Thursday, October 11, 2012

"Diablo 3" calculated Melee / Ranged damage reduction test


First, to explain the concept of "equivalent resistance"

Suppose you only by melee or ranged damage. On this premise, "XX% Melee Damage reduce" the effect is equivalent to increase certain resistance

This equivalent increase resistance I call the equivalent resistance

Another Armor = A, and all resistance =

Armor damage reduction formula = A / (A +50 * Monster Level), resistance to damage reduction formula = B / (B +5 * Monster Level)

Then we know that 63 are troublesome strange

Then the above equation becomes A / (A +3150) and B / (B +315)

This I believe a lot of players know

The hurt of [1-A / (A +3150)] * [1-B / (B +315)] = 992250 / [(A +3150) * (B +315)]

A known conclusion is that, within a certain range, the 1:00 resistance equivalent to 10:00 Armour

The use of this conclusion is generally for a single piece or a small number of simple estimate several pieces of equipment can be selected, but the outfit does not apply

The way to look at a common mistake conclusion is that the anti-aggressive or Armor income is decreasing

In fact, in one of the same time, the growth of the growth of another property for EHP (the equivalent of life) is completely linear (not proportional to, pay attention to the difference)

Then we come to calculate the "Melee / Ranged damage reduction gains

First, we assume that the armor / resistance which is a constant

All due to the increase of the resistance consider to select Armor generally do not consider the extra armor, extra armor compared to the resistance should be low income, so here Melee / Ranged damage reduction " up

Suppose you have a "X% Melee / Ranged Damage" attribute and then when you only by Melee / Ranged Damage

The damage you = (1-X%) * 992250 / [(A +3150) * (B +315)]

Here we assume that the A constant, have come up with the constant term

The damage you = C * (1-X%) / (B +315), where C is a constant

If you just increase the anti-aggressive, suppose you need to increase the N-point anti-offensive to so much damage reduction, then we can get the equation

C * (1-X%) / (B +315) = C * (1-0%) / (B +315 + N)

Solution N = (B +315) * X% / (1-X%)

In the case of X% the same, we see the equivalent resistance of the melee / remote damage reduction with your original resistance is completely linear relationship

B the same situation, the same as the general percentage of damage reduction curve is more smooth front 70%, there will be no steep slopes, of course, the benefits or increasing.

For now Manzi brush in A3 is generally 600 anti-attack or 800 anti-attack as a minimum standard.

On this basis, we can get the three basic conclusions:

For 4-6% of a single piece of equipment on the melee / remote damage reduction, by Melee / Ranged Damage, the effect is equivalent to the resistance around 40-50.

20% melee damage reduction (String of Ears belt), the effect is equivalent to about 230-280 resistance by Melee Damage.

This conclusion is passive barbarians "superstition" equally applicable. Give up some resistance to the choice of material resistant equipment, and then use the superstition passive is a more economical choice

Resistant thousands, is a good choice if you would like to continue to improve the human shields ability to appropriately increase the point Melee / Ranged Damage reduce.

Note: Conclusion 1,2 premise is about 600-800 full anti-attack

When I write this, the United States serving 20% ??damage reduction belt minimum 1,250,000 .

Some high attribute + object anti-free full anti breastplate cheaper pants.

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