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The correct understand of the protected armour in Diablo 3

Directory:

Basic formula (a) 1.1

1.2 basic formula (2)

1.3 how to compute the revenue

1.4 why EHP said to linear returns?

1.5 the linear income misunderstanding

1.6 the resistance and the balance of armor and 1:10 the golden ratio

1.7 the resistance and the armor balance (advanced)

1.8 practical article: 1 point of resistance and 10 armor cost the same?

1.9 the resistance and improve the cost of armor contrast

1.10 reduce injury should heap to what degree?

1.11 points summary

= = = = = = = = = = = = = = = =

Basic formula (a) 1.1

Level 60 people reduce resistance injury = resistance / (resistance + 300)

For example: 300 of the corresponding 50% minus injury, also is the 10000 damage on you the dozen with 5000 points.

Level 60 people protect JiaJian injury = armor / (armor + 3000)

For example: 3000 armor is 50% minus injury, the effect and the 300 equivalent resistance.

The basic conclusion 1.1.1: simple reduction percentage effect from injury to see, the 300 resistance to 0 armor and 3000 armor 0 all the effect of resistance is the same (note, not to say

that any time the 300 resistant and 3000 armor effect is the same!)

1.2 basic formula (2)

The resistance and the armor and exist, according to multiplication total damage modifier. For example, resistance to reduce damage by 75%, armor reduce damage by 75%, and the

damage is (1-75%) * (1-75%) = 25% * 25% = 6.25%. To achieve the number needed to the 900 resistant and 9000 armor.

Note that there is no calculation role passive skill bonus and reduce the melee damage of the remote and elite affix. As far as I know these are also according to rules to reduce injury

multiplication bonus effect. But these effects can't heap to armor and resistance reduction degree, so for this paper conclusion the impact is not big.

1.3 how to compute the revenue

The above formula is simple, believe that nearly all men understand. But the question is how to through these formula for calculating gains. So first need to define gains. There are many

gains definition method, the most common is effective health (EHP). In other words, how many original damage caused by monster need to kill the player.

EHP = HP / (1-always reduce injury %), if only plan armor and resistance of words, always reduce injury = 1-(1-resistance / (resistance + 300)) * (1-armor / (armor + 3000))

Also with it as an example, resistances by 900, armor 9000, total reduce injury = 1-(1-900/1200) * (1-9000/12000) = 1-0.25 x 0.25 = 93.75%

That is, only have 6.25% damage.

Learn the formula and the formula of the front, so EHP = HP * (resistance + 300) / 300 * (armor + 3000) / 3000

If HP role for 10000, so effective is * * * * * * * * 10000 HP 1200/300 12000/3000 = 160000. Also it is because reduce injury to 1/16, so effective role of HP HP 16 times as much as.

1.4 EHP for linear income

From the above formula EHP = HP * (resistance + 300) * (armor + 3000) / (300 * 3000) is very easy to see, EHP confrontational and armor is linear income.

Definition makes clear: what is a linear income. As the linear income is profit function y = ax + b (linear function, image for straight line), and it is every increase 1 x, y increases a, and x

value itself have nothing to do.

Therefore, each to add a bit of armor, EHP increase HP * (resistance + 300) / (300 * 3000), or every increase 3000 armor, EHP increase HP * (resistance + 300) / 300

Similarly, every add a little resistance, EHP increase HP * (armor + 3000) / (300 * 3000), or every increase 300 point resistance, EHP increase HP * (armor + 3000) / 3000

Conclusion 1.4.1: effective HP income from view, armor and resistance are linear income, without diminishing effect. (of course, the corresponding reduce injury % is degressive, but that

is not the actual return)

Conclusion 1.4.2: although is linear income, but 1 armor income depends on the HP and resistance, 1 point of income depends on the HP and resistance of armor.

Conclusion 1.4.3: in the armor and the proportion of about 10-1, increase 10 armor and increase the income of 1 point of almost. If both scale distance is far away now, so the conclusion

was no longer.

