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    posted a message on Resistances What do they mean?
    Thanks sooru the link did a good job of explaining how resistance works.

    Damage reduction from resistance = Resistance / (5 × Monster Level + Resistance)


    [source: Bridgeburners @ Armada Gaming]

    You've been stickied :P

    "EHP: = Life / ((1 - DR from Armor) × (1 - DR from Resistance) × (1 - 0.30 if monk or barbarian) × (1 - DR from other source))"

    .6 (40% dr from armor) * .9 ( ~11% from resists) *.7 (monk) = .378
    10,000 hp/ .378 = ~26500

    so for me my resists (82) are about 11% at for my lvl or providing around 2.7k ehp with each point of resist contributing around 32 ehp
    while vit at 10 would provide 26

    In time I'm sure there will be charts mapping out the interactions. Google is just failing me so far

    @ethu
    As a monk with one with everything your stacking resistances to all spells as well as physical damage (i expect them to fix this to just spells at some point as the tool tip indicates)
    Posted in: Theorycrafting and Analysis
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    posted a message on Resistances What do they mean?
    I've been unsucessfuly searching for what Resistances actually affect in game.
    Now that I've moved into Hell I am seeing more of them and was shocked to see physical resistance actually pop up as a random attribute but quite disappointed in it's actual mitigation.

    I believe that it has been changed to a rating but i'm not sure what this rating affects.

    Is this rating like dodge - a full miss chance.
    Like armor - passive mitigation
    Like damage reduction - the number is subtracted from the total damage taken of that type

    The monks passive does apply to physical resistance as well as the magic resistances and I have seen items with ranged resistance listed on the website which I don't see listed anywhere on my character sheet.

    If you know the answer or know of a thread that is talking about the "tanking" aspects of the game please point me in the right direction.

    Thanks
    Posted in: Theorycrafting and Analysis
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    posted a message on Best MF Character
    It really depends on the prefix suffix combos
    I see alot of people saying you can't stack mf and still kill stuff
    the best gear is going to have mf/gf/ resists/ main stat/stamina/+all stats or +dmg

    your looking at up to 6 random atributes on stuff and its not going to be mf x6

    now early on before you have perfectly rolled gear there might be a trade off of do you take mf + stam or mf + main stat (dex, str, int)
    Posted in: Diablo III General Discussion
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    posted a message on Damage Output Calculation?
    It is applied to the damage after the skill is applied

    this is so you can't take a skill that does 45% weapon dmg, stack a whole bunch of strength and have it be only slightly worse then your skill that does 220% weapon dmg.

    the skill also affects elemental dmg, but elemental dmg on your off hand is not applied to your main hand swings.

    hope that is as clear as mud.
    Posted in: Diablo III General Discussion
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    posted a message on Best Damage Reduction Build in the world
    The main question is the stacking

    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)
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Lack of Diminishing Returns in CC
    After playing a group game with just 1 other barbarian that was using stuns (bash with the clobber rune is a hate generator so you pretty much spam it until it misses then you ground stomp) it was pretty ridiculous how little effort was spent on the skeleton king. Try it out even with the new 1.5 sec stun it's LOL's

    If the end of act bosses behave in the same manor it will be quite trivial for an all barb group through normal. Lets face it though I don't think anyone really expects normal to be a challenge.

    The problem is that I have seen no mention about diminish returns just about stun resist.
    So the question is at what point do stuns become no longer viable, and if end of act bosses or latter mini bosses are immune to stun.

    Clobber is amazing, its a lvl 6 rune, in my mind should be a lvl 52 rune - but it's not. So maybe it's only going to be viable through the first difficulty lvl.So unless stun resist is very high like 90% a inferno a group laying down blanket stuns will greatly reduce the amount of time mobs are actively swinging on them.

    Or everything will eventually be immune to stun and you will have to trade those abilities out.
    Personally I think that knockback and stun will probably work on normal mobs with a chance (10-20%) to work on high end eletie packs and end of act bosses will be immune.

    There is also the chance that there will be a cc immune (unstopable?) affix for champion packs... I also expect stuns to get nerfed like they were in wow pvp so you get true diminishing returns (15 sec of cc 15 sec stun immune) However as this is hack and slash we don't know how long it's going to take to kill things at latter difficulty lvls.

    All is speculation before may 15th or until blizzard releases more information on it's combat system (I'm very interested in the damage reduction/ slow stacking )

    We shall see shortly
    Posted in: Diablo III General Discussion
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    posted a message on Is it worth it to pick up White items?
    In the beta you pick up whites because you don't have any gear yet
    (1st play through or your doing bench marking testing for avg completion time)

    Or they happen to be in den lvl 2 or skeleton king room
    They can have mods (+4 max dmg, +34% dmg) if the dps is high enough they will be better then lower level blues

    This could transfer through the difficulties where in a jump of item quality (from normal to nightmare) a weapon would be superior to your current blue/yellow (it probably could be figured out relatively easily by looking at what the base items the blacksmith can craft are, i just feel lazy)

    In the game basically you'll pick up the first shiv you see take a look at it and if it happens to be better use it until you get your first blue shiv.

    The only reason you would sell whites is because you happened to be at a vendor anyway, and right clicking is faster then clicking dragging off your inventory and dropping them on the ground. The gold isn't worth going to a vendor you wouldn't have gone to normally. I personally tend to drop them while running, or wait until its time to check the ring vendor.
    Posted in: Theorycrafting and Analysis
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    posted a message on critique this well rounded fetish build
    I would echo the need for soul harvest and dogs
    soul harvest literally doubles your damage in the early levels and until all your gear has your primary stat i don't see it getting bad.
    Dogs will let you get close enough to spam toads

    I would drop horrify and jaunt
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on How long do you think it will take you to finish Inferno ?
    They can make a boss that is impossible to defeat (think the sleeper in EQ, was not defeated for many years)
    I just don't think they will

    I think it will take about 2 weeks - a month to complete
    1 week to hit inferno and then 1 week to defeat inferno if you have a good group comp

    This is completely dependent on my friends keeping up, otherwise I will have to friend some people at the same progression level.

    Alot really depends on how cc works and diminishing returns, they have mentioned stun resist but if I can still stun something for 5 sec... it will look like kite stun, kill, kite, stun, kill etc.
    If you can confuse mobs and other mobs will kill them for you eventually you can make your way to a boss.

    If you can run 4 monks and invulnerability doesn't debuff you such that you can't be invincible then you can be invincible for 50% of the time. If you can rez people while invincible....

    With the powers they give you the difficulty would have to be insane such that your one hit (oh look wizards have force armor + familiar and take 4 hits to kill no matter how much you buff the damage coming in) or there is a gear check with the bosses healing so that you have to consistently deal damage to them and you can't just kite and run away.

    We will see soon enough.
    Posted in: Diablo III General Discussion
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