Register for your free account! | Forgot your password?

Go Back   elitepvpers > Diablo 3 > Diablo 3 Guides & Strategies
You last visited: Today at 07:13

  • Please register to post and access all features, it's quick, easy and FREE!

 

How Damage reduce is calculated

Reply
 
Old   #1
 
elite*gold: 0
Join Date: Aug 2010
Posts: 126
Received Thanks: 37
How Damage reduce is calculated

Hey, this is just a shot guide of how damage reduce is calculated in Diablo 3 and how you can stay alive a bit longer or to survive hits while kiting.

This is made fast, ill improve it later, i have to go :P

Armor

You must register and activate your account in order to view images.
(Based on the maximum monster level in act 4 inferno: 65)

The formula gives us a diminishing returns effect, every point in Armor at higher levels will give less damage reduce
Armor reduces ALL damge, not only melee


Example: our barb has 6000 defense by the formula 6000/(6000+50*65) it would be about 64.9% damage reduce

Dodge

0 - 100 gives 0.1%
100 - 500 gives 0.025%
500 - 1000 gives 0.02%
1000 - 8000 gives 0.01%

Also Dodge has a diminishing returns effect, the problem with dodge is, that it can keep you from getting hit, but not from getting a one hit in inferno.

Resistance
You must register and activate your account in order to view images.

Basicly resistance is the same as armor, 1 Point in all resistances is equal to 10 armor
10 Int will give you 1 to all resistances, so 1 int equals 1 armor

Block
Block works different, shields have a procentual chance to block a certain amount of damage. For example a shield with:

Block: 25%
Blocked damage:1000-2000

will give us an average blocked damage of 1500
(1000+2000)/2 = 1500

and an average damage reduce of 375 per hit
0.25*1500 = 375

375 is not very high, so block doesnt reduce that much damage, but good mods like +70 all resistances can spawn on them, wich gives you alot more damage reduce.
.
if the damage blocked is higher than the damage dealt by the monster it will be blocked.

The damage block seems to appear after damage reduce is applied

Total damage reduce
By doing math in school you've learned that you can multiply chances to get a chance that something happens, so whatever here:

the formula for the percentage is: 100*(1-DR1)*(1-DR2)....*(1-DRn)

Example: (Based on monster level 65 in inferno)
Dex: 1200
All resistances: 500
Armor: 4000
Block: 27%

lets say our shield has a damage block of 5000

our dodge will be about 32% (100*0.1 + 400*0.025 + 500*0.02 + 200*0.01)

Resistance's damage reduce will be about 60.6% (500/(500+5*50))

Armor's damage reduce will be about 55.2% (4000/(4000+50*65))

so to get everything together:
100-100*(1-0.32)*(1-0.606)*(1-0.552)*(1-0.27)= ~91.2379%

To sum up, for inferno you have to stack resistances, aswell as armor and get a shield. Vitality is just so you dont run out of life

I hope this helps you a bit



IEatMushrooms is offline  
Thanks
10 Users
Old   #2
 
elite*gold: 0
Join Date: Mar 2009
Posts: 63
Received Thanks: 22
Quote:
The formula gives us a diminishing returns effect, every point in Armor at higher levels will give less damage reduce
Armor reduces ALL damge, not only melee
Fun timing, i guess we can work this out together

Where do you have the formulas from? Figured out yourself?


drUniversalis is offline  
Old   #3
 
elite*gold: 0
Join Date: Jan 2009
Posts: 543
Received Thanks: 38
Mein english ist leider nicht so gut hab ich das richtig verstanden Das ich sogar als Barbar mein dex hoch bringen muss ?? damit ich mehr aushalte ?
ceriwenz89a is offline  
Old   #4
 
elite*gold: 0
Join Date: Mar 2009
Posts: 63
Received Thanks: 22
nein, achte auf vitalität armor (1 stärke = 1 armor) und allresi, rest ist egal.
dodge und block kannst du quasi komplett ignorieren (schild ist aber wegen des armors nützlich)


drUniversalis is offline  
Old   #5
 
elite*gold: 0
Join Date: Jan 2009
Posts: 543
Received Thanks: 38
schade hab sowas gesucht aber les fast nichts raus... verdammt^^
ceriwenz89a is offline  
Old   #6
 
elite*gold: 0
Join Date: Apr 2012
Posts: 12
Received Thanks: 0
It should be noted that stacking Vitality is much more worth on barbarians as all of their heals are % based of their max health meaning more health = stronger healing.
Monks can get less vitality and more resistance as their heal is just a set amount
Geowas is offline  
Old   #7
 
elite*gold: 42
Join Date: Jun 2008
Posts: 5,427
Received Thanks: 1,883
Quote:
Originally Posted by drUniversalis View Post
nein, achte auf vitalität armor (1 stärke = 1 armor) und allresi, rest ist egal.
dodge und block kannst du quasi komplett ignorieren (schild ist aber wegen des armors nützlich)
Das Blocken vom Schild tritt nach sämtlicher Schadensreduzierung auf und nimmt dementsprechend eine große Menge schaden raus.


