God forbid (hehe) someone makes an interesting topic on a Diablo 3 forum and actually brings well-written and informed arguments to the table.
I agree, though, that the manner in which he presents his views (arrogantly, in your book) makes it very intimidating to try and join the discussion. I'd argue that that is not his fault, but stems from the gap in knowledge on both rethorics and the topic at hand between himself and the average user. If only Don joined this discusion...
Gotta love the pretentiousness of some posters on here, the guy is asking for help and they get all high and mighty...
It's kind of an unspolen rule on programming forums that you are not supposed to provide a full solution if the question is obviously an assignment. I think it applies here as well.
Anyways, it looks like you're supposed to use the ASCII table. All numbers and letters are next to eachother, so you only need to check in which "range" the input character falls. It's much more efficient than a huge switch.
With some fairly trivial highschool math you can deduce the following two things:
1) There is no diminishing returns on either armor or resistance. The amount of damage you take less per additional point of armor or resistance, doesn't change from 0 to infinite armor or resistance.
2) Adding 1 allres gives *exactly* as much damage reduction as adding 10 armor.
Damage reduce from armor hits diminishing returns at 50%, which equals to abit above 3k armor.
Adding another 2k armor, adds another 15% of mitigation, to achieve the same with all res you only need about +100
No. Adding 2k armor is exactly as effective as adding 200 allres, as can be deducted from the formulas.
Thank you, saved me the trouble of typing that myself. The "diminishing return" nonsense needs to stop. Nobody seems to understand what it means anyways.
You can add, on the 20th of the first list, a "One of the other list" option. Move the 20th to the second list, so there'll be 3 there, and add a 4th option "One of the other list". That way, you can vote for just one.
There is no diminishing return for either Amor or All Res. People say that, because they see that the percentage number grows more slowly the more Armor/All Res you have. It is, however, a misconception. Each point of Armor/All Res protects you the same as the previous one.
Let's say, for clarity's sake, that each point of Armor gives 1% protection. So.
0 Armor = 100% damage taken.
1 Armor = 100 x 0.99 = 99% damage taken (99% of the damage you take with 0 Armor)
2 Armor = 100 x 0.99^2 = 98,01% damage taken. (99% of the damage you take with 1 Armor, NOT (100 - 2)%)
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100 Armor = 100 x 0.99^100 = 36,6% damage taken. (99% of the damage you take with 99 Armor, NOT (100 - 100)%)
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All Res works the same but has a higher protection rate. I hope that clears it up.
I had trouble too. It was mainly my build's fault. I switched to a kiting/defensive build and it got much easier. Also, if you already have a lvl 60, you can farm Inferno Act 1 or late Hell for some decent items for your wizard. I wouldn't invest on +exp gear, or anything really. It's not necessary nor fun.
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"This wretched light... shall be... ERADICATED!!"
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I agree, though, that the manner in which he presents his views (arrogantly, in your book) makes it very intimidating to try and join the discussion. I'd argue that that is not his fault, but stems from the gap in knowledge on both rethorics and the topic at hand between himself and the average user. If only Don joined this discusion...
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Awww, the link doesn't work... I'm a sad panda.
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It's kind of an unspolen rule on programming forums that you are not supposed to provide a full solution if the question is obviously an assignment. I think it applies here as well.
Anyways, it looks like you're supposed to use the ASCII table. All numbers and letters are next to eachother, so you only need to check in which "range" the input character falls. It's much more efficient than a huge switch.
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Thank you, saved me the trouble of typing that myself. The "diminishing return" nonsense needs to stop. Nobody seems to understand what it means anyways.
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Let's say, for clarity's sake, that each point of Armor gives 1% protection. So.
0 Armor = 100% damage taken.
1 Armor = 100 x 0.99 = 99% damage taken (99% of the damage you take with 0 Armor)
2 Armor = 100 x 0.99^2 = 98,01% damage taken. (99% of the damage you take with 1 Armor, NOT (100 - 2)%)
...
100 Armor = 100 x 0.99^100 = 36,6% damage taken. (99% of the damage you take with 99 Armor, NOT (100 - 100)%)
...
All Res works the same but has a higher protection rate. I hope that clears it up.
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The build Iused: http://us.battle.net...QXiO!Wgb!cZYaaZ
I kept a Teleport/Mirror Image rotation. Whenever fighting mobs, I either had Diamond Skin active, or the decoys from teleport distracting them.