Iron Reflexes + Leather and Steel
Dear Mark can u please just explain again with math coz im a little confused again...
So let's say a duelist or ranger uses gear with armor and evasion. Assume he has total 500 armor and 500 evation. Case 1: the user doesn't use Iron Reflexes Case 2: the user uses Iron Reflexes (New Armor = armor + evation) Math: Case 1: a) user gets 24% increased armor (1.24 x 500) + 24% increased evation (1.24 x 500) or b) he gets only 24% to either armor or evation Case 2: a) user gets 24% increased New armor (500 + 500) x 1.24 or b) he gets 24% to either armor or evation before New armor ie: (500 x 1.24) + 500 = New Armor Another problem is that after taking Iron Reflexes u don't get to see your individual old values of armor and evation but only the New armor. This makes difficult for users to calculate which nodes are more benefitial for them to take. Example: The 6 node leather and steel gives in total 64% extra armor and evation The 3 node leather and steel gives in total 40% extra armor and evation The 3 node steel skin gives in total 50% extra armor So which one is more benefitial for an Iron Reflexes User. If the steel skin node applies as Case 2 a) then for 3 points u get 50% extra New Armor = (500 + 500) x 1.5 And if this is the case then picking up single evation nodes isn't worth It anymore since armor nodes will apply to both evation and armor after taking Iron Reflexes if you are using armor + evation gear. Sorry if this seems confusing or stupid to ask but just asking for clarification so that everyone understands. HC IGN: FrenzyQueen (lvl88 Ranger) SC IGN: XtReMeSkillS (lvl69 Ranger) Last edited by pantelas69#2935 on Feb 2, 2013, 3:31:04 AM
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" Please read my previous post and if able give us an answer! thanks HC IGN: FrenzyQueen (lvl88 Ranger)
SC IGN: XtReMeSkillS (lvl69 Ranger) |
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I really would like to know the answer to pantela's question as well.
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When you convert something, it's affected by modifiers to the thing converted from, and the thing converted to.
If you have IR, your armour is still affected just by increases that apply to armour. You evasion is converted to armour, and affected by any increases that apply to either evasion or to armour. 1) You take your base armour, and apply any increase that applies to armour - this includes Leather and Steel. 2) You take your base evasion, and apply any increase that applies to armour, or to evasion. - this includes Leather and Steel. 3) Add those two numbers together. That's your total armour. "There is only ONE bonus, and it applies to both armour and to evasion. Armour is increased by the bonus, because it's armour. Evasion is increased by the bonus, because it's evasion. The numbers match your version a), but your description is inaccurate - there is one bonus, not two separate bonuses. "500 base armour is increased by the total of all increases that apply to armour. In this case, the only bonus in play is "24% increased evasion and armour", so that total is 24%. so 500 * 1.24 = 620 armour from base armour. Base evasion is converted to armour, and affected by all increases that would apply to armour, or to evasion. In this case, the only bonus in play is "24% increased evasion and armour", so that total is 24%. 500 * 1.24 = 620 armour from base evasion. When you are totalling increases that apply to evasion, L&S is included, because it applies to armour. When you are totalling increases that apply to armour, L&S is included, because it applies to evasion. When you are totalling increases that apply to either armour or evasion, which you do for the evasion converted to armour by IR), L&S is included, because it applies to armour or evasion. A bonus either applies or does not apply. Yes or No. One bonus cannot "apply twice" to one value. Either it applies, or it does not. L&S simply has two cases when it applies - if the thing is armour, or if it's evasion. | |
Mark_GGG thanks for ur reply. Ur explanation is detailed but without numbers unfortunately. I think people need numbers to understand properly! As stated by u in another thread that the formula used to calculate the total armor when using mixed armor and evation gear with Iron Reflexes and leather and steel would be the following:
Final armour = base armour * (1 + [total increases to armour]) + base evasion * (1 + [total increases to armour and evasion]) if Total Increases to Armour = Armour% + Armour & Evation% from L&S if Total Increases to Evation = Evation% + Armour & Evation% from L&S then Final Armour = Base Armour *(1 + Armour% + "Armour and Evasion%") + Base Evasion *(1 + Evasion% + "Armour and Evasion%") Example: Base Armor = 1000 from gear Base Evation = 1000 from gear Armor bonus from armour passive skill nodes = 68% (iron steel 50% armour mastery 18%) Evation bonus from evation passive skill nodes = 48% (first 4 nodes ranger skilltree) Armour & Evation bonuses from Lleather and Steel = 104% (3node & 6node L&S skilltrees) Evation bonus from X dexterity (eg. if X = 250 dext then evation% = 50% ) Then according to the above formula the Total Armour would be: Final Armour = 1000 * (1 + 68% + 104%) + 1000 * (1 + 48% + 50% + 104%) Final Armour = 1000 * (1 + 0.68 + 1.04) + 1000 * (1 + 0.48 + 0.5 + 1.04) Final Armour = 1000 * 2.72 + 1000 * 3.02 Final Armour = 2720 + 3020 Final Armour = 5240 Correct me if i'm wrong!!! HC IGN: FrenzyQueen (lvl88 Ranger) SC IGN: XtReMeSkillS (lvl69 Ranger) Last edited by pantelas69#2935 on Feb 3, 2013, 4:51:05 AM
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Okay, let me get this straight.
