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Xendran wrote:
according to a pm i got from struyk, comparing 1200 to 2200hp with the exact same arnor build and same rest of gear is a fair comparison.
What.
Ofcourse, you are saying that life is all you need. SO I take 2x more life and show you how much better it is ( NOT )
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Posted byStruyk#7686on Nov 11, 2012, 10:35:37 AMBanned
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Struyk wrote:
It's not really a lie, it's a lie against very strong monsters. I can use granite flasks or pots with 90% armour increase and nothing changes when Im running maps.
Trying to figure out against what amount of damage the defence sheet is doing its calculations.
I just know its getting harder and harder to get 90% physical damage reduction as you level up.
But that graphs just proves even more then you need armour and not life. Because the higher damage you take the more armour you need so people with low armour and high life will take almost max physical damage.
Now you're just twisting the point in random nonsensical ways to fit your argument. You obviously have no understanding of the mechanics of this game. Try to read up the Mechanics thread before posting against. The fact that armor scales so sharply means that the higher damage you take, the less armor protects you against it. That 90% in your charts means nothing. You will be easily one hit killed by large enemies, since your armor became useless, and your still have your tiny wimpy life. But if you have high Life, you will survive that hit, even without Granite and Endurance Charges. On small enemies, the much higher regen and leech is MORE than enough to become better than any armor builds.
Last edited by tinghshi#7226 on Nov 11, 2012, 10:36:14 AM
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Posted bytinghshi#7226on Nov 11, 2012, 10:35:44 AM
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tinghshi wrote:
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Struyk wrote:
It's not really a lie, it's a lie against very strong monsters. I can use granite flasks or pots with 90% armour increase and nothing changes when Im running maps.
Trying to figure out against what amount of damage the defence sheet is doing its calculations.
I just know its getting harder and harder to get 90% physical damage reduction as you level up.
But that graphs just proves even more then you need armour and not life. Because the higher damage you take the more armour you need so people with low armour and high life will take almost max physical damage.
Now you're just twisting the point in random nonsensical ways to fit your argument. You obviously have no understanding of the mechanics of this game. Try to read up the Mechanics thread before posting against. The fact that armor scales so sharply means that the higher damage you take, the less armor protects you against it. That 90% in your charts means nothing. You will be easily one hit killed by large enemies, since your armor became useless, and your still have your tiny wimpy life. But if you have high Life, you will survive that hit, even without Granite and Endurance Charges. On small enemies, the much higher regen and leech is MORE than enough to become better than any armor builds.
Explain how I can run 95% of any endgame map without using a single flask? I did not die in ages either. All with 1.2k HP and 10k armour with 6 endurance charges. I've done high level maps togather with ykysha, ask her how well it works.
And yes, with high life you will survive THAT ONE HIT, then next hit you die because your flasks only refill 10% of your life...
Last edited by Struyk#7686 on Nov 11, 2012, 10:38:56 AM
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Posted byStruyk#7686on Nov 11, 2012, 10:35:52 AMBanned
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1. Ignoring the MASSIVELY higher regen (500-600 vs 50-80)
2. HP in an armoro build vs armor in an armor build = failed math.
HP in an hp build vs armor in an armor build is what you would have to compare. Equally powerful build-appropriate gear, too.
Last edited by Xendran#1127 on Nov 11, 2012, 10:43:46 AM
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Posted byXendran#1127on Nov 11, 2012, 10:41:22 AM
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Struyk wrote:
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tinghshi wrote:
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Struyk wrote:
It's not really a lie, it's a lie against very strong monsters. I can use granite flasks or pots with 90% armour increase and nothing changes when Im running maps.
Trying to figure out against what amount of damage the defence sheet is doing its calculations.
I just know its getting harder and harder to get 90% physical damage reduction as you level up.
But that graphs just proves even more then you need armour and not life. Because the higher damage you take the more armour you need so people with low armour and high life will take almost max physical damage.