@Geowas Wrong. It's all about effective Health(EH).
Code:
        public double calcEH(double red, double life)
        {
            return life / (1 - red);
        }
With 10.000Armor and all resis on 100 one point of life is actually worth 8.25 as Meele(5.77 for ranged). With just 1000Armor less it gets down to 7.61(5.33). With 40k HP you have 330k EH with 10k Armor and 300k with 9k. This might be a bit confusing in the beginning but what I want to say is, that you have to find the right balance between Armor/Resi and HP.
MoepMeep is offline  
Old   #8
 
elite*gold: 0
Join Date: Jul 2007
Posts: 52
Received Thanks: 2
Quote:
Originally Posted by IEatMushrooms View Post

Resistance's damage reduce will be about 60.6% (500/(500+5*50))
It must be (500/(500+5*65)) or not?
wowgamer is offline  
Thanks
1 User
Old   #9
 
elite*gold: 0
Join Date: May 2012
Posts: 2
Received Thanks: 0
Nice :P,
da frage ich mich aber ob das die gleiche Berechnung für den Tank Monk ist.
Welche Werte brauche ich um erfolgreich durch Inferno zu gehen??
Aus dem Beispiel habe ich FAST alle Werte und bekomme richtig DMG rein...
DA$ce is offline  
Old   #10
 
elite*gold: 0
Join Date: Oct 2008
Posts: 512
Received Thanks: 99
Monk und Barbar haben klassenspezifische Werte die solltest du noch mit in deine Gleichung einbeziehen.
GyRRos is offline  
Old   #11
 
elite*gold: 50
Join Date: May 2008
Posts: 2,216
Received Thanks: 1,821
Quote:
Originally Posted by GyRRos View Post
Monk und Barbar haben klassenspezifische Werte die solltest du noch mit in deine Gleichung einbeziehen.
Melee hat eben 30% Schadensreduktion von Anfang an, die Rechnungen ändern sich dadurch ja nicht wirklich abgesehen davon.
TheOnlyOne652089 is offline  
Old   #12
 
elite*gold: 130
Join Date: Nov 2009
Posts: 893
Received Thanks: 105
mh sry ich versteh net ...
zeigt er wie man am besten viel aushält ?
ist das nen bug oder exploid bzw. bishcne op oder nen tipps ?
Scrax' is offline  
Old   #13
 
elite*gold: 50
Join Date: May 2008
Posts: 2,216
Received Thanks: 1,821
Quote:
Originally Posted by Scrax' View Post
mh sry ich versteh net ...
zeigt er wie man am besten viel aushält ?
ist das nen bug oder exploid bzw. bishcne op oder nen tipps ?
Reine statistik wie die Verhältnisse skalieren.

Ab bestimmten Schwellenwerten bekommst du nicht mehr den vollen bonus der im Text steht.

Rüstung z.B. geht lange gut nach oben und gibt dir entsprechend % weniger Schaden, sobald du aber sehr viel hast bringt dir jede weitere Rüstung deutlich weniger Schadensreduktion.


Entsprechend kann man sich ausrechnen welche Werte man auf Items haben müsste um maximal viel Schaden in der Summe aller reduktionen zu haben , den "alles" zu maximieren ist nicht möglich, gerade durch die Schwellenwerte macht es Sinn bis zu diesen den Wert zu erhöhen und dann andere Reduktionsarten.
TheOnlyOne652089 is offline  
Thanks
1 User
Old   #14
 
elite*gold: 0
Join Date: Aug 2010
Posts: 126
Received Thanks: 37
Um in Inferno akt 1 klar zu kommen solltet ihr total auf über 90% DR kommen

Resis > 500
Armor > 4000
Dodge > 30%
Block > 18%


Falls ihr weniger dodge habt, versuchts mit mehr armor, wobei dodge leichter zu bekommen ist.

Hatte die werte auf meinem DH mit 15k hp und bin durch akt 1 gerannt wie ein rasenmäher durchs blumenbeet.

Nun hab ich auf meinem DH mit trapbuild
33.000 HP
4400 Armor
600 Resis
32.8% Dodge
18% Block
7% weniger schaden von elites aufm schild
12k Dmg

Das einzige was probleme in akt 2 macht sind elite mobs, der rest ist wurst, machen alle 4-10k dmg und durch nen star amethyst mit +300 life on hit auf meiner waffe leech ich mich instant wieder voll.

Hier mein build: Dämonenjäger - Spielguide - Diablo III
IEatMushrooms is offline  
Old   #15
 
elite*gold: 0
Join Date: May 2012
Posts: 2
Received Thanks: 0
Also mit meinem Monk habe ich diese Werte erreicht, und komme Problemlos durch Akt 1, bei Akt 2 wird es zu schwer
Mit meinem DH habe ich KEINER dieser werte und stehe vor Belial dafür fahre ich 65k dps und Onehitte sehr sehr viel, da ich mit 200-500k critte


DA$ce is offline  
Reply



« Previous Thread | Next Thread »

Similar Threads
ShardManager process reduce + reduce log + delete logs
Hey all how r u?okey enough :facepalm: GOAL doesnt recording the database logs EFFECT * ShardManager msgCount values reduce 9000+ to 5-10 *...
12 Replies - SRO PServer Guides & Releases
Maximales Damage Reduce?
waren das 25 % oder weniger? ich weiss es nicht mehr genau
1 Replies - Diablo 2
how are sro stats calculated?
I never bothered to ask before, but how are sro stats calculated? what does it mean when something is let say 111~222(+50%) physical attack compared...
5 Replies - SRO Main - Discussions / Questions
+'is calculated
calculated all the +1 stone: start from normal.. Normal Item ++1 + +1 = +1 = 2 +1 stones +1 + +1 + +1=+2 = 6 ...
11 Replies - CO2 Guides & Templates



All times are GMT +2. The time now is 07:13.


Powered by vBulletin®
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.
SEO by vBSEO ©2011, Crawlability, Inc.

Support | Contact Us | FAQ | Advertising | Privacy Policy | Abuse
Copyright ©2017 elitepvpers All Rights Reserved.