新足迹

 找回密码
 注册

精华好帖回顾

· 刚刚通过路考,汇报心得。。。 (2006-11-1) coldair · E&E -- 一起学吃洋蔬菜4 -- 樱桃萝卜 (Radish Bunch) (2009-10-21) 闲夏采薇
· 老宝马换保姆车,买车记(更新上图在一楼) (2011-12-10) 七月 · 猫咪品种大全,给爱猫的你(视频添加中·!) (2009-5-19) edith921
Advertisement
Advertisement
查看: 1649|回复: 13

Diablo3 - Armor Resistance Health [复制链接]

发表于 2012-6-4 16:03 |显示全部楼层
此文章由 JohnnySu 原创或转贴,不代表本站立场和观点,版权归 oursteps.com.au 和作者 JohnnySu 所有!转贴必须注明作者、出处和本声明,并保持内容完整
Came across a very good read about the relationship b/w armor resistance and health. 猛加分 please!!!!!!!!!!!!!!!

http://armadagaming.com/showthre ... nd-Effective-Health

Hello, this is my first thread here.

In this thread, I will talk about how your damage reduction is based on your armor and resistances, and how those stats are based on Intelligence and Strength. I'm hoping for people to have a thorough understanding of damage reduction based on those stats, and how to make an effective stat decision. (Note that with, say, ten open non-helm sockets, you would have 286 different possible ways of customizing your stats, not to mention gear choices, so stats customization is very real in D3). At the end I'll mention how effective health is based on these things, and show that intelligence and strength alike boost your effective health linearly.

The damage reduction formulas I have tested quite thoroughly. I encourage you to check it yourself.

--------------------------------------------------------------------------------------------------------

Let's talk about the stats' effects on resistance and armor. One strength gives one armor for every class. Thus any class's armor is the armor points from his equipment plus his strength (times any multiplying factor from bonuses). As well, one intelligence gives 0.1 to all resistances, which is a separate thing from armor. There are six resistances: Physical, Fire, Lightning, Ice, Poison, and Arcane/Holy (they share a resistance). I believe this covers all types of damage, so intelligence is basically a multiplicative source of all damage reduction as is armor.

Now for the punchline. Here are the following variables I define for the damage reduction formulas:

v = Level of the monster you're facing
A = Armor
D = Damage reduced due to armor (all types of damage)
R = Resistance to a certain element (remember without resistance gear, and with just intelligence, all resistances are the same)
d = damage reduced due to R, from that specific element.

One thing to note is that v refers to monster level, yet if you look at the damage reduction from the character sheet, it tells you based on your level. That's because it's telling you how you resist monsters that are your level. Because of this, you'll never be able to use the character sheet to know your damage reduction in Inferno, since you'll never reach their level. (I use v and not L, because L is reserved later for the variable Life.)

Now for the damage reduction formulas:

D = A /(50v + A)
d = R /(5v + R)

They look basically the same, only damage reduction from armor has a stronger attenuation rate (50), which means it grows more slowly. Here's what they look like vs level 62 monsters:

All Damage Reduction from Armor
ArmorDR.png

Elemental Damage Reduction from a Resistance (could include physical)
ResDR.png

Notice the x axis in each one. Damage reduction grows at ten times the rate from resistance as it does from armor, so I ranged the x axis plot for resistance as 1/10 of what it is from armor (res goes up to 3000, armor goes up to 30 000), making them look identical. Also notice that in the limit that either resistance or armor goes towards infinity, damage reduction approaches 1, which means complete immunity. (I have it in fractional units, to get percent just multiply by 100.) This is good because it means you will never be immune, no matter how many points you invest, yet points will always benefit you.

One thing to note is that, while resistance grows damage reduction at ten times the rate of armor, 1 strength = 1 armor, and 1 int. = 0.1 all resistances. Thus, assuming no armor and no resistances, intelligence and strength will grow your damage reduction at the exact same rate. In order for you to decide which one is better to invest in for damage reduction, just look at your armor and 10x your resistances, and see which one you have more of, and which one you have less of. For example, if you have 2000 armor and 200 fire resist, your damage reduced from fire will benefit exactly the same from 1 point in strength, or one point in intelligence. If you have less than 200 fire resist, you would prefer int. against fire. If you have more than 200 res, you would prefer armor.