Iron Reflex 0 Base armor 1000 Base evasion +40% increased armor (Not from Leather and Steel) +45% increased evasion (Not from Leather and Steel) +24% increased armor and evasion (Leather and Steel) Total Armor = 0*1.64 (40%+24%) + 1000*2.09 (45%+40%+24%) = 2090 armor Is this correct, Mark? Last edited by Zealflare#7547 on Feb 3, 2013, 10:37:24 AM
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"% Increased Armour" also applies to converted armour, so the correct formula would be:
Armour = Base Armour * (1 + Armour% + "Armour and Evasion%") + Base Evasion * (1 + Armour% + Evasion% + "Armour and Evasion%") Using those previous numbers, the total would be: = 1000 * (1 + 68% + 104%) + 1000 * (1 + 68% + 48% + 50% + 104%) = 1000 * (1 + 0.68 + 1.04) + 1000 * (1 + 0.68 + 0.48 + 0.5 + 1.04) = 1000 * 2.72 + 1000 * 3.70 = 2720 + 3700 = 6420 If the item was a shield any "% Increased Defences from equipped shield" passives would also be included in both sets of brackets. Each of the % Increases apply only once to a given unit of base evasion, never twice. | |
I have created an easy to use picture to explain it now that I think I understand it a bit better.
As you can see - as long as the % gain per passive point invested is roughly the same (I chose 10% in my example) all options seem roughly in line with each other. If you are a 50:50 armor/dodge hybrid (duelist) then armor or l+s talents will get you increases to both sides of the armour+dodge=total equation, but dodge will only apply to the dodge bonus. If you are a dodge user then 10% l+s = 10% armor = 10% dodge. If you are an armor user then 10% armor = 10% l+s, but 10% dodge will be useless for you. Hope this clears things up. 50:50 : l+s or armor passives, which makes sense because as Mark says; evasion passives only ever get added to your evasion, never your armor. You'd be picking up a passive which only works on half your stats. 100% evasion : All passives are even :) 100% armor : l+s and armour passives are tied, evasion passives do nothing. If l+s is tied for first place, pick it. It'll apply its bonuses to determination AND grace auras rather than just 1 aura if you go for specific passives. Last edited by fadeawayyx#5597 on Feb 4, 2013, 3:48:13 PM
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So much text and terms. The simple question is this:
If you take all Leather and Steel Passives and then take Iron Reflexes, it will calculate in the same order? Example: 1000 armor and 1000 evasion. Apply 104% from all Leather and steal nodes = 2040 armor and evasion. Now take IR and apply 2040 evasion to 2040 armor and u get 4080 armor. This is how it reads to most players from the tooltip. Now the question is, if i take 60% more green evasion nodes (Reflexes) before taking IR, it will add to my base evasion and THEN transform into armor? Cause again, that's how you should interpret the tooltips of Leather and Steel and IR. |
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"I did give numbers - for the first case I said the numbers were sa you listed in your example, and for the second I gave explicit correct numbers. "No. My formula said evasion was increased by "total increases to armour and evasion". You're applying only "total increases to evasion", which is not correct. As I said before, evasion which is converted to armour is affected by modifiers which affect either evasion or armour, not only by those that effect evasion. This throws off your example with the numbers. "This is entirely correct. |