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    posted a message on Relative effectiveness of armor/resistance (table!)
    This table started from the simple question, "whats the relative usefulness of armor or resistance; for example, should I get something with +162 armor, or +20 all res?"

    Well, I knew it depended on your current armor and resistance. Asking my friend, he linked me the following table, which is mildly useful, but also extremely obvious and doesn't really give the answer I was looking for:
    http://i.imgur.com/G7pNs.png

    I had an idea though and I now present you with the RELATIVE usefulness of armor and resistance for increasing your TOTAL EFFECTIVE HEALTH: (It's very similarly formatted because I liked the original authors format, though my table kind of breaks the Conditional Formatting Color Scale feature.)
    http://i.imgur.com/JPHq9.png

    I have it saved in my public dropbox as well in case you want to edit it or play around with it yourself (EDIT: I updated the xlsx with a clvl parameter to adjust it to level 61-63 if you want, but it changes it very little so I'll just leave the original snapshot of the table as is.):
    https://dl.dropbox.c...omparrison.xlsx

    How to use and useful things to notice:
    • If you had 7,000 armor and 500 resistance, it would take 13.89 Armor to increase your Effective Health as much as 1 Resistance. This means that +162 Armor is equal to 162/13.89= +11.6 Resistance, so 20 Resistance would in fact be more useful than 162 Armor.
    • As a second example, say you have 800 Resistance and 5000 Armor, this gives you a relative value between Armor and Resistance of 6.32. So that means that 162 armor is equal to 162/6.32=25.6 Resistance. In this case, getting the 162 Armor would be more beneficial than 20 Resistance.
    • The diagonal is all 10's because armors effectiveness falls off 10x faster than resistance, so if you have 10x the armor as resistance (X000 Armor and X00 Resistance, aka, the diagonal), it'll take exactly 10x the armor to match a given amount of resistance.
    • The table is based off a 5% increase in effective health. This value was effective at keeping the largest and smallest numbers in the top right and bottom left cells reasonable. Changing this does alter the values in most the cells (the diagonals are always 10) but the changes were very small besides at the extremes, like at 14,000 Armor and 100 Resistance, which most people won't be at, and if you are, you already know which one is better.
    Posted in: Diablo III General Discussion
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    posted a message on Shouldn't have nerfed Inferno; should have nerfed all ranged classes.
    Melee complain cuz they get torn apart even with great gear.

    Ranged comaplin cuz they get one-shot 24/7

    it doesn't mater who or what you are (besides an uber-amazlingly geared barb), inferno hits you too hard, even with great gear. Nerfing inferno damage by ~20% I think would be a good way to bring Inferno closer in line. I would say that a better balance would be 10% less act 1, 20% less damage act 2-4.
    Posted in: Diablo III General Discussion
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    posted a message on Gear swapper
    I've started doing some farming runs, so I started grabbing some MF gear to swap in right before the mob died. I found it really annoying to have to right click all the gear, so I decided to make a script to do it using AutoIt3. I'm not even sure I'll use the program, but it's been fun to write, regardless.

    I'm mostly done, a couple features to add and it'll be complete. I'm wondering if anyone thinks it's possible I'll get banned for this program. It doesn't automate gameplay or alter gameplay. All it does is right click gear faster than I can do with my hand (and without messing up), so that I don't waste time near the end of a boss/champion.

    Even if it is risky, would people still be interested in this program, regardless?
    Posted in: Diablo III General Discussion
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