Math seems wrong there.
70% dodge means you get hit 3 out of 10 swings. So it should take about 33 swings to kill 1000 hp at 100 damage each.
Double HP and it is 67 swings.
GB with 1k HP is 67 swings.
Math seems wrong there.
70% dodge means you get hit 3 out of 10 swings. So it should take about 33 swings to kill 1000 hp at 100 damage each.
Double HP and it is 67 swings.
GB with 1k HP is 67 swings.
Bingo, couldn’t have said it better myself. In the end, we’re looking for effective value. I wouldn’t really care that higher protection investment gives diminishing returns mathematically if in the end, it linearly increases my chance of survival. But like I said in my original post, there’s always an opportunity cost. It’s more efficient slotwise to pair hp and dodge than to pair hp and protections.
Unless they add more DoT damage into the game (small to moderate values of DoTs that are difficult to “manually avoid” thereby you’re more frequently taking small-ish amounts of damage), which I’ve suggested they should in order to act as a counter to dodge.
Actually seems like you’re right. I did the math wrong. It came out right with protections when I used excel. Came out like a dumbass when I try to do it with GB and trying to math using my head.
Although I’ll say this: much easier to get 100% GB than 1000 hp heh.
I think the biggest problem with DoT damage as it currently stands is that it just ticks way too fast. The bats that spit ice at you just melt people. I would suggest slowing down the tick speed but making the ticks deal a bit more. That way it is the same damage, but it gives people better opportunity to react.
Well, I think the tick rate is ok, they just need to scale back on the damage per tick. I would prefer a smoother decay in your hp as you stand in the DoT which you get with a higher tick rate. Otherwise you’d be fine, then your hp would get chunked down if they made it less granular. If you make it tick slower but deal more damage per tick then people would have more time to react but if they didn’t they’d take a much bigger hit (kinda like dodge), it’d be much spikier. Whereas if you have the current tick rate but lower damage then the player would have more time to recognise that they’re taking damage & move out before loosing as much hp.
Yes, but if you get 4x t5 set health affixes that will give you between 368 & 512 health before any +% health affixes/passives you have.
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