Diablo 3

Diablo 3 RoS: Patch 2.1 Initial Impressions

Here is the link the the current patch notes for 2.1 Here

Thoughts so far:

For Demon Hunters: It will be a lot harder to deviate from sentry builds. While I personally don’t mind it, I would like to some how incorporate actually attacking instead of running around while my sentries do all the damage. With the attack speed fix, other hatred spenders are viable (like Elemental Arrow) but that luxury would seem to be reserved to those with special weapons like the Kridershot. The Shadow Set is a boon for HC Demon Hunters, but otherwise pointless for regular players.

For Barbarians: More options for Earthquake runes makes Leap-Quak builds more interesting, but without significant buffs to staple attacks like Whirlwind, high end play may end up the same.

For Wizard: MM/Conflag was already the strongest build, but with the Depth Digger buff, there will basically be no other equal builds. Combined with the buff to hydra, it could potentially be very strong, but boring gameplay.

Diablo 3: Maximizing your Effective Health

In my previous post, I gave a quick summary of the findings on the Blizzard forums about how Effective Health (EH) works in Diablo 3. Now, lets talk about how to maximize your EH.


The ideal EH balance: In order to maximize your EH, you need to look at the relationship between health, armor, and resists. Lets remember: 10 Strength = 10 Intelligence = 10 Armor = 1 Resist All

Health / 35 = (5 x Monster Level) + All Resist
 -OR-
Health / 35 = (5 x Monster Level) + (Armor x 10)

Lets run an example through this. Say I have 30,000 health and I am in Act 2 Inferno. Monster level in Act 2 is 62. So first:

30,000 / 35 = 857.143
857.143 – 310 = 547.143 Resist All is ideal for that health amount.

How do I figure out how much armor is ideal at that health level? Since 1 Resist = 10 armor, multiply the 547.143 Resist All by 10 to get your ideal EH armor at 30,000 HP, which is 5471.43 Armor.

So lets compare this number to current gear:
If my current resist is less than 547.143, resist is worth more to my EH than more health.
If my current resist is higher than 547.143, then health is worth more to my EH than resist all.

This same argument can be applied to armor:
If my resist is higher than my Armor/10, I need more Armor to balance my EH.
If my resist is lower than my Armor/10, I need more Resists to balance my EH.

How does this apply to you?

Well, as you know, most items have caps on how high their stats can get. You might see a piece of gear with +400 armor, but most likely you won’t see one with 400 strength. So look at a piece of gear in relation to your current needs to min/max your gear.

Now, you won’t be able to get a totally clean balance. The big takeaway from all this is: Don’t invest too heavily into any one survival stat, you need to strike a balance based on 10:1 Armor/Resist Ratio in order to maximize your EH and thus, your survivability in Inferno.

Reference:
r/Diablo discussion on EH

Diablo 3: Effective Health

What is Effective Health?

Effective Health (EH) is how much damage in relation to mitigation a player can take before dying. For example, say I have 1000 health and no armor and thus, no mitigation. Then lets say, I get attacked for 500 damage an attack. I can take two attacks before I die.

 Now, lets say I have 1000 health and 50% damage reduction from armor. Now I only take half as much damage, at 250 damage. It takes four attacks before I die. My Effective Health is 2000, because I am taking as much damage as I would have as if I had 2000 health and no armor.



How does this play out in Diablo 3?

1. Due to how varied classes work: Armor is the same as resists for damage reduction. Does this mean fire damage is reduced by armor? Yes. All elemental damage can be reduced by armor. Conversely, only physical resist can reduce physical damage taken, so the resist that works closest to armor (and for the sake of the write-up) is Resist All. Why is the system like this? Because Blizzard wanted to apply mitigation evenly between all the classes despite different attributes being the focus. So a Wizard can stack Intelligence like a Barbarian who stacks Strength and get the same survivability benefits. So this leads to the next rule:

2. For the sake of mitigation: 10 Strength = 10 Intelligence = 10 Armor = 1 Resist All
Don’t ignore off-stat gear. Just because because your class does not use strength or intelligence doesn’t mean that piece of gear you’re looking at with the stat on it is worthless.

3. Damage Reduction DOES have diminishing returns, but armor and effective health have a linear relationship.

Damage Reduction is Armor / (Armor + (50 x Monster level))

For example lets say I am in Inferno Act 2. My DR is: 5000 Armor / (5000 Armor + (50 x 62)) = 61.73%. This ratio will never reach one because if it did, that means 100% damage reduction, which is not possible. It can approach 1 infinitely but not reach it. This is diminishing returns.

But what does that mean for effective health?

At 70% damage reduction, you have an EH of 333%
At 75% damage reduction, you have an EH of 400%
At 80% damage reduction, you have an EH of 500%
At 85% damage reduction, you have an EH of 666.67%
At 90% damage reduction, you have an EH of 1000%

Let’s check the equation: EH = Health x (1 + (Armor/(50 x Monster Level))

For example, lets do this with a level 60 mob. I have 30,000 Health and 27,000 Armor:
My Damage Reduction: 27000 / (27000 + (50 x 60)) = 90%
My Effective Health: 30,000 Health x (1+ (27000 Armor / (50 x 60)) = 300,000 EH, which is 1000% of 30000 health.

Each additional point of armor is subject to diminishing returns, but for each extra point of damage reduction is better than the last in relation to effective health.

So how do I calculate my Effective Health?

