated like this:
You receive 100 dmg. You first cut 25% of it, makes it 75.
Out of 75, you cut 20%, makes it 60.
Out of 60, you cut 10%, makes it 54.
You reduced 46 / 100 dmg, which is in fact 46% reduction instead of 55%. The order in which the % are applied doesn't change the ending result.
I could be wrong, but I think it is how it's calculated (You could add Armor dmg reduction to that also).
My calculation methods are based on formulas used on many websites and in battle.net forums.
But lets assume the worst of the worst and assume that this combo reduces damage by 40%.
But we still have that innate 30% damage reduction,so i think it is still The Best Damage Reduction Build in The World!!!
Blizzard: "While we agree that this game needs re-working and that these ideas could help the future of this game, we have no plans to listen to our fan-base at this time."
http://s1332.photobucket.com/user/Tester_3211/media/Diablo3devs_zpscc5fbac9.jpg.html?state=replace
I agree it is a really nice dmg reduction build, but as you can see, the more multiplier you add, the less effective they are.
If you add the 30% innate melee dmg reduction to the 54 remaining dmg, it reduces dmg by 16,2. From the original 100 dmg, it is only a 16,2% dmg reduction. This is what is called "diminishing return", which means the more you add, the less effective it is.
Your build will make you quite tanky, no one will say otherwise. But in a game where killing also factors in dmg reduction (the faster you kill, the less dmg you take), you will hit a certain point where adding dmg to your build will be alot more effective than adding another dmg reduction. This part could be calculated with Excel (with flat values on dmg done, dmg taken, life of monster your are fighting, ...), but it will be more something that people will "feel" in the game.
Anyway, you're on to something good in your build, I'm pretty sure it will work well in game as long as you balance well your dmg reduction and dmg output.
(1-.25)*(1-.20)*(1-.10) = .54 this means your party will take 54% of original damadge. To get the damadge reduced you take 1-.54 meaning 46% was reduced.
adding in the passive 30%
(1-.25)*(1-.20)*(1-.10)*(1-.3)=.378 which means you would take 37.8% damadge and damadge reduction is 62.2%
Then you also get to add in the armor percentage.
the 1.25*1.20*1.10=1.65 only applies to damadge formulas because it increases damadge from a base of 1. For instance increases damadge by 25%, 20%, and 10% and all multiplicative.
Good find =)
does the 20% dmg reduction from crippling wave stack with resolve or does resolve overwrite the 20% and you get 25% dmg reduction, same holds true for the 10% rune.
Check out the 20% dmg resistance rune (time of need) to the healing mantra
We don't know yet if things overwrite (most likely), are additive (they won't be) or multiplicative (hopefully)
but you calc on the reduction, count on remaning % to make it right
20% reduction eequals 80% damage taken
adding 50% to that will chante it to 40% damage taken.
damage taken -50% on 3 items will give following result:
100% * 50% = 50%
50% * 50% = 25%
25% * 50% = 12.5%
but the order of how its calculated we don't know yet, its different if you count a 30% first or a 50% first, so this is something we will see once the game is out.
this way you will never ever reach 0% damage taken, its a design balance thingy, and trust me i know this kind of design... its what i do!
This is what I though too.
@nivius:- I don't want to acquire 100% dmg reduction.That would spoil the game.However i want to get the best dmg reduction using 2 skills 1 passive and gear so that i can collect a lot of dexterity(Which will boost crippling wave's aoe damage as well as get me some bonus armor with seize the initiative).So with the remaining skills and 2 passives i can go fully offensive.(which will also benefit from the mantra's boost which increases enemy dmg taken by 12%)
I have read a lot of forums on battle.net and whenever someone creates a nice offensive build everybody swarms on to him and tells him that the build wont survive in inferno.So i wanted to create a build that focuses on offense as well as defense.I always like to assume the worst so i assume that this build along with armor,innate dmg reduction and other armor,dmg reduction buffs provided by party members will give me a total damage reduction of 50%.And you have four skills and 2 passives remaining so you can do anything.
So is this The Best Damage Reduction Build in The World?Yes.
A sample build for you guys containing offense too:-
http://us.battle.net/d3/en/calculator/monk#WbXVTk!Zgf!ZcbaaZ
X% dmg reduction(i am not sure how much anymore)
Enemy dmg received increased by 12-twenty four%(twenty four % when using exploding palm)
Enemy movement speed decreased by 30%
Enemy attack speed decreased by 20%
Aoe Damage
Potential 57%-73% damage bonus(oops were they multiplicative??)
Heals
And seven sided strike runed for 1007% damage and teleportation that will make use of these buffs
All in all if you run into a pack,use exploding palm,kill the monster,use exploding palm on the monsters who weren't affected by the first one(very bad radius),generate 50 spirit and use seven sided strike on the now weakened monsters or that pesky archer pack far away while enjoying these buffs,you will have a good balance between offense and defense.It wont be perfect as nobody's perfect.(LOL i want to change my name from CultOfPersonality to nobody)
Blizzard: "While we agree that this game needs re-working and that these ideas could help the future of this game, we have no plans to listen to our fan-base at this time."
http://s1332.photobucket.com/user/Tester_3211/media/Diablo3devs_zpscc5fbac9.jpg.html?state=replace
In a build where you are looking to use resolve and concussion as the bulk of survivability (which is a killer combo) I cannot see how you would miss using blinding flash. With this build you have the chance to get hit too many times during the first seconds of every battle because you haveb't yet activated resolve and consussion. Blidning flash would give you enough time set off the first cycle of concussion and put you in your safest position. After that first concussion you have 3 seconds to set off the next one, and this cycle repeats. If I were to make this build blinding flash would be a staple.
I'd like to roll a monk with something like this http://us.battle.net...XVYk!Zdf!ZbbZYZ
Even more damage reduction with guardian's path. Guiding light will give you that opening window and an opportunity to run if things get hairy.
The order doesn't matter, if you take the formula Ialgo posted "(1-.25)*(1-.20)*(1-.10) = .54", you can switch around the order the dmg reduction is applied, it won't change the result, as long as it is a % dmg reduction.
The order will matter between % dmg reduction and flat dmg reduction, flat giving more benefit if it is calculated after the %.
Blizzard: "While we agree that this game needs re-working and that these ideas could help the future of this game, we have no plans to listen to our fan-base at this time."
http://s1332.photobucket.com/user/Tester_3211/media/Diablo3devs_zpscc5fbac9.jpg.html?state=replace
Blizzard: "While we agree that this game needs re-working and that these ideas could help the future of this game, we have no plans to listen to our fan-base at this time."
http://s1332.photobucket.com/user/Tester_3211/media/Diablo3devs_zpscc5fbac9.jpg.html?state=replace