1.5 linear income easy to misunderstand place

EHP is linear income, but yield is not linear. With all the blood of 0 0 0 resistance increased to a 3000 armour and 0 of 9000 armor for example.

0 0 armor of EHP = 10000 (not reduce injury)

0 EHP = 20000 of 3000 armor (50% minus hurt)

0 EHP = 40000 of 9000 armor (75% minus hurt)

Every increase 3000 armor, EHP increase of 10000. Because 9000 armor is three times the 3000 a, so the increase EHP is three times higher (10000 to 30000), this is the real meaning of

the so-called linear income.

But at the same time, armor increased from 3000 to 9000, into the original 3 times, and EHP increased from 20000 to 40000, also is the only of the original 2 times, but not three times.

This is because of linear income for, x double does not represent y also doubles. (because y = ax + b b is not equal to the 0)

Both the method of calculating yields, which is more reasonable? Of course is the first kind, the reason is the benefits do not depend on other factors. According to the first kind of

calculation method, I added 10000 EHP, can withstand the monster 10000 damage, the gains basically at any time has the stable value. And the second algorithm, if EHP doubled, but

exactly how much more? Depends on your original EHP is how much, 1000 up to 2000 and 10000 increased to 20000 is increased by a factor of EHP, but the actual result don't. So, not

in accordance with the second kind of algorithm to calculate gains.

Conclusion: EHP income according to calculate addition and subtraction (increases the amount of), unable to calculate the mentalistic method (added a few times). So linear income

conclusion and correct.

1.6 the resistance and the balance of armor and 1:10 the golden ratio

Because income depends on resistance armor (and HP), armor income depends on the resistance (and HP). So both need to balance.

For example, the role as an example to all blood, 0 when resistance every 3000 armor increase EHP 10000 points, and 300 of every 3000 armor when can increase 20000 points EHP (see

1.4 inside of the formula). The inverse of a similar story. So, only pile of armor or the resistance is not economical.

The golden ratio was put forward now, here with mathematical a push this conclusion is how to come. We first unified resistance and the cost of armor, hypothesis from 0 armor and

resistance to begin to calculate, each 300 points for resistance and every 3000 armor is the cost of the same (the assumption of course not accurate, but this is the conclusion of the

premise, please pay attention to this point)

Set a = resistance / 300, b = armor / 3000,

Then a + b is the total cost

In the total cost of fixed, also is a + b = constant

EHP = HP * (resistance + 300) / 300 * (armor + 3000) / 3000 = HP * (1 + a) * (1 + b) = HP * (1 + a + b + ab)

Note a + b is constant, so in the HP fixed, maximize EHP needs to maximize the product of a and b, learn the junior middle school mathematics should know this means a = b

A = b = > resistance / 300 = armor / 3000 = > resistance/armor = 1:10

1.7 the resistance and the armor balance (advanced)

1.6 conclusion there are two very important premise, is also set to win every 300 points per 3000 resistance and armor is the cost of the same, and must resistance from 0 0 armor (or

resistance and armor ratio for the ") beginning to calculate. If simply for each received 300 points if the resistance and the 4000 armor is the cost of the same thing:

A = resistance / 300, b = armor / 4000

A + b = constant C

EHP gain = HP * (resistance + 300) / 300 * (armor + 3000) / 3000 = HP * (1 + a) * (1 + 4 b / 3) = 1 + a + 4 b / 3 + 4 ab / 3 = (1 + a + b) + (b / 3 + 4 * (C-b) * b / 3) = constant +-4 b ^

two-thirds + (1/3 + 4 C / 3) * b (1 + a + b is constant)

Maximize EHP needs to maximize the b behind the quadratic function, the result is the b = 1/6 + C / 2, a =-1/6 + C / 2, become very complex, no longer have fixed the golden ratio, and

the constant C (your total budget) about, the following examples.

