It's only reducing 20 off your AP.
Crit is not as obtainable in your skills as damage % if you have a build that 6% crit increases the damage of a great deal through passive synergies and you would also like some armor and that AP isn't such a big deal either as perhaps you use RoF runed yellow as your damage spell and otherwise didn't require any, it might become interesting then. Perhaps you ran this as your build http://us.battle.net...SZQT!UbT!ZZaaaZ A crit synergy with a bunch of cooldown spells on a melee wiz that relies on crits to keep it's frost novas MI's and Slow Times active as much as possible.
Still this is a utility spell, you would switch between it and ice armor runed yellow depending on the situation for different types of required mitigation.
Plugged it into excel and the best line that fit it was a power trend line.
Y is the %dmg reduction per point of resistance
X is the character level
y = 17.63(x)^(-0.97)
Plug in Level 60
y = 17.63*60^(-0.97) = 0.33% dmg reduction per point of resistance.
Whether this is right, who knows. They could have very well change the equation at different levels, sort of a huge boost in difficulty at levels. Resistances could also very likely have diminishing returns.
More than likely they will have it setup so that the calculations are different based on which difficulty you go in.
So at 60 with 300 resistances, you would essentially be immune to magic dmg on normal, but going into hell the calculation would change and the amount of dmg reduction might drop to 75% or something.
energy armor just got a buff to 65% bonus armor =o
Yah I knew something was off...
Edit: Looks like I was right about the resistances too. After you hover over the ability it then says, "increases all of your resistances by 40% while energy armor is active"
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Do you want to get scammed? Perhaps a nice keylogger?
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
energy armor just got a buff to 65% bonus armor =o
This is true, Energy Armor is far sexier.
But resistances? One thing I remember in D2 was loling at resistances on my Sorc, I'd just run circles around the elemental oblivion knights in Act IV and not worry about it. I'll end up taking Frost Armor with the armor rune (25% per hit, stacks 3x) since I know I'll be taking physical damage a lot more often.
I dont remember oblivion knights being such a pain in butt... but i really remember act3-4-5 ghosts with lighting.. who was on the other side the most deadly thing
I won't go into detail about each rune, but I will mention one, prismatic armor which increases your resistances by 120%. The problem, if you want to call it that with this rune is the new change to the intelligence, which now grants 0.1 resistances per point of intellect.
So there you have it...What good are you energy armor or really any of the armors for that matter!
You're entirely skipping over one of the biggest runes available for energy armor, the one that removes the energy reduction and turns it into a max ap gain. Turning your AP pool from 100 to 120, along with the 20% increase in defenses. While you may say you're focusing on the defensive aspects of each skill, in truth you're looking at the passive defensive increases. If you really want to look over the defensive aspects of each skill this one should be a big large siren that says "PICK ME".
You may be thinking, "Why should an AP increase scream, pick me? AP pool increase means more damage, and I'm only focusing on defense right now!"
WRONG
AP can be used for defensive and offensive abilities. Offensive abilities can also always be looked at as active forms of damage mitigation. The faster you kill something the less damage it'll do to you. My most favorite example of this comes from WotLK's beta, when the druid ability Typhoon had a bug that removed its cooldown and took it off the GCD. Players could make a macro that let it be spammed as many times as would be allowed in the macro character limit, and then spam the macro. What happened then? Well people could then go through any of the available raid content and the druid could solo any boss before the boss would be able to kill them. The druid could do this because their damage output was higher than the damage output of the things that were going to kill them.
Now this all has to be taken within perspective. Inferno mob packs are supposed to be scary, you need to have care and some decent defensive stats to just survive all of the aoe damage that can go out. At the same time though, you can't ignore an AP pool increase of 20. That increases the initial burst of damage you can do without the pool or give you the option to save some AP in reserve and use a defensive ability. Tie the AP boosted energy armor with the wormhole skill rune and that gives you huge potential of surviving a good number of things. A number of things that a 1k armor boost from a shield would not provide.
Simply put, you don't pick energy armor for the 20% armor boost, you pick it up for the 20% armor boost and ONE of the extra benefits given from a skill rune, for me that extra benefit of choice is the increased AP. Getting a 140 AP pool can allow for all sorts of fun in so many situations.
I could spend all day explaining all sorts of situations in which 20% armor and 20 more AP will beat 1k extra armor, or other versions of armor, but that is my preference. If people want to opt out of using Energy Armor, they can, but don't by any means go toting about that it is a bad skill and should be ditched, because not by any means is it bad, it is just harder to use right.
I won't go into detail about each rune, but I will mention one, prismatic armor which increases your resistances by 120%. The problem, if you want to call it that with this rune is the new change to the intelligence, which now grants 0.1 resistances per point of intellect.
So there you have it...What good are you energy armor or really any of the armors for that matter!
