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  #31  
Old 01-19-2011, 08:40 AM
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Quote:
Originally Posted by Baki View Post
Looks great! Would similar changes to the resistance -> absorption formula make sense?
I did also change the resistance to
% absorbed = resistance / ( resistance + (4 x attacker Level + 8) )

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Originally Posted by Bluddy View Post
Isn't resistance also used for environmental sources like fire, traps and acid pools? In that case there's no attacker level...
It is but they do actually have levels.
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  #32  
Old 01-19-2011, 03:00 PM
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Quote:
Originally Posted by Shadow View Post
I did also change the resistance to
% absorbed = resistance / ( resistance + (4 x attacker Level + 8) )
vs lvl 100 you would only have 55% reduction at 500 resistance. even 200 is hard to achieve for me and that would only be 22% reduction.

i think a lower attacker level factor would be better. maybe 2 or 3?
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  #33  
Old 01-20-2011, 03:53 AM
Bluddy Bluddy is offline
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Posting the excel file of resistances (couldn't combine them due to upload size limits)
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File Type: zip dins curse resistance and absorption.zip (96.7 KB, 1 views)
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  #34  
Old 01-20-2011, 09:24 AM
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Quote:
Originally Posted by Shadow View Post
Well I changed it today, we'll see if it stays or not. At this exact moment this is the new formula:

% absorbed = armor / ( armor + (30 x attacker Level + 60) )
Wait by armor you mean effective armor right Shadow?
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  #35  
Old 01-20-2011, 09:25 AM
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Just a quick note, the resistance formula that actually made it into 1.015 is
% absorbed = resistance / ( resistance + (6 x attacker Level + 12) )
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  #36  
Old 01-20-2011, 09:27 AM
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Quote:
Originally Posted by Bluddy View Post
Wait by armor you mean effective armor right Shadow?
Yes, technically it is effective armor which is basically armor - armor piercing.
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  #37  
Old 01-20-2011, 09:30 AM
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Updated xml
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File Type: zip dins curse resistance and absorption.zip (95.5 KB, 2 views)
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  #38  
Old 01-20-2011, 04:26 PM
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I don't normally bump my posts, but I really want to know the answer to this so I can determine how much armor piercing to give my rogue:

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Originally Posted by Nobear View Post
Now how much armor do regular monsters have per level again? And is it any higher for champions/elites/bosses/super bosses/overlords?
Also, what powerups increase monster armor and by how much?
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  #39  
Old 01-20-2011, 04:42 PM
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just attack a monster with your standard attack, wait for a crushing blow and calculate.
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  #40  
Old 01-20-2011, 05:44 PM
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This post is outdated and has bad math based on incomplete info. See later posts.

I looked in the assets files and I found that base monsters have 6 armor per level, or 600 armor = 16.39% DR at level 100.

So with a base monster, player and monster at level 100: 1 / (1 - .1639) = 1.1961. In other words, if you pierce 100% of the monster's armor, you stand to gain 19.61% DPS. This would require 600 / 25 = Rank 24 Spot Vulnerability. For those who think like I do, Spot Vulnerability would cost 30 points for the next rank at Rank 24! That would take away so much from other skills that it plain wouldn't be worth it to max, if that'd even be possible. To compare, my level 100 Warrior has several of his top talents even with each other in that the next rank would cost 19 skill points. Much more than this in one skill wouldn't allow for an ideal distribution for making a well-rounded character.

So how much does one rank add to your total DPS? 19.61% / 24 = 0.817%. This doesn't seem worth it, but I haven't done the math yet to compare it with the value of other skills.

I would tentatively suggest doubling the power of Spot Vulnerability and any similar skills, so they can be maxed in a well-balanced build.

Last edited by Nobear : 01-21-2011 at 08:56 PM.
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