For example, adding 300 points per resistance need to spend 1 million, every increase 4000 armor also need 1 million. Now I have 2 million (C = 2) funds, so EHP maximize returns about

250 points need to increase the resistance and the 4667 armor, close to 1:20.

Not only that, the calculation of another premise is, your current equipment must meet resistance and armor ratio for 1:10, otherwise it and your initial resistance and armor relevant.

In so many premise, the golden ratio really exist? This is the question to be discussed below.

1.8 practical article: 1 point of resistance and 10 armor of the same role?

So what is the derivation of the mathematical model, we did get some important basic conclusion, but also need to be more careful analysis can be applied in practice. In fact, we just need

to answer two questions will be enough:

One, in their current equipment basis, from EHP income Angle, increase 1 point how many additional resistance equivalent to armor?

Second, the cost into consideration, is it add resistance or with a armor worthwhile, or both, in certain proportion increased?

We first discuss the first question. This problem is not difficult. From 0 0 armor resistance to begin to calculate, increase of 300 and 3000 a profit is the same, so increase 1 point increase

resistance equivalent to 10 armor.

But for any role, it can't be from 0 resistance to 0 armor as a starting point, had just arrived in the second act for the mage purgatory cases (my role is the mage so don't understand other

professional), suppose you brush a body of a ilvl61 armor foundation (not plan career armor), calculate with one shield, so average defense should be 3177. It didn't consider your strength

and equipment of the extra armor, and we probably estimate, a act1 purgatory just after the mage from power and affix a 400 armor, then you probably have 3600 armor, open energy

armor is about 6000 points after armor. If take the skulls or is hands, so to reduce 1500 points about a, is about 4500 armor.

So this time your resistance is? Generally speaking, just to purgatory second act mage is hard to get 450 points resistance, fewer people can have 600 points. I literally estimate, assuming

that this time we have 250 points resistance.

If the initial value for 6000 a 250 some resistance, then add a little armor gain is HP * (250 + 300) / (300 * 3000), add a little resistance profit is the HP * (6000 + 3000) / (300 * 3000), so

a little resistance equivalent to (6000 + 3000) / (250 + 300) = 16.4 armor.

Generally, if you have A armor and B resistance, so on this basis, A little resistance equivalent to (A + 3000) / (B + 300) armor. In A/B = 10, 1 point of resistance equivalent to just 10

armor.

That is, for the armor resistance than the role of higher than 10, a little resistance value also higher than 10 armor, in turn, if armor resistance than less than 10, so a little resistance

value is less than 10 armor. For most just entered the horn of purgatory for color, belong to the first kind of circumstance. If the resistance = 15 points 1 point of care

A calculate, ascension 20 points of equal to all ascending 300 armor. Considering the affix a maximum of 70 is the ring and the other part 80 necklace, except for weapons and armor, affix

the ascension of the cap in 200 to more than 300 between, still have to is 63 grade equipment), then improve the resistance than improve armor worthwhile, should concentrate on

improving resistance to 450 again.

And as you resistance more and more high, armor resistance than will be more and more low, then you will be armor to become more valuable, but when to ascend armor will become and

promote resistance about? This needs us to cost calculation.

1.9 practical article (2) improve the resistance and the armor of cost comparison

Still with mages, for example (other role to author), if open the energy level 60 mage armor 6000 a 500 fight, then ascension 10 armor (10 points power) and 1 point of damage resistance

value is very close to the (1 point of resistance = 9000/800 = 11.25 armor), if want to reduce injury to improve it, you'll have to according to the conversion formula to measure exactly

improve armor or improve the resistance cost-effective. Also is mentioned in the second question, cost estimates.

Although in the budget certain, and in theory there is a maximum profit and the resistance of the armor bonus proportion. But the actual situation is much more complicated than that,

this time, mathematical calculation as auction market research. So eventually to decide according to experience. As long as the know to me 1 point of resistance equivalent to some armor

is enough.