You're entirely skipping over one of the biggest runes available for energy armor, the one that removes the energy reduction and turns it into a max ap gain. Turning your AP pool from 100 to 120, along with the 20% increase in defenses. While you may say you're focusing on the defensive aspects of each skill, in truth you're looking at the passive defensive increases. If you really want to look over the defensive aspects of each skill this one should be a big large siren that says "PICK ME".
You may be thinking, "Why should an AP increase scream, pick me? AP pool increase means more damage, and I'm only focusing on defense right now!"
WRONG
AP can be used for defensive and offensive abilities. Offensive abilities can also always be looked at as active forms of damage mitigation. The faster you kill something the less damage it'll do to you. My most favorite example of this comes from WotLK's beta, when the druid ability Typhoon had a bug that removed its cooldown and took it off the GCD. Players could make a macro that let it be spammed as many times as would be allowed in the macro character limit, and then spam the macro. What happened then? Well people could then go through any of the available raid content and the druid could solo any boss before the boss would be able to kill them. The druid could do this because their damage output was higher than the damage output of the things that were going to kill them.
Now this all has to be taken within perspective. Inferno mob packs are supposed to be scary, you need to have care and some decent defensive stats to just survive all of the aoe damage that can go out. At the same time though, you can't ignore an AP pool increase of 20. That increases the initial burst of damage you can do without the pool or give you the option to save some AP in reserve and use a defensive ability. Tie the AP boosted energy armor with the wormhole skill rune and that gives you huge potential of surviving a good number of things. A number of things that a 1k armor boost from a shield would not provide.
Simply put, you don't pick energy armor for the 20% armor boost, you pick it up for the 20% armor boost and ONE of the extra benefits given from a skill rune, for me that extra benefit of choice is the increased AP. Getting a 140 AP pool can allow for all sorts of fun in so many situations.
I could spend all day explaining all sorts of situations in which 20% armor and 20 more AP will beat 1k extra armor, or other versions of armor, but that is my preference. If people want to opt out of using Energy Armor, they can, but don't by any means go toting about that it is a bad skill and should be ditched, because not by any means is it bad, it is just harder to use right.
Ya know they updated the runes right?
Rollback Post to RevisionRollBack
Do you want to get scammed? Perhaps a nice keylogger?
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
I think that you guys are a bit off on a few things. First, when it says it increases resistances by 40% it doesn't mean it calculates 40% of your current resistances, it straight adds 40% to your resistances, this is how several skills work, and makes sense, otherwise its a completely useless rune choice, as you would need insanely high amounts of resistance to make that 40% worth it at all.
Energy Armor is in my opinion the best of them all. We are a RANGED class, we shouldn't need things that cause damage to melee attackers, we should be avoiding them. An increase to AP by 20 instead of a loss of twenty, when combined with Astral Presence is insane, especially if your going to use RoF as your filler skill, which I will be.
Posts that gave us the hint that the basic attack would be removed, along with the passives that used it, indicated very strongly, that at end game we may very well not be using a signature spell at all, which means increasing your total AP will be huge when combined with returned AP on crit, and abilities that cost no AP to cast, such as RoF. Energy Armor is far from useless. Unless your planning on running a "melee" build than there is no reason to take any of the others unless you plan on being bad and getting hit a bunch in melee which you shouldn't be or your gonna die in later difficulties, that video shows them getting one shot in NM mode, imagine what that means for Inferno.
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I think that you guys are a bit off on a few things. First, when it says it increases resistances by 40% it doesn't mean it calculates 40% of your current resistances, it straight adds 40% to your resistances, this is how several skills work, and makes sense, otherwise its a completely useless rune choice, as you would need insanely high amounts of resistance to make that 40% worth it at all.
Energy Armor is in my opinion the best of them all. We are a RANGED class, we shouldn't need things that cause damage to melee attackers, we should be avoiding them. An increase to AP by 20 instead of a loss of twenty, when combined with Astral Presence is insane, especially if your going to use RoF as your filler skill, which I will be.
Posts that gave us the hint that the basic attack would be removed, along with the passives that used it, indicated very strongly, that at end game we may very well not be using a signature spell at all, which means increasing your total AP will be huge when combined with returned AP on crit, and abilities that cost no AP to cast, such as RoF. Energy Armor is far from useless. Unless your planning on running a "melee" build than there is no reason to take any of the others unless you plan on being bad and getting hit a bunch in melee which you shouldn't be or your gonna die in later difficulties, that video shows them getting one shot in NM mode, imagine what that means for Inferno.
40% of 100 is 40....100 is not a lot.
The removal of basic atsk in no way shape or form means AP is a non-issue at 60.
Rollback Post to RevisionRollBack
One is never hurt by being given additional choices, only by taking them away. A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
Energy Armor is the best Wizard armor skill under almost all circumstances. The only viable alternative is potentially Storm Armor with the cost reduction rune and only for special builds.
