I would just pick those two elements (cube one, wear one) and use the cube for as much offense as you can. One last thing. This means that Strength and Dexterity classes naturally take less physical damage and Intelligence classes naturally take less elemental damage (cold, fire, arcane, lightning, poison, etc). Refer to Tub's german Tips to Kick and his Kickdamage Calculator. decreasing of enemy's physical resistance. Give Yours merc Reapers Toll and he's gonna take phys immune out from monsters.https://diablo.fandom.com/wiki/The_Reaper%27s_Toll. Found that out the hard way, been flashing fanat on top of other auras for some time and then wrecked it by putting a point in fanat skill. see also: Wereform and Iron Maiden. Honestly, if you do decide to go that route, just pick the 2 elements that you have the most issues with. He just takes 50% of everyone elses damage. The damage reduction formula is as follows. LCK teams h, Source: LoL Esports There is a lot to be excited about with the LCS 2022 Summer Season. Furthermore a classification of weaponry considers damage bonus gained per status point investment in either dexterity or strength or both. Technically these are no thorn effects, since they don't reflect. Prevent all Fire damage taken and heal yourself for 10-15% of the amount prevented. reduction is the most crucial stat that you can acquire when looking to push Greater Rifts. There are actually 5 immunities (right?) An interesting glitch affects the combination of MDR and PDR if small values of damage should be applied. Another variation are item properties which will damage an attacker regardless of delivered punching damage. The only real use for this would be to in trying to make something to tank season 19 Uber Diablo for science, but the season is over, and he would probably still one-shot your toon with just his pure physical output. To play safely avoid socketing both item properties into one item. In fact I have one doubt about it, my doubt is it:Do all kinds of "increase damage" that are not registered in the character sheet and that are pertinent to calculate the final damage of a skill work always, ones with the others, in a multiplicative way?For example: I am playing with a Wizard and I am using 3 pieces of armor that have the attribute of increase the damage of the meteor skill. As always, happy hunting! Lots of people only calculate with maximum damage, which gives some weapons a non-existent advantage. Other items will grant a straight bonus to damage reduction. For a better experience, please enable JavaScript in your browser before proceeding.
Reflected damage is a pain to all melee combatants, it doesn't work with ranged attacks. Of course, as with most stats in the game, this effect will stack multiplicatively and not additively (having additive % damage reduction would make it far too easy to make an invincible God toon; while the concept is exciting, it would probably get really boring really fast). Going 9 and 1 would get you a low number and really upset your friend. I thought the 50% is only if others wear unity too? Negative effect to physical resistance comes along with Amplify Damage or Decrepify curses, which are cast by a variety of monsters. At first glance, you might think 50+60 would be 110. JavaScript is disabled. Say that you have 10 Tennis balls and 2 buckets. Who knows, with the right class/build it could actually carry you to gr 100. Dex/Str classes will want all-resist and Int classes will want armor.
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You must log in or register to reply here. I decided to pick back up my Wind Druid, finally made it to Hell and immediately had a Physical/Cold immune zombie in the Den of Evil. Re the flashing auras to get multiple auras in 1.09 it works but flashing on myself only works if the aura is from a scepter in weapons spot 2, AND I don't actually have that skill. This also covers why a weapons shows other base speed when rather equipped on a Paladin than a Necromancer. This would allow you to be immune to all 4 damage types. A combination of percentage and straight reduction will make the character indeed nearly immune, since it may negate any average physical damage the character will suffer. In D3, a majority of the damage you take is physical. Later modifications only affect physical part. Create account, Life Tap gives you 50% of dmg dealt, but if zero dmg is being done.. nothing happens. Here, I will be explaining: What damage reduction is, what elements affect damage reduction, armor and all-resist, how to min-max, and how to utilize all that info. Although this stat alone is heavily RNG-based (Random Number Generator), it still counts towards your toughness and damage reduction. If you've achieved 100% or more percntage damage reduction you aren't treated as immune, so that curses will affect you without immunity penalty. Press question mark to learn the rest of the keyboard shortcuts, https://diablo.fandom.com/wiki/The_Reaper%27s_Toll. The result is 0.8 which equals to 80% damage reduction.Armor and All-Resist also strongly influence damage reduction, but I will cover those in-depth in the next section.There are other minor factors that affect damage reduction such as reflect and life regen, but the effect they have is negligible compared to everything else. Deletes all Private Messages Purchase 6th legendary power - $1,499.99, Thanks