So the 6 most important stats on "Armor" pieces are...

Prefix : Life, Increased Armor %, and + to Armor

Suffix : Any 3 elemental resists, or mix and match them with your main stat (Strength, Dexterity, or Intelligence)

Also with boots you may want max movement speed for the end game maps.

Am I correct?
Last bumped on Sep 3, 2017, 6:33:21 PM
Gloves are a bit of an exception to that as you can get stuff like +phys damage or attack speed on them. Also, overcapping resists typically isn't as valuable as perhaps +STR. Remember that +STR comes with an implied +life.
Last edited by Shagsbeard#3964 on Sep 3, 2017, 12:03:28 PM
It's not as simple as how you put it. Many armor pieces can roll special things. (attacks speed on gloves, movement speed on boots etc)
Also the hybrid life roll kinda bumped down the + armor roll value wise. And a good t1 stat roll is just as desired as resistance.
on boots you ALWAYS want Movement Speed, as soon as you can get it... faster movement means more survivability at any level

On strength focused armor builds, you want Life, High armor and high resists, with Strength, maybe a secondary main stat, or a defensive stat like Dodge or physical damage reduction.

Gloves, you're gonna want an offensive roll i.e. Attack Speed, +phys/cold/lghtning/fire damage,resists, main stat or secondary stat as needed...

Amulets/rings/belts... fill in the holes in your defences left over from you gear or weapons, then look for damage boosters
I am quite frequently not so miserable as it would be wise to be - T.H. White

As playtime approaches infinity, access to content approaches unity.
- Azraeil (2014)
Last edited by cimmerian32#2636 on Sep 3, 2017, 12:05:45 PM
Are there diminishing returns on anything?
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Shagsbeard wrote:
Gloves are a bit of an exception to that as you can get stuff like +phys damage or attack speed on them. Also, overcapping resists typically isn't as valuable as perhaps +STR. Remember that +STR comes with an implied +life.


I thought it was good to overcap them by atleast 30%?
Yes, the poe armor formula should be under the definition of diminishing returns.

Ele resist overcap is 20+tier of map, so at T16 maps it is 36%, but not that neccesery since we have the curse removal flasks now working on mapmods.
Last edited by krenderke#3861 on Sep 3, 2017, 12:07:30 PM
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Miská wrote:
It's not as simple as how you put it. Many armor pieces can roll special things. (attacks speed on gloves, movement speed on boots etc)
Also the hybrid life roll kinda bumped down the + armor roll value wise. And a good t1 stat roll is just as desired as resistance.


Even in a hybrid build wouldnt you want more mitigation then anything else? I mean as long as your dps can keep up... whats better?
"increases" stack into each other, "more" stacks on top of everything else.

As far as actual diminishing returns, it seems to be better to get a little of everything, evasion/armour/dodge/avoid, then to get all of any one thing. Respective to the character you start out with, a DEX character will probably have more evasion then anything else, a STR character will have more life and armour, and an INT character will have more energy shield.
I am quite frequently not so miserable as it would be wise to be - T.H. White

As playtime approaches infinity, access to content approaches unity.
- Azraeil (2014)
"
cimmerian32 wrote:
on boots you ALWAYS want Movement Speed, as soon as you can get it... faster movement means more survivability at any level



hate to be that guy, but if you're running shield charge or whirling blades and are running frenzies/tons of AS you dont need MS on boots at all

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