Duelists with experience, please help me NOT waste my time

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Imverykind wrote:
Edit: I plotted it again and its gets less effective, as i mentioned it before.
On its own Armour has linear returns. With Endurance charges it becomes increasing.

You're probably getting "diminishing" returns because you're measuring damage reduction vs armour, which is meaningless because the value of 1% damage reduction increases as you get more of it. Going from 0% -> 1% will allow you to survive 1% longer. Going from 99% -> 100% will allow you to survive infinitely longer.
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Strill wrote:
OP, the people talking about diminishing returns on armour don't have a clue what they're talking about. There's no such thing. Each point of armour makes the next MORE effective, not less. Even more so for each endurance charge you get (And you should absolutely in no uncertain terms be stacking endurance charges).

Stack armour all you want, but you should know that your main concern if you're going armour is whether you can deal with chaos and elemental damage, since armour does nothing to protect you from that.

From a brief lookover of your build, I can say that Bloodless is worthless, and Mana Flows is great as long as you get enough mana leech on your gear. Block chance nodes are great, but block recovery is terrible. If you're going iron reflexes there's no reason not to get Unwavering Stance.

A big problem with your build, however, is that you have way too many weak physical damage nodes and way too few life nodes. For example, you have +134% Life. +150% is the absolute minimum, and +200% to +250% are fairly standard.

Physical damage nodes in general are very weak since it's much easier to stack high elemental damage from gear, auras, and support gems. In other words, stuff that hardly requires any passive points. Usually people don't focus on physical unless they're using a 2-handed weapon. If I were going for physical damage, I wouldn't go for a physical notable unless it came with a lot of attack speed as well, or was only two points out of my way.


I truly appreciate all of your input. I just don't understand what to build then. I have played with that tree for literally hours on and off trying to figure the most ideal and unique sword and board build that allows for viable damage and survivability.

Could you please help me with some sample builds since mine seems to suck? I am feeling hopeless at this point.
Basically, charsheet lies.
Armor doesn't give you % dr, only flat.
Endurance charges gives you 5% each.

So, pick all endurance charges, pick quest reward +1 ec, use 2-3 enduring cry skillgems for faster ec stacking and use this in tough situation.
Don't bother with armor, pick buff duration nodes.
10 sec invulnerability op.
I still haven't seen one person post what they deem a viable sword and board build. And what is all this talk about endurance charges, and where is anyone ever getting all this math from? The game doesn't exactly tell you all of this information... Please enlighten me.
Last edited by Gremlion#0026 on Feb 23, 2013, 12:23:48 PM
Haha, ok thanks. I should have seen that myself, but what I also meant was, how people are saying that endurance charges exceeds the value of armor. Like, I just don't understand how people are figuring this all out when the game itself isn't exactly saying "Hey, armor sucks later, focus charges".
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Gremlion wrote:
Basically, charsheet lies.
Armor doesn't give you % dr, only flat.
No it doesn't. Read the mechanics thread. You have no idea what you're talking about.

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I truly appreciate all of your input. I just don't understand what to build then. I have played with that tree for literally hours on and off trying to figure the most ideal and unique sword and board build that allows for viable damage and survivability.

Could you please help me with some sample builds since mine seems to suck? I am feeling hopeless at this point.


Don't take this by any means as gospel because I've never tested this build, but this is probably what I'd go for if I were using a 1H Sword/shield build. I favor attack speed because it works with elemental damage unlike +Physical Damage nodes.

Link

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Lliam07 wrote:
Haha, ok thanks. I should have seen that myself, but what I also meant was, how people are saying that endurance charges exceeds the value of armor. Like, I just don't understand how people are figuring this all out when the game itself isn't exactly saying "Hey, armor sucks later, focus charges".

Armour gives less damage reduction against strong attacks. Damage reduction from charges is unchanged. So if you get hit by Brutus, your armour will probably only reduce around 10-20%, but with seven endurance charges, that'll add +35%, for a total of 45-50% damage reduction, a far more respectable total.

Furthermore, if your damage reduction vs a particular hit is 55%, seven endurance charges would bump it all the way up to the 90% cap.
Last edited by Strill#1101 on Feb 23, 2013, 9:07:33 PM
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Don't take this by any means as gospel because I've never tested this build, but this is probably what I'd go for if I were using a 1H Sword/shield build. I favor attack speed because it works with elemental damage unlike +Physical Damage nodes.

Link


I actually find that build very interesting. I am however wary about blood magic...would the damage output be sufficient to make it work? Also, the node Armour Master, why that? If you're sporting armor that's all evasion and armor, you really suffer a negligible speed loss in essence; am I missing something?
Life on hit on your aoe and single target spam skill takes care of blood magic early on, later you can keep it or change it for life leach from gear or gem or combine both, dont worry about it, blood magic is game changing since now you can spam your stuff while regening what you spend. Thats another reason why life is important, always with any build that doesnt use CI stack up to 200%+ health, since life leach is caped at 20% health per second of regen.

The thing i recomend always is to just play the game, you WILL NOT waste time cuz you will learn what you did wrong for the next build and will have gear that speeds up noob levels. THAT is the game, you will not make a first that will get to endgame on first try, it is possible, but unlikely.

So go on, play, learn, get gear and reroll a better char.
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Lliam07 wrote:
"
Don't take this by any means as gospel because I've never tested this build, but this is probably what I'd go for if I were using a 1H Sword/shield build. I favor attack speed because it works with elemental damage unlike +Physical Damage nodes.

Link


I actually find that build very interesting. I am however wary about blood magic...would the damage output be sufficient to make it work? Also, the node Armour Master, why that? If you're sporting armor that's all evasion and armor, you really suffer a negligible speed loss in essence; am I missing something?
Shields give -4% movement speed. Evasion armour gives another -4%, with the exception of the level 68 Assassin's garb which sacrifices base evasion to negate the movespeed penalty and give an extra +3%.

So basically armour master is worth 4~8% movement speed depending on your gear.

If you go Blood Magic you'll be able to use a Life Gain on Hit gem along with Double Strike to sustain yourself. That's at least +100 life per attack, so you'll have no trouble with mana.

If you wanna avoid blood magic in order to use percentage auras, you'll have three main problems: One, you need a high physical damage weapon in order to do enough damage to leech from. Second you'll need a high enough mana pool in order to increase your leech rate. (default leech rate is 12.5% of max mana / sec). Third you'll need to use gear with Mana Leech, which limit your options. So in practice you'll need to get at least the Mana Flows cluster and depending on your attack speed and support gems, possibly another five points for 30% reduced mana cost.
Last edited by Strill#1101 on Feb 24, 2013, 4:02:49 AM

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