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Bear in mind that the goal is effective health, not % effective health.
When there is a trade of between health or armor that should be taken into account.
The other critical consideration is what form of healing you benefit most from.
Does armor mitigate ALL forms of damage?
Great post! Just one question:
The +10% Armor and +10% health should do the same thing essentially but the health gives you regen and revenge heals for a percentage of your max health.
Your math is wrong about diminishing returns. It's called diminishing returns because every point in X yields less of Y. In this case Y is DR, and X is armor.To further illustrate my last point lets look at an example:
Those bullet points show why you get less DR per armor point. Because otherwise the value of armor would increase as you got more armor. So it's an explanation for why things are the way they are, instead of DR scaling linearly with armor.
Diminishing returns really implies that the effectiveness of armor goes down as armor goes up, which I think I've shown isn't true. I guess there is some semantics issue going on because you're not the first to tell me I don't understand what they are. So lets just agree to disagree about the exact meaning of it.
It is true that the relative value of other mitigation stats goes up as armor goes up, as I've also shown. So yes, resistance becomes more useful as armor increases, but that doesn't mean that the effectiveness of armor is diminished, which it's not. 1 armor (generally) yields the same bonus to survivability whether you have 1,000 armor or 1,000,000 armor, all other things held constant.
Digression: I believe that if you use a shield, armor increases the benefit of your block. Say you're getting hit for 100 mitigated damage and your shield blocks 5. That's 5% of the damage you would have taken without the shield. Now you get more armor and you only take 50 mitigated damage. Your shield still blocks 5, but that's now 10% of the damage you would have otherwise taken instead of 5%. So it would seem that armor (and any other stat which reduces damage taken) increases the effectiveness of your block. So I THINK that using a shield actually makes each armor (or resistance or w/e) point worth more than the last. That's also assuming that block is calculated after DR, which I assume is true and seems to be the case from my personal experience. Most of this stuff has probably been done to death by people who play WoW, but it all needs to be redone a little bit once more is known about the way damage is calculated in D3.
And you know, I've said this a number of times but these charts and things aren't super complete or anything. They're only accurate in a world where things like dodge, block, and passive abilities don't exist. I can work on bringing all that stuff in together if people are interested, but the current work is just to prove a point. (That armor is still good past 7000, or whatever).
Great post! Just one question:
When you get it the +50% resistances rune seems to be the most effective. The added regeneration and max HP is pretty nice. But getting ALL your resistances increased by x0.5 is hard to pass up. 600 all resist would become 900 more likely adds more survivability than +10% hp. Remember THB said every point in Armour/Resistance is more effective than the last.
His problem is how hard it is to increase armour for those 1% jumps? Maybe he didn't open up the graphs to see its all equal.
Edited by starshatter#1493 on 5/23/2012 11:40 PM PDT
Thanks for typing this all out and posting the graphs. Very informative. I'll probably have to read it a few more times, but it was truly enlightening for a math noob such as I to learn the 1:8 Vit/Armor ratio :) I'll definitely keep that in mind while shopping from now on.
Edited by Sigh#1856 on 5/24/2012 12:17 AM PDT
Great post. I've seen similar posts on other forums for some other games that I play and was wondering when someone would do the simple math for this game as well.
This is not true. Dodge chance can easily factor into effective health; however, I believe you have to start making assumptions about how much damage your enemy is doing per hit.
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