for the replies! While it is possible to go in-depth, I figured it was best to cover this in a way that would most benefit the people who need the info the most - specifically players who are new to Diablo or who are just not that experienced. I hope this guide has helped clear up exactly how damage reduction works in Diablo III and how you can min-max it by keeping the armor-all-resist ratio. This page lists all the items that provide some type of immunity effect. With pure % damage reduction, this stat flat out decreases the amount of damage you take. Though this bonus doesn't modify weapon's base damage but is considered as 'off weapon Enhanced Damage' - offweapED. Some skills will convert all or parts of physical damage into another kind of damage. Next, well take a look at dodge and pure % damage reduction. Prominent with this effect are jewels. It is restricted by equipment slots only. Prevent all Arcane damage taken and heal yourself for 20-25% of the amount prevented. 1 represents you. The result is 0.8 which equals to 80% damage reduction. Some items grant a percentage bonus to damage reduction which is hard-limited to effective 50%. The same theory applies to armor and all-resist. Putting our numbers in the formula: DR = 1 - (1-0.5)*(1-0.6). The other 2 pieces of armor that increase the damage of meteor are ignored in the character sheet. First component is weapon's base damage. For most of D3, you do not necessarily need to study all aspects of the game since it is far easier and less stressful to just copy what the top ranking players are doing.Most people start out never truly understanding why everyone puts Diamonds in their gear. It is based on physical damage the opponent has received. It uses offweaponED and + xxx Damage item property, but none of the others; base damage is shield's damage (only shown to Paladin), not weapon's damage. gr 60 max) LOL. I hope this guide has helped clear up exactly how damage reduction works in Diablo III and how you can min-max it by keeping the armor-all-resist ratio. Wind druid here, just hit hell running with some nice gear from main, same problem with immunes. This applies to Crushing Blow and Open Wounds. So wouldnt I have 110% damage reduction? Unfortunately, no. The same theory applies to armor and all-resist. That I do not know, I havent played one of those before. If weve got 10000 Armor, 1000 All-resist, and the monster level is 70, our armor will give 74% damage reduction and our all-resist will give us 74% damage reduction. Im really looking forward to trying this out - even if it ends up being pretty bad (i.e. This is no life assurance, but if in damage order some life gained via Life Leech or Life Tap is granted, it will be applied at this moment. Hence, we will only be using the values x (Aquila) and y (Elusive Ring). Expedition is awesome until you come across this: Last edited by FutureFear on Jul 28, 2021, 6:30:21 PM. How exactly should you use this information? Naturally, Monks, Barbarians, and Crusaders take 30% less damage compared to the Wizard, Demon Hunter, Witch Doctor, and Necromancer. This is due to the game balancing melee classes to be able to take more damage than ranged ones; since they fight up close and personal, melee classes are more prone to taking damage.In addition to this, main stats such as Strength and Dexterity give armor as a side bonus for increasing your damage; Intelligence gives you all-resist. Classes with Int as their main stat will have an easier time gaining all-resist compared to armor. The bug is not fully researched yet. At first glance, you might think 50+60 would be 110. A lot of people dont seek out answers to these questions because If it works for the top players, it works for me.. Paladin's Sanctuary aura ignores undead's physical resistance; ths will work for the Paladin (or the one with that aura active) himself only. The variables x,y,z represent % damage reduction you gain from items or abilities. With regards to the upcoming season 20, I just wanted to get any thoughts on the idea of putting 3 of the immune amulets into the cube and wearing the 4th. As always, item links lead to Atair's german d2wissen. Sure, it makes you tankier, but why dont people go for other stats? Thank you Terenas for the fast and detailed reply! This is not really a bug, but nice to know: if minimum damage exceeds maximum damage internally original maximum damage figure is used for calculations. Classes with Dex or Str as their main stat will have an easier time gaining armor compared to all-resist. Of course frozen and stun too. If you were immune to arcane and fire you wouldnt have to worry about those mobs trying to trap you in the elemental damage. 