5/30/2012 7:15:17 AM
It looks awesome now! Thanks.Posted in: Theorycrafting and Analysis
5/30/2012 7:09:34 AM
650 res + seize? Where did you get those numbers? And your calculations are a bit off.. you're assuming you can hit ALL enemies with resolve, and you can't.Posted in: Monk: The Inner Sanctuary
The numbers you gave were
500 resistance to physical
400 resistance to all
500+ life on hit
30% atk speed
So if we make the calculations for the three situations, using 5k armor for the calculations, we have:
Seize + Resolve:
584k versus melee physical
344k versus melee magical
438k versus ranged physical (you can't hit with resolve) - archers are the only ones with ranged physical I think
258k versus ranged magical (you can't hit with resolve) - This includes desecrations/plagues/lasers which you can't dodge either
One + Resolve:
522k versus melee
392k versus ranged
One + Seize:
428k versus everything
So, you can take seize + resolve for an extra 60k ehp against physical melee and get slaughtered if you step on a desecration or get hit by a laser even for just one second and against magical attacks, even if melee, you'll take considerably more damage. Or you can lose 60k ehp versus melee physical and be much sturdier against everything else. Not to mention it's much easier to find +resist gear if people are picking different resists to stack instead of just everyone going for physical.
5/29/2012 7:39:50 PM
I don't agree with you regarding one with everything. If you really want resolve that much then take off seize. with one with everything you can easily get an extra 400 resistance to all, with seize you get 1000-1500 armour. +400 resistance would be equivalent to +4000 armour, it's simply a much better skill. I mean, your recommendations for act 2 are 500 resistance to physical and 900 dex, why do you think that 900 armour is better than 500 resistance to everything else?Posted in: Monk: The Inner Sanctuary
I didn't really read the whole guide, just bits of it. It's way too long to be worth a read. You should make it as short as possible and delete any unnecessary sentences and words, that way you'll be able to captivate a lot more readers.
5/29/2012 6:41:55 PM
Posted in: Theorycrafting and Analysis
My attack speed is just 1.4. All I have is a fist weapon and no IAS bonus and in 1.43 seconds I can trigger the 2 second buff. A monk should aim for more attack speed though, so the buff would proc even more quickly.Quote from SaikoDrakie
that's asuming you have some source of IAS, but I guess any decent monk would have some IAS or be dual wielding xD?
The active from mantra of evasion and the +20% resistance passive from one of mantra of healing runes would also be helpful = )
5/29/2012 6:04:36 AM
Awesome, it's working again.Posted in: Theorycrafting and Analysis
Regarding Fists of Thunder, you didn't finish your sentence, but 2 seconds is long enough to keep it active at all times. With a 1.4 weapon speed those 3 attacks take 1.4 seconds, so it's easy to keep that buff up as long as the enemy isn't too far away.
5/28/2012 6:43:51 PM
It seems to be broken now.. yesterday it was working fine. The problem seems to be the HP and dodge calculations. I'm calculating for the monk btw.Posted in: Theorycrafting and Analysis
At lvl 60 it says I have 11k hp with 1031 vit and +4% life. If I change my lvl to 1 I suddenly have 63k Hp.
At 32% dodge it says I have 95k EHP and 3.5K EHP with dodge. If I change my dodge to 1% then EHP with dodge is the same as EHP without it, 95k. If I change it to 0% then I get 630k EHP with dodge as opposed to the initial 3.5k.
EDIT: Regarding crippling wave and deadly reach, just make it 100% uptime. The real uptime changes with weapon speed and other factors such as the target being far away or not (you can't reduce it's damage if you can't hit them. Same thing happens with resolve). If you calculate it with 100% uptime then we can easily tick and untick the box to see how much damage we take with and without the buff being active.
EDIT2: You should also add Fists of Thunder - Lightning flash as it adds 16% dodge chance for 2 seconds.
And GJ with the calculator, it's a lot more easy to use than making a spreadsheet in excel = )
5/28/2012 10:44:31 AM
You have tons of damage but no defense. Act 1 should be really easy for you since they don't hit that hard, but in act 2 all that dps will go to waste since you'll spend 95% of the time dead.Posted in: Monk: The Inner Sanctuary
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