Too much methematics, not enough understanding. -_-

...

- what is the break-even point of RD?

---> it is a mystery that cannot be solved. Dps is situational, not the stuff you see on the sheet. Sometimes at 70k dps, you won't break-even and take more damage, sometimes at 100k, you will.

Because it all depends on how often you crit, and how often you don't crit, how fast you attack, and what's attacking you. It is impossible to calculate the break-even point.

That's why math is useless in this game, that's why for 6 months, ppl still can't figure out RD.

- what's your break-even point?

---> to me,

100k dps, 500 LoH, 2.7 LS, 550 res, 5.5k armor. 2.0 ias.

breaks even on MP10.

I'm sorry, this is a fail on multiple points:

- The break-even point isn't a mystery; it's a very simple formula.
- The amount of damage reflected and life stolen stay in a ratio, no matter what multipliers you apply. Crits don't matter, Overawe doesn't matter, Conviction doesn't matter. The only thing that matters is whether you have enough life in your globe to absorb one-shot damage output, which depends on the most damage you could do in a single hit (including crits), your mitigation, and the number of mobs you're fighting, but ONLY if your claim that damage is reflected before LS is applied, which I've seen on other sites, is correct. (For the purpose of this post, I'll assume it's true.)
- Your MP10 break-even point doesn't break even; it loses life over time. And probably a LOT of life.

Now, I'll address all of these in turn. First, the math behind the LS break-even point is very simple. We want to find the point at which the reflected damage equals the life returned via LS. Assuming we're playing on Inferno:

**Reflected damage:** Damage x 20% x (1 - mitigation from resistance) x (1 - mitigation from armor)**Life steal:** Damage x LS% x 20% for Inferno

So we want to determine the point at which this:

0.2 x damage x (1 - RES) x (1 - ARM)

equals this:

Damage x LS% x 0.2

We can cancel out the common factors 0.2 and "damage," which leaves us here:

(1 - RES) x (1 - ARM) = LS%

If we're fighting level-63 mobs (which is almost always the case), it breaks down like this:

` 315 3,150 `

--------- x ----------- = LS%

RES + 315 ARM + 3,150

In Excel terms, you want this:

`=992250/(RES+315)/(ARM+3150)`

where RES is your resistance and ARM is your armor.

Don't believe me? Let's take a simple scenario: 80K damage, 525 RES, and 5250 ARM. What LS% do you need to cancel out the damage you deliver? According to the formula, it's this:

315 ÷ (525 + 315)

= 0.375

x 3150 ÷ (5250 +3150)

= 0.140625

So you need 14.0625% LS to break even with reflected damage. Let's test these numbers.

**Reflected damage:**80,000 damage

x 20% reflection rate

= 16,000 damage

x 0.375 (damage after resistances)

= 6,000 damage

x 0.375 (damage after armor)

= 2,250 damage reflected

**Life steal:**80,000 damage

x 14.0625% LS

= 11,250 life

x 20% (Inferno multiplier)

= 2,250 life stolen

They match. It's easy to calculate. It's not hard. And it's accurate.

Second, scaling doesn't affect the results at all—not crits, not tons of tornadoes, not Conviction, not Overawe, not anything.

"But, what about Conviction?"

Doesn't matter. If you boost the damage the mob takes by 12%, you'll get 12% extra reflected at you, but you'll heal 12% extra, too. As long as you have the required LS, the numbers will remain equal.

"But, what about Overawe?"

See above.

"But, what about FitL?"

See above.

"But, what about crits and spamming against a lot of targets?"

As long as you can absorb the most damage you can do at once, you'll be fine, and this is a problem only if order of application matches what was posted above and what I've seen on other sites (namely, that reflected damage is applied first, after which you leech). Note that I haven't tested this and don't know whether it works like this; I'm simply taking Raahl and these other sites at face value.

Let's say you deliver an 80K hit, you crit on it, and your CHD is +200%. This means that crits hit for 240K. Based on what we saw above, this crit will ding you for 2,250 x 3 = 6,750. As long as you have 6,750 life in your globe, this hit

cannot kill you immediately, and you will steal back the same 6,750 unless something else hits you at the same time.

**The amount of damage you do doesn't make a damn bit of difference once you've got the proper amount of life steal.** The amount of non-RD damage you take

does make a difference, though. This is easy to understand: if all your LS is helping you break even with RD, then you need life regeneration from other sources (LoH, LpS, and LpSS, plus potions and skills, which I'd consider subsets of LpS) to make up the damage you're taking from non-RD sources. But RD can't insta-smack you unless you deliver an ungodly amount of damage in one shot and can't handle it before the LS kicks in, assuming that the order of operations is correct.

Third, your MP10 example is flat-out insufficient. Here's what you posted:

100k dps, 500 LoH, 2.7 LS, 550 res, 5.5k armor. 2.0 ias

Here's your reflected damage per second:

100,000 damage

x 20% RD

= 20,000 damage reflected

x 315 / (550 + 315) <== mitigation from resistances

= 7,283 damage

x 3,150 / (5,500 + 3,150) <=== mitigation from armor

= 2,652 damage

Here's your LS sustain per second:

100,000 damage

x 2.7% life steal

= 2,700 damage

x 20% (Inferno multiplier)

= 540 life

And here's your LoH sustain per second:

2.0 attacks per second

x 4.3 / 3 (haste modifier)

= 2.87 APS

x 500 LoH

= 1,433.33 LPS

x 125% (Thunderclap single-target proc rate)

= 1,791.67 life

So your total sustain is this:

540 from LS

+ 1,792 from LoH

= 2,332 LpS

But your total reflected damage is 2,652. You're not keeping pace with RD; you're just pulling numbers out of a hat. Unless you have some other form of mitigation or have enough life to outlast the mob, you won't kill it before RD kills you.

Adding more mobs for Thunderclap won't work because TC's proc rate for secondary targets is lower than it is for the primary, which means you fall further behind with each nearby mob, as I explained earlier in this thread. Given that a 100K DPS is only on paper, and that LoH doesn't scale, delivering 500K real DPS in this situation makes it even worse:

- Damage reflected: 13,261 per second
- Life stolen: 2,700 per second
- LoH returned: 1,792 per second (doesn't scale)

Good luck making up a running deficit of nearly 9K damage per second with 900 LPS on your gear. You're gonna need it.

"That's why math is useless in this game." Puh-lease. "Not enough understanding," indeed.