1 represents you. Going 9 and 1 would get you a low number and really upset your friend. There are many attributes to reducing damage. In conclusion, what the "golden ratio" tells you is this. The only difference between the two equations is the number in the denominator: 50 for armor and 5 for all-resist. To player characters and melee hirelings thorny effects are more deadly than to monsters, because monsters have usually lots of life compared to their punching damage, whereas characters and hirelings are designed the other way. With 4x Unity rings in play that would be 75% damage reduction before armor, resists, and absorption per player, correct? Also, it never hurts to know what exactly what item is better when comparing two very nice looking ancients. Its not negated by his immunities because he wasnt the one to take the elemental damage - you did. How to be immune to emotional damage when you get vote kicked from public games for having the wrong build? Since both values will be multiplied, you want your damage reduction from armor to closely resemble your damage reduction from all-resist. -Officer Kirac, Last edited by Xzorn on Jul 28, 2021, 5:23:18 PM, Need game info? These values combined together will give you a higher damage reduction value (94.5% damage reduction) than if you had 9500 Armor and 1500 All-resist.Hence, you want to keep all-resist and armor to a 1:10 ratio. Or, just dont blow up the chests that make them immune to whatever you can't deal with Let me be the first to say, I freakin' love PoE and have played it for yearsand I wholeheartedly agree with this. Say that you also have a friend who forces you to do high-school story math problems under threat of violence. Deletes all Posts Why not Armor or Health? Whenever you create a character, from the getgo you can now know what defensive stat you will be looking for. Prevent all Lightning damage taken and heal yourself for 10-15% of the amount prevented. Dodge (more commonly known as Dodge Chance in-game) gives you a certain percentage chance to completely ignore damage taken. Physical Damage done via attacks is calculated with many components. We can only get 4/5 anyway. Most recently, kt Rolster was sent pictures of deadly weapons and even actual weapons in a box to KT's practice room. Orrion,
zdps? The most annoying thing about Diablo 2 was running across packs that your build couldn't kill unless you went and bought some random dagger that had the one stat that they were not immune to. Since we are using the example of Aquila and Elusive Ring, we only have 2 values of damage reduction. Spells are as always subject to equipment restrictions, say they are only enhanceable via skill boni, Faster Cast Rate, and, if you're lucky, with decreasing of enemy's physical resistance. Since toughness (your defense) is your armor multiplied by your all-resist, you want to keep your damage reduction from armor and all-resist as close as possible. As I mentioned earlier, armor reduces damage taken from physical damage and all-resist reduces damage taken from elemental damage. This FAQtoid focusses on combat, but here's a list of spells anyway: Other kinds of damage are covered in FAQtoids of their own, even if tehy seem to be of physical nature. In addition to this, main stats such as Strength and Dexterity give armor as a side bonus for increasing your damage; Intelligence gives you all-resist. However, it can be very difficult to find a job, and hard to know where to start. He tells you to divide the balls between the buckets so that multiplying the balls in each bucket will give you the greatest possible value. Paladin's Smite also works differently. Damage reduction from resist is = (your resist)/(5*enemyLevel+your resist).
You would definitely be very tanky but will lose a ton of damage. In fact I have one doubt about it, my doubt is it: One last thing. This will lead to the greatest multiplied value of 25. Of course, a team that will have many eyes on them is Evil Geniuses. My character sheet only take account the increase of damage that come from one of these pieces of armor. The other group members would still take damage based on their own resistances, so it wouldnt get reduced or invalidated by the zDPS wearing immunity amulets. Could be good for Hardcore. Aquila gives 50% damage reduction when above 90% resource and Elusive Ring gives 60% damage reduction after casting Shadow Power, Smoke Screen, or Vault. The only difference between the two equations is the number in the denominator: 50 for armor and 5 for all-resist. You are immune to Knockback and Stun effects. Now, lets look back at the equations above. Why not Armor or Health? Similar to magic damage reduction - MDR it is often abbreviated PDR for physical damage reduction. Monsters even may be immune to physical damage. DR represents damage reduction. These exist with physical damage or lightning damage. Here is an analogy to clarify.
It may seem simple and effective to just have lots of items with % damage reduction - and it is undoubtedly effective. Weapon types are subdivided in melee weapons for close combat, missile weapons for shooting and throwing weapons, which are combo weapons usable in close or ranged combat. Next, well take a look at dodge and pure % damage reduction. Sounds interesting for a Zdps to be the lightning rod, its also a reminder at the start one could have three offensive items cubed to make your 1-70 zoom. If this was way enough to kill the opponent still the complete damage he would have suffered is taken into account, thus a high-damage character may kill himself on very weak opponents when a thorny effect is applied to him. Paladin's Sacrifice will reflect 8% of delivered physical damage to the Paldin, who's called Martyr for some reason then. Stay awhile and listen. Prevent all Cold Damage taken and heal yourself for 10-15% of the amount prevented. Although this information does not guarantee you will be rank 1 on the leaderboards for every season, this knowledge may help you push a few GRs when you thought you had capped out. The conversion happens here.
