Hardcore evasion ranger feedback
I had some time to waste and I crushed some numbers. I think I got a bit carried away.
Cliff notes: Evasion passives are terrible. ES passives are even worse without CI. Armor/Life/Block seem balanced, each having one thing that makes them really good (respectively, Endurance, Life Regen %, increasing return). This scenario assumes 3333 base armor or evasion, 250 dex/int, and an already acquired +50% to the specific defensive stat through other passives/items. The exact numbers are not significant, as they're used to represent trends. Pattern: Adding +% evasion/armor gets slightly better the more base rating you have. Adding +% evasion/ES is proportionally less effective the more main stat you have. Survivability % (S%): This represents the increase in offensive output required to kill you. Using two of the mentioned options combine them multiplicatively in most cases. Similar to EHP but I wanted my own definition just in case. Armor covers all physical damage. Stacks well with Endurance charges and Granite Flasks. Evasion covers all attacks that can be evaded, applied twice vs Crits. Stacks well with Blind. Block covers all attacks. Capped at 75%. Combines well with stun mitigation. Energy Shield covers all non-chaos damage. Grants 50% chance to avoid stun. Elemental Resist covers all (or specific) elemental damage. Capped at 75%. Note: Spells are not attacks, but their physical component will be reduced by armor. Evasion: This scenario shows the expected gain from picking a Reflexes (+50%) 3-node pack. vs 200 acc. (lvl ~45) +50% evasion yields 12.8S% vs 500 acc. (lvl ~60) +50% evasion yields 8.3S% vs 1000 acc. +50% evasion yields 5.4S% Armor: This scenario shows the expected gain from picking a Steel Skin (+50%) 3-node pack. vs 200 dmg +50% armor yields 22S% vs 200 dmg +50% armor yields 29S% (Granite Flask) vs 500 dmg +50% armor yields 15S% vs 500 dmg +50% armor yields 25S% (Granite Flask) vs 1100 dmg +50% armor yields 8.3S% vs 1100 dmg +50% armor yields 18S% (Granite Flask) vs 2500 dmg +50% armor yields 4.5S% vs 2500 dmg +50% armor yields 13S% (Granite Flask) ES: Assuming +100% ES total (through int and passives already acquired). 34% from the Arcane Focus pack yields 17S% if you use CI. Much lower amount if you use Life and Flasks without Ghost Reaver. Life: 34% (Thick Skin pack) yields 22.7% with only +50% Life +34% yields 17S% with +100% Life +34% yields 11.3S% with +200% Life Note: Life and ES do not scale as well with recovery options. Life requires Regeneration, and ES requires not receiving damage for a while. But they still contribute to Stun/ailment reductions, max Life Leech, they protect from everything, and thus are not that much worse than good old damage mitigation. Elemental resist: Better the more you have. Caps at 75%. Going from 0 to 15% (Diamond Skin) yields 17.6S%. Going from 50% to 65% (Diamond Skin) yields 43S%. Block: Better the more you have. Going from 15% to 27% (Dervish 3-node pack) yields 16.4S%. Going from 30% to 38% (Shield Mastery 3-node pack) yields 13S%. Going from 12% to 25% (Whirling Barrier 3-node pack) yields 17.3S%. Enfeeble: Casting level 11 Enfeeble with these numbers yields ~24S% through lowered accuracy, and 43S% through lowered damage (~77S% combined). Only yields 43S% against spellcasters. Also affects critical strikes. Critical strikes further reduced through lowered accuracy. Enfeeble with Unwavering Stance/Iron Reflexes: Casting level 11 Enfeeble yields at least 43S%. Since armor is more effective against smaller attacks, it could have a significant effect if the damage reduction is applied before Armor reduction. Determination: Level 14 (33% more armor) yields similar results to the Armor scenario, as 33% more is the same as going from +50% to +100% armor. More effective when combined. Grace: Level 13 (+1009 base evasion) yields 13S%. Grace with Iron Reflexes: Level 13 yields 22.7S% (+100% total evasion before conversion). Yields 18S% if we assume no passive evasion but 250 dex (+50% total evasion). Yields 14.6S% if we assume 50 dex (+10% total evasion). Has very little effect under the influence of a Granite Flask (under 6S%). These numbers are deceptive, as typical Iron Reflexes users would have more converted armor than in the above scenario. Frenzy charges: Gaining +24% evasion from 6 charges yields about 6S%. Acrobatics (30%): Yields 43S% against attacks. Phase Acrobatics (20%): Yields 25S% against spells. Formulas: Evasion gain: 300/(300+(x/4)^0.8))/(300/(300+(1.25*x/4)^0.8)))-1 Armor gain: (1-1x/(1x+12*500))/(1-(1.33x/(1.33x+12*500)))-1 Последняя редакция: Pwere#1874. Время: 22 дек. 2012 г., 13:45:03
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