PureRage-DoD wrote:
xarthaz wrote:
PureRage-DoD wrote:
I wouldn't max shout myself. Defence has very bad deminishing returns. The "Attacker vs Defender" (AvD formula) is based largely on level. It's poor design by blizzard.
As an example, I had around 100k def with my pally last season, I pushed it to 200k with frozen armor, some def charms and high level shout. The diff in chance to be hit was only 7-8%. Damage negation is the best route. PDR/MDR, absorbs and damage resist. That along with simply staying close to the boss but moving around to avoid the stacked elemental attacks etc. You should be fine. (remember to walk and not run)
Not this sh*t again. Basic maths, too much to ask? Effective life boost is a linear function of defense, regardless of character level, monster level or monster attack.It is no less diminishing than each extra point in vitality or each extra life point on a charm.
What are you talking about? the diff between 100k def and 200kdef is about 7-8% chance to hit. I said defence has bad deminishing returns, not its effect. Ie, 50k def you have 30% chance to be hit, 100k def you have 25% chance to be hit, 200k def you have 17% chance to be hit. The returns get very small and you need to put a lot of effort to get such high defence. Please don't try to explain effective life to me, i'm playing a hc melee zon atm without buffs
many points
1: 20 points for maybe a 4-5% less chance to be hit in hell is not worth a thing
2: Iron skin gives PDR with each point along with defence. You do realise that general trash in hell will deal little more than 200 damage per hit. 20 PDR from the points in iron skin over shout is like having 10% damage reduction (against these small hits) AND is providing defence boost
3: There are no deminishing returns with vitality or life because they are linear. Defence is based on attackers level, defenders level, attackers AR and defenders def. The major part of the equation is the attacker vs defender level. not the defence and attack rating.
Basic mechanics, too much to ask?
Chance to be Hit = 100 * AR / (AR + DR) * 2 * alvl / (alvl + dlvl)
Effective life multiplier achieved by defense is the inverse of chance to be hit(life=base life*(1/chance to be hit))
DR has the power of -1 in the original formula, but as the entire formula is inversed when we look at the life multiplier, its power is 1, aka it is linearly related to effective life multiplier of defense.
As an example, the life multiplier of a lvl 90 character facing off against a lvl 85 doom knight(note the AR is from unmodified LOD) as a function of defense:
f(x)=1/(2*(5900/(5900+x))*(85/(85+90)))
Your argumentation in relation to defense skills is a matter of value judgements and hence is not a subject of debate, due to undefined premises.