• 0

    posted a message on Why is Dodge terrible?
    I threw together a spreadsheet comparing the classes with what I would consider average gear (5000 Armor, 750 AR, 7500 Main Stat), and calculated their total damage reduction. I estimated Monks and DHs have about 35% dodge with 7500 Dex, and I gave Crusaders a shield with 1900 armor (I ignored the block chance on the shield however):



    The important cells are colored red, green, and blue. I arbitrarily chose 2 seconds as the life expectancy with 0 mitigation, and then applied the total mitigation for each class. The top red row shows life expectancy against damage from dodgeable attacks, and the bottom red row shows life expectancy against undodgeable attacks. The green cells are simply rankings for each class, again the top row is for dodgeable attacks, and the bottom row is for undodgeable. Finally, the blue cells show the relative life expectancy of each class compared to the highest.

    Against dodgeable attacks, Monks are in third, although they are pretty far behind Barbarians--Barbarians can expect to live about 22% longer than Monks. DH are in last--even Wizards and WDs last about 9% longer than a DH.

    When undodgeable attacks come into play, Monks and DH suffer a lot, and drop to 5th and 6th place respectively. In fact, Barbarians live about 88% longer than Monks, and Wizards/WDs live about 18% longer than Monks, and 68% longer than DHs.

    It didn't used to be this bad. Dodge used to scale better at 60, where most Monks could run around with about 50% fairly easily. This made Monks great against dodgeable attacks, and okay against everything else. Now Monks are okay against dodgeable attacks, and crap against everything else. DHs have it the worse, and are almost always last in terms of mitigation.

    Extras:

    1) I didn't include blocking in the above calculations. Because of this, Crusaders are most likely the best tank against attacks that can be blocked, and the second best against attacks that can't be.

    2) Before Crusaders received the 15% innate damage reduction they were roughly equal to Monks against dodgeable attacks, and still better against undodgeable attacks. Now they are better against both.

    3) If you built a pure DPS character and didn't have any resistance on your gear, Wizards/WDs end up beating out Barbarians. This is unlikely to ever happen though, since even 100 AR from Paragon points cause Barbarians to take the lead.

    4) I used the following formulas for Armor and AR mitigation:

    Armor_DR = Armor / (Armor + 50 * mlvl)

    AR_DR = AR / (AR + 5 * mlvl)

    I assume they still apply at 70, and the numbers seemed to match up with my Monk and Wizard from memory.
    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on Why is Dodge terrible?
    I tested dodge against Ghom's AoE today, and it did nothing. I used my Paragon points on a new character to go from 4.5% dodge to about 75%, and the damage was still ticking at the same rate. I then used some points to get my all resistance to around 75%, and the rate at which I was taking damage decreased to about 1/4. Maybe dodge just doesn't work against Ghom's AoE, but that would raise the question what AoE does dodge work against, if any?

    Sadly, this makes Wizards better tanks than Monks against AoE, even when taking the Monk's innate 30% damage reduction into account.
    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on Mystic; RNG is not RNG
    Quote from srathgar

    Now. The above is a simple way of putting it. A bit more in depth would be, how many different outcomes does each different stat have.

    I am completely sure that main stats, Life on hit, Life regen and so on got EXTREME ammounts of chances compared to say attack speed or critl

    Life on hit on my main hand etc: 2276-2971
    Int on my main hand: 626-750

    Compare the odds on the above if i had to reroll. if i can have ANY number inbetween both of em like i assume is the case, then the odds of getting life on hit are quite a bit larger than int.

    This ofc can be debated if that is how it works, as it may also be working in the way that it first chooses a stat, and then rolls. Even if this is the case, the odds of you rolling that 1 stat out of 10+, are abysmal.
    I've wondered if this is the case myself. If anyone has any information from Blizzard specifying whether a single roll or double roll system is used, please share.

    Example: You want to re-roll a primary, and there are 4 possible choices: A, B, C and D. You currently have A, but it is still a possibility. You want D, so you assume you have a 25% chance (I know, it actually chooses 2 each roll, but this is just an illustration). This would be the case if it were a double roll, or if A, B, C and D all have only a single value.

    What if Blizzard uses a single roll system? What type of system would this be? Let's say A has a possible value of 1-10, B can range from 11-20, C can range from 21-24, and D can only roll with a value of 25. In a single roll system, both the type of attribute and the value of that attribute would be determined in a single roll. In other words, the RNG rolls and produces a number from 1 to 25. Values 1-10 would add primary A, and would also determine that the value of A would be 1, 2, 3,...,9, 10. This would cause A and B to appear more often simply because they have a wider range of possibilities. Meanwhile D would have a much smaller change of being chosen since it only rolls with one possible value.

    I would hope it doesn't work this way, as sockets would be very rare, while attributes with large ranges would dominate. So, has any information been given out on how the rolls work?
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Wiz needs more elemental diversity.
    I agree that more runes should change damage types for skills, but this problem isn't limited to just Wizards -- it really needs to be examined for all classes. I mainly play Monk, and right now (assuming the patch didn't change anything) Monks have 0 spirit generating skills that are Holy damage. The only one the comes close is WotHF + Fists of Fury, but only the 60% DoT of the skill is Holy damage, and not the 192% damage which is still physical.

    So yeah, all the classes need to have their skills examined, and be given a nice array of choices for damage types from with runes.
    Posted in: Wizard: The Ancient Repositories
  • To post a comment, please or register a new account.