Mechanics thread
" Could you tell me what level that particular character is, and what moblevel a zone you were in when you read that character sheet? What is your max life + ES? What's your %eva multiplier (from amulet bonus + passive tree)? Thanks. That will be good info. Part of the difficulty is deciding what is the best way to plot it. Context is everything. Couple examples. If you could pretend evasion actually translated directly into EHP (and it doesn't really, for various reasons, most profound of which is the complicated interaction with ES, next being how spiky the incoming damage becomes): - The 70 marauder I mentioned before gets about 1 EH/eva - My 31 shadow gets about 0.4 EH/eva Let a man walk alone - Let him commit no sin. Let him bear few wishes, Like an elephant in the forest. Last edited by Zakaluka#1191 on Jul 21, 2012, 12:21:02 PM
|
|
Zak I apologize, 14.5k Evasion translated to 71% evade, not 82%. The 82% was DR when my 71 Duelist was using IR.
Earlier this spring I did extensive testing of evasion tanking in chaos. Here is a post created in April which details my Duelists' most effective eva tanking numbers. Riez has been farmed out & retired since my Shadow made him look slow & fat. Defense in chaos stopped being a priority for my shadow when Lightning Strike topped 9k x 3.5aps. Simply put, the efforts to make evasion work just arent worth it because evasion, as the devs hinted at, is kinda bad. Certainly not reliable. I cannot provide more specific character details as I gave away/sold some of my top end eva gear. I can however share that Evasion on Shield + Shield Defenses are where my evasion numbers got amplified. A 1600 evasion lacquered shield increased my evasion a lol'able 4800. This Duelist spec was the end result of a looong process to discover the most efficient usage of evasion. I hope some of this info is helpful. ____________________________________twitch.tv/tyranthal Last edited by Tyranthal#5459 on Jul 21, 2012, 7:15:40 PM
|
|
"It's still correct | |
Rather long post here about armor scaling, but I realized something might be wrong about everything I said. Deleted for now, will revisit this after I get a chance to re-examine it.
Summary: endurance charges are probably quite a lot more powerful than most people realize, especially now that templar/marauder have access to 5. Let a man walk alone - Let him commit no sin. Let him bear few wishes, Like an elephant in the forest. Last edited by Zakaluka#1191 on Jul 22, 2012, 11:24:23 PM
|
|
"while i want to agree... chaos damage makes my tank classes cry just as much as a witch without ci. |
|
He has a point.
In our example I'm taking 100 damage per hit at 50% reduction. On the EH vs. armor graph - If I plot doubling the amount of armor required for 50% reduction with no endurance charges: - case 1: 5 stack endurance. I wind up at 400% base EH (75% reduction), and 4% additional EH per 50 additional armor. - case 2: 3 stack endurance. 330% base EH (69.7% reduction), and 3.6% additional EH per 61 additional armor. - case 3: no endurance. 255% base EH (60.8% reduction), and 2% additional EH per 122 additional armor. Going to 5 stacks of endurance almost completely eliminates the diminishing returns effect on armor. If there are maps with limited amounts of chaos damage going around, this will be something to make full use of. Think of it like this: those 5 stacks add a flat 25% mitigation for you. Next, they multiply the EH value of all your armor rating at the same time, by a factor of five, multiplicative with bonuses on the passive skill tree. This bit depends on context, but it should be true for most people stacking armor and endurance. I'm willing to link plots from wolfram again, but I have a feeling most people aren't too interested in that stuff. (edit: ok, I think I've got it right now. flame away!) Let a man walk alone - Let him commit no sin. Let him bear few wishes, Like an elephant in the forest. Last edited by Zakaluka#1191 on Jul 23, 2012, 11:17:24 AM
|
|
Updated OP for 0.9.11
|
|
"so pvp updated and thats it? struggling to see changes lol no biggy |
|
" The relevant changes were: - The attack speed bonus for dual wielding is now multiplicative rather than additive with other speed bonuses. (changed dual wielding section) - Added a new currency item - Cartographer's Chisel: Upgrades the quality of a map. (changed quality section) - Fixed Unique monsters so that they now have a +2 bonus to item level in the same way that Rare monsters do. (changed item level section) |
|
Recently I spotted a few "%x chance to avoid being stunned" passive nodes.
I wonder, how is this applied? Is it a separate value, checked before life/damage calulations and ES check, or is it simply added to aforementioned checks? IGN: Neonesis / Violetlight / Sirencurse /... I have too many alts... I like to hang out in Global sometimes. Last edited by neonesis#7488 on Jul 25, 2012, 5:15:42 PM
|
|