From personal experience, it in a parts if high resistance (close to limit) is more expensive, and 30 to 40 resistance equipment is relatively cheap, so if you want to improve the resistance,

first from no resistance parts began to consider. Armor of similar conditions. If possible, never a shield to the shield is the most economical way to improve the armor, but lose many DPS,

but can choose as far as possible with critical strike and high intelligence shield to solve this problem.

In addition, level 60 people usually a components can improve the most 300 armor around (unless you were wearing a base of armor special low), but also can improve the power to ascend

through armor, and 65% of the energy shield bonus (the other character also need to take some active skills or passive skill bonus coefficient), so for the mages a equipment improve armor

potential average can achieve (300 armor + 150 power) * 1.65 = 742.5 or so, this is a ballpark estimate. In contrast, improve the potential of the resistance of the same also, upper limit is

70 or affix 80, plus single fight can be divided by 6, and intelligence divided by 10 (mage and outside the witch doctor, the two characters don't need to add resistance and add

intelligence), so in senior figures armor resistance than about 1 in 10 than, the potential of ascension both is about the same, only on different professions and skills have some difference

between choice.

So the price? It is hard to say involving many details, such as gloves and shoes belt wristlets showing the armor bonus cap as clothes pants hat and shoulder, such as gloves with many

good affix the equipment usually have all the fight didn't accelerate critical strike not expensive, but the shoulder and belt this needs to have a place of resistance is very expensive high

all the resistance. That is, different equipment of the same resistance (armor) cost is different. For the poor is, should choose words from the low cost of, of course.

In addition we all know that the resistance to the high worth money, and the armor bonus to fully understand the value of the people not much, so I feel cheap cleans out high armor

equipment may be more big of ascension. In addition, the high blue equipment usually cheaper than yellow equipment, 70 resistance above a lot of, and when necessary, can consider to

buy as a transition.

This part is pure empirical, I only play for us the mage so dare not say their experience of all, have not comprehensive place you can supplement.

Finally don't forget, increase HP will also increases armor and full of benefits. So in have allowed that will improve their health, three drop of blood, or a drop of blood contra except.

1.10 reduce injury should heap to what degree?

This will involve professional characteristics and build, and for that I didn't say too much, can only talk about their own role. For the mage is concerned, with strong armor, so basically as

long as EHP more than purgatory of to ACT 2/3/4 monster most of the damage is enough. I am now in ACT3 about 6500 a 500 all the fight, the blood only 2 W less than, the feeling is a

slightly lower, will be some monsters and gold strange big recruit seconds away. If HP and all was a little resistance will be better, but it is just not something worth high will lose DPS got,

that is how Picasso only three drops of blood. Three blood as far as possible under the condition of the increased speed up monsters DPS speed is correct.

Above all conclusion, just answer if to increase or reduce injury should choose resistance armor. Before this should ask the question is, how much of what goal is to resistance and armor.

Personally, I have many resistance outfit that can be easily resistance of the sex to 800, armor heap to 8000, but now than efficiency improving little and, at the same time lost DPS and

MF value, so I think that is not worth it. If 1.03 for repairs to increase, maybe I'll consider now add some resistance than armor and to reduce the number of death.

1.11 points summary

1: HP earnings from effective to see, armor and resistance are linear income, without diminishing effect.

2-1 armor or resistance in revenue and the other party concerned, so only pile of one's economy.

3: to have A armor and B the role of the resistance, and based on this, add A little resistance equivalent to increase (A + 3000) / (B + 300) armor. The "golden ratio is just one exception.

4: in the same profit, under the premise of resistance and improve the cost of armor is different, also is to promote resistance (armor) in different equipment costs also different. Need more

is to know how to laid a hand on him, that's the fun of the game.

5: don't blindly pile of armor, resistance, want to consider the effects and needs.



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