Now you're just twisting the point in random nonsensical ways to fit your argument. You obviously have no understanding of the mechanics of this game. Try to read up the Mechanics thread before posting against. The fact that armor scales so sharply means that the higher damage you take, the less armor protects you against it. That 90% in your charts means nothing. You will be easily one hit killed by large enemies, since your armor became useless, and your still have your tiny wimpy life. But if you have high Life, you will survive that hit, even without Granite and Endurance Charges. On small enemies, the much higher regen and leech is MORE than enough to become better than any armor builds.
Explain how I can run 95% of any endgame map without using a single flask? I did not die in ages either. All with 1.2k HP and 10k armour with 6 endurance charges. I've done high level maps togather with ykysha, ask her how well it works.
And yes, with high life you will survive THAT ONE HIT, then next hit you die because your flasks only refill 10% of your life...
And YOU will die a painful death. Tell me which one is better. And plus, with high enough, I can tank several hits easily. Simply saying that you do well with an armor build does not make it better than life builds.
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Posted bytinghshi#7226on Nov 11, 2012, 10:44:08 AM
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The problem with armor is that phys% reduction (the real flat amount not the estimated amount you see in char screen) is based of the dmg you receive. So later on you would need a ridiculous amount of armor to provide a good %reduction to really hardhitters.
physReduction = (charArmor)/(charArmor + 12 * takenPhysDamage) + ((enduranceCharges * 5)/100)
F.ex.:
Armor: 20000 ; Dmg received: 2000 -> %reduction = 45%
So nonetheless you would receive 1100 dmg from the source.
Better bet your hp pool is big.
Also this is why endurance charges are so prior to everything else and why armor nodes get meaningless the higher level you get. Because they add a direct flat amount to %reduction.
What can never be lent or earned?
Somewhat, that devours everyone and everything:
A tree that rush. A bird that sings. It eat bones and smite the hardest stones.
Masticate every sword. Shatters every shrine. It defeat mighty kings and carry mountains on lightly wings.
What am i? Last edited by Spysong192#7559 on Nov 11, 2012, 10:54:26 AM
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Posted bySpysong192#7559on Nov 11, 2012, 10:50:31 AM
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Spysong192 wrote:
The problem with armor is that phys% reduction (the real flat amount not the estimated amount you see in char screen) is based of the dmg you receive. So later on you would need a ridiculous amount of armor to provide a good %reduction to really hardhitters.
physReduction = (charArmor)/(charArmor + 12 * takenPhysDamage) + ((enduranceCharges * 5)/100)
F.ex.:
Armor: 20000 ; Dmg received: 2000 -> %reduction = 45%
So nonetheless you would receive 1100 dmg from the source.
Better bet your hp pool is big.
Also this is why endurance charges are so prior to everything else and why armor nodes get meaningless the higher level you get. Because they add a direct flat amount to %reduction.
You guys are only talking about hard hitting monsters, only 2 hard hitting monsters ive met are brutus and vaal. And both can be fought without getting ANY damage. For the rest you need 5-6k armour.... ( hillock hits me for mayby 5% hp... )
And im pretty sure the formula wont be the same at level 100, because you cant get a million armour if mobs hit 20k
Last edited by Struyk#7686 on Nov 11, 2012, 11:09:58 AM
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Posted byStruyk#7686on Nov 11, 2012, 11:06:12 AMBanned
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Struyk wrote:
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Spysong192 wrote:
The problem with armor is that phys% reduction (the real flat amount not the estimated amount you see in char screen) is based of the dmg you receive. So later on you would need a ridiculous amount of armor to provide a good %reduction to really hardhitters.
physReduction = (charArmor)/(charArmor + 12 * takenPhysDamage) + ((enduranceCharges * 5)/100)
F.ex.:
Armor: 20000 ; Dmg received: 2000 -> %reduction = 45%
So nonetheless you would receive 1100 dmg from the source.
Better bet your hp pool is big.
Also this is why endurance charges are so prior to everything else and why armor nodes get meaningless the higher level you get. Because they add a direct flat amount to %reduction.