Armor is just the first part. What about resists? Remember, that works the same as armor for damage reduction divided by 10. So instead of multiplying monster level by 50, we multiply it by 5.  How about Dodge? Lets factor that into EH and we get the grand equation:

EH = Health x (1 + Armor/(50 x Monster Level)) x (1 + (All Resist/(5 x Monster level)) x (1/(1-Dodge %))

Lets say I have 500 Resist All and 30% Dodge on top of my previous stats, with a level 60 mob.

My EH: 30000 HP x (1 + 27000 Armor / (50 x 60)) x (1 + (500 Resist / (5 x 60)) x (1/(1-.30)) = 1142857.143% EH

Conclusion


Effective Health as a consideration is incredibly important in how you view survivability in Inferno mode. While there are diminishing returns, your EH increases as you keep adding more armor and resists, with each subsequent point of damage reduction being even better than the previous one.

References:
Original B.net Forum Post
EH Spreadsheet

Monk Solo Inferno Build – Part 2

So I managed to get to Inferno by Friday, but immediately hit a wall. Inferno is definitely a gear check, as the gear I had allowed me to blow through Hell Act 4 without issue but prevented me from getting too far into the Royal Crypts to the Skeleton King.

The Stats Required (as a minimum)

In terms of base stats, after trying out some different gear configurations, reading some discussions on solo Inferno, and talking with others, here are some rough estimates of where a Monk should be stat-wise to get through Inferno Act 1:

Health: 30k-35k
DPS: 8k
Armor Damage Reduction: 60%+
Resistances: 250+
Dodge: 30%

How to gear up?

It is possible to clear Act 1 with less stats than this, but this is a good benchmark from the feedback I received from other Monks who have cleared Act 1. This is totally possible with gear you get from Hell while cherry-picking good deals from the Auction House. I think the crafters are a waste of money. Why? In order to get a CHANCE to roll an item with stats you want, you have to:

1. Level the crafter (money and pages/tomes required)
2. Gather the materials from disenchanting gear
3. Gather the necessary pages/tomes
4. Have the money required

Now you have a random chance to get a piece of gear you could possibly use, but more times than not it’ll be junk. It’s better to spend it on the Auction House if you want to gear to clear Act 1 Inferno quickly. Buy gear that share the same resistance, and try to get as much vitality and dexterity as possible. Once you get Act 1 on farm, you can just farm gear there as the gear is excellent.

The Build

As for the build, there are a lot of variations. The staple skill that all of them use is:
1.Sweeping Winds. The rune is up to you but I think Blade Storm is the best.

The rest is almost mandatory:
2. Serenity (Ascension or Peaceful Repose)
3. Blinding Flash (Self Reflection or Faith in the Light)
4. Breath of Heaven (Blazing Wrath of Penitent Flame)

5. One mantra – either:
Mantra of Evasion (Hard Target Rune)
 – or –
Mantra of Healing (Boon of Protection)

6. Your Spirit Generator is up to you. Some people use Way of the Hundred Fists, some use Crippling Wave, some use Fist of Thunder. I’ll put it this way:

If you have need to generate more spirit to spam your mantras, use Fist of Thunder (Quickening Rune)
If you have need to mitigate damage, use Crippling Wave (Concussion Rune)
If you have need more damage, use Way of the Hundred Fists (Windforce Flurry Rune)

So there you have it. I will update again as I progress through Inferno. To those of you playing, Act 2 may be the hardest Act for a melee class like Monk, and will require a different build.

Passives:

One with Everything: You NEED resists in Inferno. With the gear you’ve managed to get, if you stack one resist, it’ll push all your resists to match the highest resist you have.
Seize the Initiative: No brainer here. You stack dexterity for dodge and damage, and each point will boost your armor also. Armor = Effective Health.

The last passive is up to you. A lot of people like Transcendence, and it works great if you go one hander + shield. If you dual wield, Guardian’s Path is a solid choice. Resolve is also good if you want to go extreme mitigation.

Diablo 3 launches with lots of downtime; Thoughts so far

Blizzard is no stranger to difficult game launches, and Diablo 3 has been no different. Amid the random downtime, most people seem very satisfied with the game so far. There is lots of lag, but once things settle down in a couple weeks, these issues should subside.

Thoughts so far:
So how is the game so far? Definitely a lot of fun. The bosses require some smart play and crowd control and defensive skills are incredibly important. I am running a Monk at the moment, but feeling very tempted to play a Witch Doctor. I managed to get into Act 2 before the servers went down for emergency maintenance. 
Already, I think a lot of pre-planned builds people had are going out of the window. No one really knew how the game would play past Skeleton King. People were making builds based on gameplay videos, beta, and Diablo 2 experience. As it’ll take people a while to get to Inferno anyway, we probably won’t see anything incredibly solid till then. For now, it feels like any old build will do.
Difficulty-wise, you CAN die in normal mode. If you’re not careful you can get overwhelmed. Knockback and Nightmarish are fairly potent modifiers, and I am definitely not liking Wallers.
For Monks, dashing strike is nice to get in but not so great for getting out. The caveat is you HAVE to have a enemy mob to go to that is outside the group to “dash” to. You can’t dash over walls or over gaps (obviously) so it doesn’t feel incredibly mobile. I think Wizard has the best movement skill with Teleport, with Barbarians a close second with Leap. The Demon Hunter’s Vault isn’t as restricted as Dashing Strike, but is still hindered by walls. I haven’t had the chance to try Witch Doctor’s Spirit Walk but I am speculating it will work like the Demon Hunter’s Smoke Screen.