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Depth analysis of Diablo 3 minus injury mechanism and the equipment selection principles

The basic material from the official strategy and foreign high play BBS, other exploratory analysis belong to the original. Although the building Lord hankers after rigorous, but after all the energy limited, the mistakes of place please bear with me a lot.

Intellect is to the barbarian exactly have it? Add the mage armor or with resistance? The monk hunter agile and how much? Hope to finish see this you can make some after the reasonable judgement.

Basic knowledge

Conversion rate

1 power = 1 armor

10 intelligence = 1 the fight

Due to the above is identities, we in the analysis presented reduction (don't consider DPS), the same kind of attributes can be completely will merge. In view of that Diablo 3 directly based armor and basic resistance, we unified the armor and resistance.

Reduce injury formula (don't consider skills fixed)

The protect injury rate = armor / (armor + 50 * enemy level)

Resistance reduction rate = resistance/injury (resistance + 5 * enemy level)

If we we will intelligence and power resistance to reduce injury formula, we will find two formula completely the same.

Always reduce injury formula

Always reduce injury rate = 1-(1-the JiaJian injury rate) * (1-resistance minus injury rate)

At first glance we will get 10 armor = 1 resistance conclusion, but please you don't get nasty, actual situation to a little bit more complicated is more complex. The purpose of this paper is how to solve in the limited silver, reduce the rate of total maximizing injury problems.

Some simple mathematical analysis (practical calculation than this complex, don't like to skip see conclusion)

We want to know, in the light of the armor and resistance on, add 10 armor or 1 resistance, whether the same. If not the same, which is better. So we want to calculation armor and the marginal rate reduced resistance injury.

Armor marginal reduction rate = 50 * injury level * resistance / [(resistance-5 * grades) * (armor-50 * grades) ^ 2]

Resistance reduction rate = 5 marginal injury powerlevel * * armor / [(armor-50 * grades) * (resistance-5 * grades) ^ 2]

Looks very complex, actually useful information on three:

1. The higher the armor, add 10 armor gains the smaller; (to armor derivation)

2. In low armor, the higher the resistance, add 10 armor, the bigger the income; (confrontational derivation)

3. Fierce pile of armor effect to zero last; (o limit)

The ten armor and 1 in the symmetrical resistance formula, we also know:

1. The higher the resistance, plus one of the smaller gains resistance; (to armor derivation)

2. In the low resistance, the higher the armor, add 1 resistance, the bigger the income; (confrontational derivation)

3. Fierce resistance to zero effect of the last; (o limit)

Finally a simple conclusion: without considering the DPS, armor and resistance * 10 should be consistent, to maximize total reduce injury rate (the actual situation than this to complex, behind will continue to analysis).

 



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