if you nerf 10 gems out of 30, you automatically buff the other 20! That transfers 50,000 to your ZDPS. Prevent all Poison damage taken and heal yourself for 10-15% of the amount prevented. Youll have essentially impenetrable defense but will lose so much offence you wont be able to kill fast enough to complete rifts beyond an intermediate level. Distributed over several items there are no problems known. In damage order firstly straight reduction is calculated, then percentage reduction. Classes with Dex or Str as their main stat will have an easier time gaining armor compared to all-resist. Items that Benefit from +% Elemental Damage. Even more, the damage reduction you gain or lose from a constant amount of "armor" or "resistances" changes in function of the amount of "armor" and "resistance"that you already have. If in damage order the elemental damage result up to the point where MDR and PDR step in is smaller than PDR's value, PDR will set this elemental part to zero. I think it would be similar to having an indestructible follower in 3 man. Say that you also have a friend who forces you to do high-school story math problems under threat of violence. This applies to. In deed your example of the tennis balls and the 2 buckets don't apply here, because the number of balls will not remain constant, I mean, it could be the case that you withdraw 1 ball of one bucket to put 2 balls in the other. Paladin's Vengeance gains its elemental damage from base weapon damage up to fourth list entry, but without ther buggy '+XXX' modificator granted by, say, the Redeemer. There are other minor factors that affect damage reduction such as reflect and life regen, but the effect they have is negligible compared to everything else. These values combined together will give you a higher damage reduction value (94.5% damage reduction) than if you had 9500 Armor and 1500 All-resist. Since both values will be multiplied, you want your damage reduction from armor to closely resemble your damage reduction from all-resist. Durability: 420 Granted, the amount of armor and all-resist you have will not be clean-cut. If you then stacked physical or melee damage reduction in your gear, could one be almost immune to all damage? Also, in addition, there is fear and waller and vortex. It means that the real damage reduction of any type of damage got from "Armor" and "Resistances" would be:Damage reduction from Armor and Resistences == 1 - [ (50*enemyLevel) / (50*enemyLevel + your armor) ] * [ (5*enemyLevel)/(5*enemyLevel+your resist to the specific kind of damage)If what I say is true, then for example the damage taken of an arrow would be:Damage taken of an arrow == [ (50*enemyLevel) / (50*enemyLevel + your armor) ] * [ (5*enemyLevel)/(5*enemyLevel+your physical resist) * [1-projectile damage reduction] * [1-general damage reduction]Where the damage reductions are expressed as numbers between 0 and 1. Gain immunity to Freeze and Immobilize effects. In 1.09 Bone Armor stepped in after physical resistance. This works very similar to othere, elemental resistances, so if you're affected by aforesaid curses the surplus is counted in. Guess, of course there are some bugs around To diminish suffered damage there's always a resistance. Some of Assassin's combat kicks will deliver elemental damage based on enemy's suffered physical damage, so they won't do elemental damage to physical immune enemies. How common are Physical/Cold immunes and what do Wind Druids do about them? In 1.09 Blade Shield could trigger events. Press J to jump to the feed. In fact, it is not beneficial for you to go all in on either stat.Here is why.These equations are defined by Blizzard.
Slain Bots Rest in Peace, List trades and earn trust Unfortunately, Dodge Chance can never reach 100% as the stat itself is multiplicative, not additive. Bookmark Pages & Posts Discreet Notifications Damage reduction is an aspect in Diablo III that most people know exists, but only a few know exactly how it operates. Lets use Aquila Cuirass and Elusive Ring to explore this a bit. It was the right call, he went down in about 4 seconds, the lvl 21 enchant added enough damage I suppose.
