To much ward topic
Ward vs other prots (and my post about its mechanics)
Recent GB/CA discussion and some rework ideas …
I’m casual player but the problems of current mechanics can be noticed even in story mode. And I wrote a lot about it also. And I believe that these problems will exists as long as core parameters’ disbalance continues to exist (recovery parameters included).
And that’s a good example.
Also I must note that ward is universal defense layer. It protects against all types of damage and hasn’t a “doom-hit” problem of Dodge when you’re alive till you’re lucky.
At the same time attunement characters are less powerful. Partially because of the fact that this parameter covers only 3 of 7 protections. Strength characters are most vulnerable (in my opinion) because Strength increases only 1 of 7 protections - Armor.
And because of this huge difference of parameter effectiveness a necessity appears, necessity to balance them in item and skill bonuses. And I believe it’s nearly impossible with that difference.
Lets make some calculations, because we need some examples …
(and I repeat - I’m casual player so probably you should check this and possibly correct me)
We have have level 100 character with his 600 health and 11+ items which means 22 suffixes and prefixes …
(most numbers below are average)
~4-5 prefixes for 100% glancing blow (50% damage reduction).
Lets assume we’re unlucky so we need 5. Also ignore Critical avoidance for now.
(17 prefixes left)
Then we want to increases protections to further reducing all incoming damage by 80%.
5 times reduction means that we need 600 * 4 = 2400 protections.
3 suffixes to get +60% armor and protections (19 suffixes left)
4 prefixes (max) with set elemental protection to get +900 (13 prefixes left)
4 suffixes with added elemental protection to get +600 (15 suffixes left)
Summarized ele-prots: (900 + 600) * 1.6 = 2400
~500 base armor we have from items
1 prefix to get +60% increased armor (12 prefixes left)
4 suffixes to get +600 armor (11 suffixes left)
With all this we get (500 + 600) * (1 + 0.6 + 0.6) ~ 2400 armor
And here’s an interesting thing: we can get all three “decay” protections only from Vitality, and there’s only 7 items possible with it, and percentage bonuses are Amulet suffixes only. I’ll ignore idols here because they are more important in other cases (skill modifying). And that means that …
6 prefixes goes to Vitality (including armor slot) to get 52 vit = 780 prots (6 prefixes left)
1 amulet prefix to get +48% void protection
1 amulet prefix (2-nd and last) to get +48% necrotic protection (4 prefixes left)
2 suffix to get +500 void protection
2 suffix to get +500 necrotic protection
3 suffixes to get +750 poison protection (4 suffixes left)
At last: ~2400 decay protection …
With all this we’ll get 90% damage reduction (from GB and prots) which means …
6000 effective health
200 effective health regeneration
But what if we spend same affixes on INT and Dodge ?
12 INT we have from catalyst
7 prefixes to INT ~ 56 INT + 12 INT = 272% ward retention (10 prefixes left)
8 suffixes to add 738 dodge rating (14 suffixes left)
4 set prefixes to get +268% dodge rating (6 prefixes left)
Summarize: dodge rate = 738 * 3.68 ~ 2700 which is ~74% chance to dodge
See?
80% reduction from protections
74% reduction from dodge ONLY. A bit lower, yes, and we are vulnerable to “doom-hits”. But we have +68 INT from the same amount of affixes! (+ catalyst)
And we have 2 prefixes and 10 suffixes left comparing to protection build. So lets take some HP …
2 prefixes to get 130 more health (4 prefixes left)
2 suffixes to get 26% increased health (12 suffixes left)
With all this we’ll get 87% damage reduction (from GB and dodge), +130 health and 26% increased health, which means …
7075 effective health
153 effective health regeneration
… and we spent 8 less suffixes
–
But lets continue this our little research from some more …
We need to find out what level of ward generation we normally can get JUST with the stats above, and compare it with possible increase of HP regeneration on non-INT classes. Mage is simpler in my opinion so I’ll take him as an example …
20+ ward generation you have from catalyst. Other classes don’t have default item bonuses (non-affix) to leech or regeneration.
Mage ALWAYS have some bonus to retention so I’m going to increases it by at least 30%. Lets say other class can take +45% to health regeneration instead.
272% → 300% retention means that character looses 40% / (1 + 3) ~ 10% of max ward every second.
Sentinel may easily get “Ring of Shields” (10 sec duration and 15 second cooldown) which has a nodes:
- adds 2 more shields, orbiting you (2 levels, 5 max shields summary)
- every shield heals you for 20 health every 3 seconds (4 levels)
- increases healing effect by 60% (4 levels)
- heal you for 200 health every time one shield is destroyed (4 levels)
So, potentially, if your shields die after 10 seconds, every 15 seconds you may be healed for total …
200 * 5 + (10 / 3) * (20 * 5) = 1300 health → +87 health regeneration
If shields die fast than effective heal drops to ~1000 health → +67 health regeneration
… which means that MAXIMUM total effective regeneration is …
(20 * 1.45 + 87) * 10 (from damage reduction) = 1160 health per second
… and MINIMUM equals …
(20 * 1.45 + 67) * 10 (from damage reduction) = 960 health per second
On the other side mage has Flame Ward with 10 seconds cooldown and base 300 ward generation. It has nodes …
- 200 more ward (5 levels)
- 200 more ward, sacrificing duration (4 levels)
- 150 more ward, sacrificing retaliation (1 level)
- 30% more ward with increased mana cost (3 levels)
- Double ward granted per duration (1 level)
I’ll ignore short effect of “Flame ward” damage reduction. Lets see on ward generation only which equals totally …
(300 + 200 + 200 + 150) * 1.3 * 2 = 2210
When you’re actively attacked this ward is 100% effective and this MAXIMUM recovery bonus may be calculated as …
2210 / 10 / 0.5 (from GB) / (1 - 0.74 dodge chance) = 1700 effective ward generation
If you’re NOT attacked, with 300% retention you loose 1200 ward per 10 seconds, which means that you are able to cast Flame Ward again, so 2200 - 1200 = 1000 ward per 10 seconds is a MINIMUM ward generation with 300% retention. And effective generation is even greater.
1000 / 10 seconds / 0.5 (from GB) / (1 - 0.74 dodge chance) = 769 per second.
So, with corrected calculations, who is the favorite among “Flame Ward” and “Ring of Shields” - is not so obvious. At the same time I must note that INT build has more slots to be improved, and also 68 INT grant 270-340% bonus to damage of INT-based skills.
And I feel that I reeeeally should remind about “Exsanginous”.
Yes, with it you have something about 50 health on your character and effective ZERO health regeneration. But your ward generation with ((600 + 130) * 1.26) ~ 920 max health increases by 184 and can be increased further via increasing character’s maximum health. And I thing it’s… a lot
I hope you analyze this with me, people, and mark my possible miscalculations. But for now I think that protections are just a bit weaker and more complicated than dodge, and ward-generation from SOME skills is just too high.
Ah yes, about leech…
I think that defensive layers must be balanced first. Leech depends on that very much.
But I feel I should create a topic (again ) about overall mechanics.
P.S. Yeah, probably level 100 character should have 600 health - not 500, which means that character with 2000 protections is a bit weaker (77% damage reduction).
EDITED (21-05-2020): fixed several calculation / affix building mistakes. After that protection build + Ring of Shields became more viable, comparing to INT build with Flame Ward.