i' currently farming Hell for gear to begin inferno and I have 34k HP, I noticed a lot having 28K 30K for inferno, is 34k too much? do I need less? or do I need more? also how many resist do I need?
I use force armor anyway, even with the nerf it's still the best rune for energy armor IMO, that and prismatic armor, but how many res do I need? so far I put everything in int and vit, but i really start to have some problems now even only in Hell...
you need to have little bit of everything because every stat ownz before diminishing returns come into play. That's why it's best to have about 35k hp (so that your force armor is pretty effective), after that get 300 resistance and lots of armor (people usually ignore how good armor is in d3)
You may have missed the memo, there's no diminishing returns on Armor and Resistances. Every point gives the same amount of effective health as the last.
you need to have little bit of everything because every stat ownz before diminishing returns come into play. That's why it's best to have about 35k hp (so that your force armor is pretty effective), after that get 300 resistance and lots of armor (people usually ignore how good armor is in d3)
with 300 res, 35k hp, and 4k armor you will be 1shotted by oppressor's charge in act4
If you see oppressors (and couple of other mobs come to mind) pop on diamond skin. I mean, we're not talking here about what kind of gear do you need to have to be able to prance around in act 4 and high fiving mobs before you kill them.
Ofc the more is better, but some priorities when you're sorting your gear: 35k hp -> 300 resistance -> more armor. After that items start to cost huge amounts of money and you're looking for best deals out there to improve anything.
you need to have little bit of everything because every stat ownz before diminishing returns come into play. That's why it's best to have about 35k hp (so that your force armor is pretty effective), after that get 300 resistance and lots of armor (people usually ignore how good armor is in d3)
You may have missed the memo, there's no diminishing returns on Armor and Resistances. Every point gives the same amount of effective health as the last.
Ok, quick test. I have 2145 armor -> 41.70% prot, pop on energy armor 3696 armor -> 55.20%
65% increase in points resulted in 32% increase in dmg reduction %.
How is that not diminishing returns?
Same thing goes with resistances.
It has been dispelled in just about every game that uses % based reduction on damage, but I understand everyone has to encounter and see the problem correctly because it might not be straight-forward if a person doesn't have a good math background. For Diablo 3, check this post as to why it doesn't "diminish".
I don't think that post mentions it, but its pretty trivial to prove it doesn't diminish if you just take the first derivative of the damage reduction formula (its a constant, which means constant damage taken improvement per point - it does not diminish).
resistances have diminishing returns imo, not in the way of damage reduction calculations of EHP, but in the cash department, resistances gear with also other huge stats like intelligence/vita/armor are way too expensive atm, so its hard to go for 800+ All res while still having loads of armor/Intelligence/vita/DPS....
It has been dispelled in just about every game that uses % based reduction on damage, but I understand everyone has to encounter and see the problem correctly because it might not be straight-forward if a person doesn't have a good math background. For Diablo 3, check this post as to why it doesn't "diminish".
I don't think that post mentions it, but its pretty trivial to prove it doesn't diminish if you just take the first derivative of the damage reduction formula (its a constant, which means constant damage taken improvement per point - it does not diminish).
This is more of a terminology thing. Only important thing here is how many hits can you take till you die. Considering that and other stats it comes down to this.
3k armor = 300 resistance = 50% dmg reduction
you have 3k armor. What's gonna be more benefitial for your survival? getting another 3k armor or getting 300 res?
It's getting 300 res because getting another 3k armor won't make you invulnerable, it'll get you up to 66% reduction.
so basically you can talk about how mathematically there's no diminishing returns in those terms while in reality you'll want to stop stacking some stat because other stat become stronger in relative to that other stat. That's why people call it diminishing returns, it's easier to understand if called that way.
Terminology is important otherwise people misunderstand and use information incorrectly. Nothing diminishes moving from 0->50%, and 90->95% the damage you take halves. The only reason to keep armor and resist near equal in percentages is due to they way they are applied; multiplicative.
OK so obviously EHP is what is relevant, not HP, but does anybody know how much EHP you actually need for act 4? I am just starting act 4 inferno, downed azmodan this afternoon, and I'd like to be able to calculate how much I need to not get 1 shot by oppressors. Does anybody know how much raw damage they do?
someone spoke of diamond skin, is it still good in inferno? or do you get one shot through it anyway?
Since crystal shell is 20K and a 35% hit is around 15K health for a 40K+ hp character you can see crystal shell as a way to freely absorb 1 hit. As for a protection against one shots, it can help if you lack 10K health (dont forget the absorbtion is not taking into account for the limit of what force armor can absorb).
It has been dispelled in just about every game that uses % based reduction on damage, but I understand everyone has to encounter and see the problem correctly because it might not be straight-forward if a person doesn't have a good math background. For Diablo 3, check this post as to why it doesn't "diminish".
I don't think that post mentions it, but its pretty trivial to prove it doesn't diminish if you just take the first derivative of the damage reduction formula (its a constant, which means constant damage taken improvement per point - it does not diminish).
This is more of a terminology thing. Only important thing here is how many hits can you take till you die. Considering that and other stats it comes down to this.
3k armor = 300 resistance = 50% dmg reduction
you have 3k armor. What's gonna be more benefitial for your survival? getting another 3k armor or getting 300 res?
It's getting 300 res because getting another 3k armor won't make you invulnerable, it'll get you up to 66% reduction.
so basically you can talk about how mathematically there's no diminishing returns in those terms while in reality you'll want to stop stacking some stat because other stat become stronger in relative to that other stat. That's why people call it diminishing returns, it's easier to understand if called that way.
There's a matrix on the post showing you how much armor is worth 1 res depending on how much armor and resistances you have initially. This is what one should use for deciding between a value of resistance or armor.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Its possible to be one-shot with 50k, as much as its possible to take 3 hits at 20k health.
You may have missed the memo, there's no diminishing returns on Armor and Resistances. Every point gives the same amount of effective health as the last.
It has been dispelled in just about every game that uses % based reduction on damage, but I understand everyone has to encounter and see the problem correctly because it might not be straight-forward if a person doesn't have a good math background. For Diablo 3, check this post as to why it doesn't "diminish".
https://us.battle.net/d3/en/forum/topic/5149150485?page=1
I don't think that post mentions it, but its pretty trivial to prove it doesn't diminish if you just take the first derivative of the damage reduction formula (its a constant, which means constant damage taken improvement per point - it does not diminish).
Terminology is important otherwise people misunderstand and use information incorrectly. Nothing diminishes moving from 0->50%, and 90->95% the damage you take halves. The only reason to keep armor and resist near equal in percentages is due to they way they are applied; multiplicative.
Since crystal shell is 20K and a 35% hit is around 15K health for a 40K+ hp character you can see crystal shell as a way to freely absorb 1 hit. As for a protection against one shots, it can help if you lack 10K health (dont forget the absorbtion is not taking into account for the limit of what force armor can absorb).
There's a matrix on the post showing you how much armor is worth 1 res depending on how much armor and resistances you have initially. This is what one should use for deciding between a value of resistance or armor.