This concludes the thread, unless you want to read about effective health.
------------------------------------------------------------------------------------------------------

Effective Health

I define effective health as the amount of damage a monster needs to deal to you, if he assumes you have 0 damage reduction, to kill you. For example, if your life is 100, and you have 50% damage reduction, a monster will perceive that he must do 200 damage to you to kill you, so your effective health is 200. Note that if your elemental resistances differ, you have different effective health against different elements.

Let's say you have a grand total of damage reduction of X. X = 1 implies complete immunity, X = 0.5 means half damage reduced, etc. If a monster deals damage to you, you will take (1-X) of that damage. Let H be effective health, and L be your life, as read on the health globe. If a monster wants to kill you, he must do exactly H damage to you, and you must receive exactly L damage to die. If he does H damage to you, you receive damage H(1-X), thus H(1-X) = L, or H = L/(1-X).

Recall that D is your damage reduction due to armor, and d is your reduction from an element due to a resistance. Since they're multiplicative, we have (1-X) = (1-D)(1-d). Thus, your effective health against that element is
H = L/[(1-d)(1-D)]
Each resistance separately multiplies your health by a factor of 1/(1-d). Let's say you have 1 life. Here is how your effective health will scale with damage reduction X:

Effective Health vs Damage Reduction
EH-DR.png

Notice that as damage reduction approaches 1, effective health approaches infinity. This is a known result, as complete immunity means you will never die; a monster has to deal infinite damage to kill you.

Now if you take
D = A /(50v + A)
d = R /(5v + R)
and plug those into
H = L/[(1-d)(1-D)],
you get

H = L(1 + A/50v)(1 + R/5v)
That is, it grows linearly. Let's take a fixed resistance of 0, for example, and look at effective health due entirely to armor, vs level 62 monsters, starting from 1 life:

Effective Health vs Armor assuming 1 health and 0 resistances, vs level 62 monsters
EH-Armor.png

And there you have it.

[ 本帖最后由 taxbreak 于 2012-6-4 16:05 编辑 ]

评分

参与人数 1积分 +3 收起 理由
农夫 + 3 先加个分,翻译好了再加哦。

查看全部评分

联系方式
http://www.oursteps.com.au/bbs/forum.php?mod=viewthread&tid=622814
Advertisement
Advertisement
头像被屏蔽

禁止发言

发表于 2012-6-4 16:26 |显示全部楼层
此文章由 Piscator 原创或转贴,不代表本站立场和观点,版权归 oursteps.com.au 和作者 Piscator 所有!转贴必须注明作者、出处和本声明,并保持内容完整
太好的文章了,多谢分享
估计大家没到inferno之前都是买个高功武器右键狂点,到了inferno其实算算防抗血也是挺容易的

发表于 2012-6-4 16:51 |显示全部楼层
此文章由 JohnnySu 原创或转贴,不代表本站立场和观点,版权归 oursteps.com.au 和作者 JohnnySu 所有!转贴必须注明作者、出处和本声明,并保持内容完整
加分别手软!!

发表于 2012-6-4 17:01 |显示全部楼层
此文章由 农夫 原创或转贴,不代表本站立场和观点,版权归 oursteps.com.au 和作者 农夫 所有!转贴必须注明作者、出处和本声明,并保持内容完整
Can u translate into Chinese, pls?