You guys are only talking about hard hitting monsters, only 2 hard hitting monsters ive met are brutus and vaal. And both can be fought without getting ANY damage. For the rest you need 5-6k armour.... ( hillock hits me for mayby 5% hp... )
And im pretty sure the formula wont be the same at level 100, because you cant get a million armour if mobs hit 20k
Just wanted to make you understand how armor phys%reduction works. Cause i could see from your OP that you don´t understand it at all.
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Example:
Monsters hitting me and I have 2 builds:
#1 - 800 hp 70% reduction from armour.
#2 - 1700 hp 40% reduction from armour.
Monster is hitting me for 100 damage:
#1 will take 30 damage per hit.
#2 will take 60 damage per hit.
You can´t tell how much reduction you have if you you don´t tell me the amount of armor you have. I´m to lazy now to do the math backwards from 100 dmg to see how much armor you have.
Also i´m not saying a high armor low hp build could work in pve. Those armor formula is more of a problem in pvp. But it shows that there is indeed a problem with armor builds.
What can never be lent or earned?
Somewhat, that devours everyone and everything:
A tree that rush. A bird that sings. It eat bones and smite the hardest stones.
Masticate every sword. Shatters every shrine. It defeat mighty kings and carry mountains on lightly wings.
What am i? Last edited by Spysong192#7559 on Nov 11, 2012, 11:21:33 AM
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Posted bySpysong192#7559on Nov 11, 2012, 11:15:55 AM
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Struyk wrote:
Explain how I can run 95% of any endgame map without using a single flask? I did not die in ages either.
C'mon now. I just checked your stats and that simply isn't true. Your character God of Fire has lost rather than gained xp recently (ie, he died and you haven't regained the xp yet), and you've only played 45 minutes with your other legacy character in the past month.
What ign are you talking about when you make these claims?
Edit: It's actually worse than that. Your God of Fire character hasn't been able to make any progress in quite some time.
I made a fail build. I put it down to being a noob, asked questions to better players, and am happily now building a new character following their advice. I didn't go around making stuff up to make my fail firespam build sound like it works when it doesn't.
Last edited by MonstaMunch#6519 on Nov 11, 2012, 11:23:36 AM
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Posted byMonstaMunch#6519on Nov 11, 2012, 11:20:22 AMAlpha Member
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Spysong192 wrote:
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Struyk wrote:
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Spysong192 wrote:
The problem with armor is that phys% reduction (the real flat amount not the estimated amount you see in char screen) is based of the dmg you receive. So later on you would need a ridiculous amount of armor to provide a good %reduction to really hardhitters.
physReduction = (charArmor)/(charArmor + 12 * takenPhysDamage) + ((enduranceCharges * 5)/100)
F.ex.:
Armor: 20000 ; Dmg received: 2000 -> %reduction = 45%
So nonetheless you would receive 1100 dmg from the source.
Better bet your hp pool is big.
Also this is why endurance charges are so prior to everything else and why armor nodes get meaningless the higher level you get. Because they add a direct flat amount to %reduction.
You guys are only talking about hard hitting monsters, only 2 hard hitting monsters ive met are brutus and vaal. And both can be fought without getting ANY damage. For the rest you need 5-6k armour.... ( hillock hits me for mayby 5% hp... )
And im pretty sure the formula wont be the same at level 100, because you cant get a million armour if mobs hit 20k
Just wanted to make you understand how armor phys%reduction works. Cause i could see from your OP that you don´t understand it at all.
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Example:
Monsters hitting me and I have 2 builds:
#1 - 800 hp 70% reduction from armour.
#2 - 1700 hp 40% reduction from armour.
Monster is hitting me for 100 damage:
#1 will take 30 damage per hit.
#2 will take 60 damage per hit.
You can´t tell how much reduction you have if you you don´t tell me the amount of armor you have. I´m to lazy now to do the math backwards from 100 dmg to see how much armor you have.
That reduction is normal damage reduction, not the one shown -.- So no idea what you are talking about.
Last edited by Struyk#7686 on Nov 11, 2012, 11:21:19 AM
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Posted byStruyk#7686on Nov 11, 2012, 11:20:59 AMBanned
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