Deletes Signature The damage reduction formula is as follows.DR = 1 - (1-x)*(1-y)*(1-z)DR represents damage reduction. I was hoping what I read was wrong but I've personally never seen one. (only ones it won't are stoneskin physical immunes, which are pretty uncommon). In other words, your Dex/Str classes should go for all-resist items and your Int classes should aim for gear with armor.Granted, the amount of armor and all-resist you have will not be clean-cut. Below are some of the main contributors First, the class you play has a huge effect on how much or how little damage you take. I dont think it works like that. The variables x,y,z represent % damage reduction you gain from items or abilities. The golden ratio that you found only would be correct if it were as easy to get +100 to all resistances as +1000 of armor and if it were the case that you already have 10 times more "armor" than "all resistances" . All those precious seconds count. You may wear more stuff, but percentage damage reduce won't work beyond 50%. You may apply physical damage to your enemies in two variants. Use Drafts & Revisions Thus a monster with 109% physical resistance won't be affected by resistance-lowering effect of Decrepify (the other curse effects will still work), and if physical resistance is beyond 119% even Amplify is of no use anymore - the curse won't be applied in that case, since Amplify's only effect is resistance reduction. Damage reduction from armor is = (your armor) / (50*enemyLevel + your armor).Damage reduction from resist is = (your resist)/(5*enemyLevel+your resist).Since toughness (your defense) is your armor multiplied by your all-resist, you want to keep your damage reduction from armor and all-resist as close as possible. Sure, it makes you tankier, but why dont people go for other stats? Of course, you would have to test out many character ideas. In the character sheet exist 2 things that you still have not explained and one more thing that somehow contradict your hypothesis that "Armor" is just for physical damage and "Resistances" only for magical damage. Monsters indeed may have 'resistance to physical' assigned, whereas player characters and hirelings may rely on 'damage reduced' item properties. Purchase 4th legendary power - $69.99 Player characters and hirelings are only allowed to increase percentage damage reduction up to 50%. DRX then subbed in Lee Juhan&, Most people start out never truly understanding why everyone puts Diamonds in their gear. A Druid in wereform may use a missile weapon in close combat, but he isn't allowed to do any ranged attack while being shape-shifted. Naturally, Monks, Barbarians, and Crusaders take 30% less damage compared to the Wizard, Demon Hunter, Witch Doctor, and Necromancer. Attach Images I'm giving obediance a shot because I'm lvl 59 and reapers is lvl 75. 'Elemental' is here Cold, Fire, Lightning and Magic Damage.
A character with 100% or more damage reducedwas treated as immune, thus couldn't be cursed with Amplify anymore. For example, lets say you have 35% Dodge Chance. either way, from a player standpoint you'll be needing db3 gold https://mmoauctions.com/diablo-3/gold, and don't tell me you don't, cause you will visit the shop sooner or later in game. Characters and hirelings will have 0% physical resistance in all difficulties. You can get the purple spheres without waiting for the fire explode or the arcane lazers to fade away. Users browsing Forums: nocturnal2 and 17 guests. Purchase 5th legendary power - $249.99 i've just got my mid 70's Pally to hell difficulty (SP v1.09). Yeah I think youre right. Equip on Follower: Your follower cannot die. Does it imply that each one of the other 2 pieces of armors that increase the damage of meteor works in a multiplicative way? This means you have a 35% chance to ignore damage taken or have a 65% chance to get hit. You can choose for example to lose 120 to all resistances in exchange of gain 780 of armor, and the damage reduction that you are losing in the resistances with this change is not the same that the damage reduction you are gaining in the armor. This is also defined in Weapons.txt. Hence, you want to keep all-resist and armor to a 1:10 ratio. In conclusion, what the "golden ratio" tells you is this:(absorption power of the armor) / (absorption power of the resistances) == (how much armor you can get from the gear) / (10 times how much resistances you can get from the gear)where(absorption power of armor) = (50*enemyLevel+your armor) / (50*enemyLevel)(absorption power of the resistances) = (5*enemyLevel+your resist) / (5*enemyLevel)(how much armor you can get from the gear) = P(how much resistances you can get from the gear) = Qwhere "P" is the amount of Armor you can gain or lose in exchange of losing or gaining "Q" amount of Resistances, As esports grows, so does the number of people looking for a career in the industry. Cold, fire, arcane, poison, lightning. Damage reduction from armor is = (your armor) / (50*enemyLevel + your armor). - damage modification via status points in strength and/or dexterity, - all percentage boni granted by friendly aurae and suchlike, - but also all penalties caused by enemy's, This is total physical damage, which may have a chance to become a. This will lead to the greatest multiplied value of 25. "Never trust floating women." However, some technical aspects differentiate weapon classes also regarding class-specific base weapon speed, animation related business (Blocking, Hit Recovery, Spell Casting) or in consideration of damage modification via strength and dexterity. Here, I will be explaining: What damage reduction is, what elements affect damage reduction, armor and all-resist, how to min-max, and how to utilize all that info.Here is a quick TLDR video if you don't want to read everything below: Damage reduction is simply the % mitigation you gain when taking damage in Diablo. So wouldnt I have 110% damage reduction? Unfortunately, no. This means that Strength and Dexterity classes naturally take less physical damage and Intelligence classes naturally take less elemental damage (cold, fire, arcane, lightning, poison, etc). Avatar & Profile customisation Permabans Email This classification is defined in Weapons.txt. Say you get hit for 100,000 damage after your resistances. To avoid your friends wrath and get the greatest value, you would need to put 5 Tennis balls in each bucket.