Not good at reading English
头像被屏蔽

禁止发言

发表于 2012-6-4 17:26 |显示全部楼层
此文章由 Piscator 原创或转贴,不代表本站立场和观点,版权归 oursteps.com.au 和作者 Piscator 所有!转贴必须注明作者、出处和本声明,并保持内容完整
今天没分了,明天的分都留给你(monkey09)

发表于 2012-6-4 17:34 |显示全部楼层
此文章由 righttang 原创或转贴,不代表本站立场和观点,版权归 oursteps.com.au 和作者 righttang 所有!转贴必须注明作者、出处和本声明,并保持内容完整
一个简单的结论,护甲和抗性是10比1的黄金比例,哪个少堆哪个
Advertisement
Advertisement

发表于 2012-6-5 16:47 |显示全部楼层
此文章由 rayki 原创或转贴,不代表本站立场和观点,版权归 oursteps.com.au 和作者 rayki 所有!转贴必须注明作者、出处和本声明,并保持内容完整
果断mark一下。

发表于 2012-6-6 09:22 |显示全部楼层
此文章由 hellsky 原创或转贴,不代表本站立场和观点,版权归 oursteps.com.au 和作者 hellsky 所有!转贴必须注明作者、出处和本声明,并保持内容完整
原帖由 righttang 于 2012-6-4 17:34 发表
一个简单的结论,护甲和抗性是10比1的黄金比例,哪个少堆哪个

别的不知道,野蛮人Act2 500-600抗够了,6000防就是虐
头像被屏蔽

禁止发言

发表于 2012-6-6 09:40 |显示全部楼层
此文章由 Piscator 原创或转贴,不代表本站立场和观点,版权归 oursteps.com.au 和作者 Piscator 所有!转贴必须注明作者、出处和本声明,并保持内容完整
原帖由 hellsky 于 2012-6-6 09:22 发表

别的不知道,野蛮人Act2 500-600抗够了,6000防就是虐


请问攻击和血是多少?
9000甲900~800抗性,4w血,被一堆蛇围住revenge这招回血不够,站不住桩

发表于 2012-6-6 10:15 |显示全部楼层
此文章由 hellsky 原创或转贴,不代表本站立场和观点,版权归 oursteps.com.au 和作者 hellsky 所有!转贴必须注明作者、出处和本声明,并保持内容完整
原帖由 Piscator 于 2012-6-6 09:40 发表


请问攻击和血是多少?
9000甲900~800抗性,4w血,被一堆蛇围住revenge这招回血不够,站不住桩

无buff时基本4W血,8K甲,550抗,2击每秒,2WDPS,双持。打法就是持续攻击回血。ACT2除个别精英怪和比利其余无压力。

发表于 2012-6-6 10:16 |显示全部楼层
此文章由 hellsky 原创或转贴,不代表本站立场和观点,版权归 oursteps.com.au 和作者 hellsky 所有!转贴必须注明作者、出处和本声明,并保持内容完整
上面8K甲还是包括了两个被动加甲的
Advertisement
Advertisement
头像被屏蔽

禁止发言

发表于 2012-6-6 12:22 |显示全部楼层
此文章由 Piscator 原创或转贴,不代表本站立场和观点,版权归 oursteps.com.au 和作者 Piscator 所有!转贴必须注明作者、出处和本声明,并保持内容完整
原帖由 hellsky 于 2012-6-6 10:16 发表
上面8K甲还是包括了两个被动加甲的

就是有吸血装备喽?
怪不得啦,俺没有啊

发表于 2012-6-6 12:37 |显示全部楼层
此文章由 hellsky 原创或转贴,不代表本站立场和观点,版权归 oursteps.com.au 和作者 hellsky 所有!转贴必须注明作者、出处和本声明,并保持内容完整
有吸血最好,没有也无妨。我狂乱和两个吼全选回血符文再加复仇,高速攻击下回血妥妥的。用盾这打法可能不行
头像被屏蔽

禁止发言

发表于 2012-6-6 12:39 |显示全部楼层
此文章由 Piscator 原创或转贴,不代表本站立场和观点,版权归 oursteps.com.au 和作者 Piscator 所有!转贴必须注明作者、出处和本声明,并保持内容完整
原帖由 hellsky 于 2012-6-6 12:37 发表
有吸血最好,没有也无妨。我狂乱和两个吼全选回血符文再加复仇,高速攻击下回血妥妥的。用盾这打法可能不行


嗯,回去研究下

发表回复

您需要登录后才可以回帖 登录 | 注册

本版积分规则

Advertisement
Advertisement
返回顶部