Rare items have all (weighted) random mods on them. It was not remotely difficult to get a bunch of rare items without +vit on them in beta.
Unique and set pieces will likely have lots of +vit, so you'll have to skip those for obvious reasons.
Unless this build strategy becomes very popular it should be pretty trivial to pick up, say, +int / + health regen rares with other useful mods, since you won't care about armor or resists at all and will explicitly avoiding health. Hell, on quite a few pieces of armor +int and +health regen are the only stats you actually care about, besides stuff like MF and GF; you could run around in blues at near full power.
I didn't play with floating numbers on, but I did tend to get a lot of health regen affixes (especially in previous patches where you were guaranteed +3 regen from the rare crafted belt) and it certainly felt like it was coming in continuously, the same way Arcane Power and other resources come in continuously instead of in discrete chunks. The same was true for DoT damage, which was very obvious when playing a Witch Doctor - health bars creeped down continuously under the effect of the DoT, but you only saw a damage floater every half second.
Thinking about it, I would assume all the regen / degen mechanics work the same way - more or less continuous damage with half second cumulative floaters.
So if all that is true, a low HP, high regen, Energy Armored Wizard should be incredibly difficult to kill with packet damage, but will likely explode instantly when affected by any DoT effects. The question, then, is how common are DoT effects, and if there's anything else we're missing.
Top of the line chest armor (or an amulet) can provide up to 599 health per second in natural regen; misc armor peices and rings can give up to 342. A full set of perfect regen gear gives 4618 health per second. Since at base health you'd take 541 damage per hit, that means you'd regenerate the damage taken every 0.117 seconds.
Weapons, off-hand items, and amulets can also provide up to 959 health restored per hit. Couple that with items that have a high tick rate, and you'll restore nearly two hits worth of damage for each hit you take.
I'm not sure what could kill you in that circumstance - a very high tick rate DoT? Getting completely swarmed and bursted? I'd really like to know.
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Unique and set pieces will likely have lots of +vit, so you'll have to skip those for obvious reasons.
Unless this build strategy becomes very popular it should be pretty trivial to pick up, say, +int / + health regen rares with other useful mods, since you won't care about armor or resists at all and will explicitly avoiding health. Hell, on quite a few pieces of armor +int and +health regen are the only stats you actually care about, besides stuff like MF and GF; you could run around in blues at near full power.
Thinking about it, I would assume all the regen / degen mechanics work the same way - more or less continuous damage with half second cumulative floaters.
So if all that is true, a low HP, high regen, Energy Armored Wizard should be incredibly difficult to kill with packet damage, but will likely explode instantly when affected by any DoT effects. The question, then, is how common are DoT effects, and if there's anything else we're missing.
Top of the line chest armor (or an amulet) can provide up to 599 health per second in natural regen; misc armor peices and rings can give up to 342. A full set of perfect regen gear gives 4618 health per second. Since at base health you'd take 541 damage per hit, that means you'd regenerate the damage taken every 0.117 seconds.
Weapons, off-hand items, and amulets can also provide up to 959 health restored per hit. Couple that with items that have a high tick rate, and you'll restore nearly two hits worth of damage for each hit you take.
I'm not sure what could kill you in that circumstance - a very high tick rate DoT? Getting completely swarmed and bursted? I'd really like to know.