Crit is not as obtainable in your skills as damage % if you have a build that 6% crit increases the damage of a great deal through passive synergies and you would also like some armor and that AP isn't such a big deal either as perhaps you use RoF runed yellow as your damage spell and otherwise didn't require any, it might become interesting then. Perhaps you ran this as your build http://us.battle.net...SZQT!UbT!ZZaaaZ A crit synergy with a bunch of cooldown spells on a melee wiz that relies on crits to keep it's frost novas MI's and Slow Times active as much as possible.
Still this is a utility spell, you would switch between it and ice armor runed yellow depending on the situation for different types of required mitigation.
More than likely they will have it setup so that the calculations are different based on which difficulty you go in.
So at 60 with 300 resistances, you would essentially be immune to magic dmg on normal, but going into hell the calculation would change and the amount of dmg reduction might drop to 75% or something.
Yah I knew something was off...
Edit: Looks like I was right about the resistances too. After you hover over the ability it then says, "increases all of your resistances by 40% while energy armor is active"
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
This is true, Energy Armor is far sexier.
But resistances? One thing I remember in D2 was loling at resistances on my Sorc, I'd just run circles around the elemental oblivion knights in Act IV and not worry about it. I'll end up taking Frost Armor with the armor rune (25% per hit, stacks 3x) since I know I'll be taking physical damage a lot more often.
You're entirely skipping over one of the biggest runes available for energy armor, the one that removes the energy reduction and turns it into a max ap gain. Turning your AP pool from 100 to 120, along with the 20% increase in defenses. While you may say you're focusing on the defensive aspects of each skill, in truth you're looking at the passive defensive increases. If you really want to look over the defensive aspects of each skill this one should be a big large siren that says "PICK ME".
You may be thinking, "Why should an AP increase scream, pick me? AP pool increase means more damage, and I'm only focusing on defense right now!"
WRONG
AP can be used for defensive and offensive abilities. Offensive abilities can also always be looked at as active forms of damage mitigation. The faster you kill something the less damage it'll do to you. My most favorite example of this comes from WotLK's beta, when the druid ability Typhoon had a bug that removed its cooldown and took it off the GCD. Players could make a macro that let it be spammed as many times as would be allowed in the macro character limit, and then spam the macro. What happened then? Well people could then go through any of the available raid content and the druid could solo any boss before the boss would be able to kill them. The druid could do this because their damage output was higher than the damage output of the things that were going to kill them.
Now this all has to be taken within perspective. Inferno mob packs are supposed to be scary, you need to have care and some decent defensive stats to just survive all of the aoe damage that can go out. At the same time though, you can't ignore an AP pool increase of 20. That increases the initial burst of damage you can do without the pool or give you the option to save some AP in reserve and use a defensive ability. Tie the AP boosted energy armor with the wormhole skill rune and that gives you huge potential of surviving a good number of things. A number of things that a 1k armor boost from a shield would not provide.
Simply put, you don't pick energy armor for the 20% armor boost, you pick it up for the 20% armor boost and ONE of the extra benefits given from a skill rune, for me that extra benefit of choice is the increased AP. Getting a 140 AP pool can allow for all sorts of fun in so many situations.
I could spend all day explaining all sorts of situations in which 20% armor and 20 more AP will beat 1k extra armor, or other versions of armor, but that is my preference. If people want to opt out of using Energy Armor, they can, but don't by any means go toting about that it is a bad skill and should be ditched, because not by any means is it bad, it is just harder to use right.
Ya know they updated the runes right?
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
How is imaginary hype bullshit 'perspectove'?
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
Energy Armor is in my opinion the best of them all. We are a RANGED class, we shouldn't need things that cause damage to melee attackers, we should be avoiding them. An increase to AP by 20 instead of a loss of twenty, when combined with Astral Presence is insane, especially if your going to use RoF as your filler skill, which I will be.
Posts that gave us the hint that the basic attack would be removed, along with the passives that used it, indicated very strongly, that at end game we may very well not be using a signature spell at all, which means increasing your total AP will be huge when combined with returned AP on crit, and abilities that cost no AP to cast, such as RoF. Energy Armor is far from useless. Unless your planning on running a "melee" build than there is no reason to take any of the others unless you plan on being bad and getting hit a bunch in melee which you shouldn't be or your gonna die in later difficulties, that video shows them getting one shot in NM mode, imagine what that means for Inferno.
Tired of the same regurgitated blue posts? Want more in depth coverage of
the aspects of the game you want to know about? Check us out!
40% of 100 is 40....100 is not a lot.
The removal of basic atsk in no way shape or form means AP is a non-issue at 60.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
No, it means they expect you to have at least one skill that doesn't cost any AP to cast...
You could make builds that don't require that pretty easily, especially at high gear levels.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
"Armor reduce ALL damage or only physical damage ? Thanks
All damage. There's a Physical Resist stat specifically for physical."
https://twitter.com/...414221620350976
In other words, energy armor just became ultra sexy.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!