One Handed vs Two handed - Why 1Hers needs a buff, and how to balance the two.

sounds good to me, nice idea!

+1
@HipsterTea:
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HipsterTea wrote:
However I would like to point out that the diminishing returns on armor still make shields a bad investment in my opinion at end game content. EX: in my build i have Leather and Steel, Steel skin, Armor Mastery, and Mind and Matter (also run iron reflexes and grace). This is an insane ammount of armor, and im hitting 75%-80% physical reduction without endurance charges quite easily while dual wielding. The addition of another 8000 armor will glean around 5-8% more physical reduction, which i can simply gain from 2 endurance charges. (also a party member runs determination for me as well)

Unless you are running a shield for a reason like using shield charge or something I'd say it isnt that great. Block would be the only good part of it.

The closer your mitigation comes to 100%, the more each percentage point is worth. For example, if you equip armor that raises you to 50%, halving the physical damage you take, and equip more armor that raises you to 75%, you just halved the physical damage again. If 100 damage is dealt, the 50% guy takes 50 and the 75% guy takes 25. He takes half of what the other guy took, despite there only being a 25% difference.

Mitigation goes up by fewer and fewer percentage points the higher it is, but that's because each point is worth more. What you're seeing isn't diminishing returns, it's an approach to infinity.

In any case, you probably don't need a shield. That doesn't make it useless, just unnecessary on your particular build. Other builds, like my summoner, benefit greatly from it.

Though, even if your mitigation stat caps out at 90%, remember that it is just an estimate based on the average damage of a certain level of monster. If you want to tank boss hits, more armor is always better.

(If you are not aware, mitigation scales based on received damage, with more damage resulting in less mitigation.)


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HipsterTea wrote:
Also, swapping to a single target skill setup in the same 6L is not always possible, as is the case in my build where my ideal 6L for cleave is RRRRRG. To switch to dual strike i'd need RRRRGG, big difference.

Swap out your G and use another R support (Item Quantity comes to mine), or use a different single-target like Heavy Strike.


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HipsterTea wrote:
I'd say the true perk of running a 2H weapon would not be the 2nd 6L (i feel every build should have access to 2) but the fact that it is easier to itemize as you only need 1 item to roll the stats you need as opposed to 2.

Easier to itemize, harder to link. The inverse for one-handers.



@Japhesca:
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Japhasca wrote:
I'm not sure you actually read anything I wrote,

How do you get that from my (jokingly) defending my position on D3's gear depth? I said, "D3's gear isn't very deep, here are the main choices"; you said, "You missed some"; and I responded, "Here are some of the more minor choices"; and now I stand accused of ignoring all of your tangents. =o(


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Japhasca wrote:
I used it only as an example

Hey now, I used it as an example first! You can't just barge in here and steal my examples as your own! =oP
Last edited by Hercanic#3982 on Jun 25, 2013, 11:23:46 PM

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