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RagnarokChu wrote:
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syrioforel wrote:
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RagnarokChu wrote:
This using this reasoning is completely incorrect, if you guys STILL don't get it. Let me do the math for you.
It cost you 50 ar to get 16.67% EHP increase.
1200 nets you 400% EHP increase
50 ar x 24 = 1200 ar
16.67% x 24 = 400.08% increase
It's the exact same thing, do you not get "less" per all resist you have. D3 just had a better resist curve because in the super nerfed changed state, you can beat mp0 with 200 ar and you can scale it more to do more challenging content.
You do get less per all resist, compared to what you have already. At 600 ar, you have 200% increased EHP. That's 300% of base EHP. So, by adding 600 ar from 0 ar, you triple your EHP.
At 1200 ar, you have 400% increased EHP. That's 500% of base EHP. When you go from 0 ar to 1200 ar, you have multiplied your EHP by a factor of 5.
When you go from 600 ar to 1200 ar, you have gone from 3xbase EHP to 5xbase EHP. That is a multiplicative increase of 5/3. It is well-known that 5/3 is smaller than 3. Therefore, the addition of an extra 600 ar is more effective starting from 0 ar than it is if you were at 600 ar already (going up to 1200 ar).
That is what is meant by getting "less" per all resist at higher levels.
Now, when you go from 0% fire resist to 25% fire resist in PoE/D2, you are increasing your EHP (against fire) from a base level to 4/3 of that base level. That's because you're taking 3/4 as much damage from fire as you would be at 0% resistance.
If you were to then go from 25% fire resist to 50% fire resist, you would be receiving 1/2 as much damage from fire as you would at 0% resistance. Your EHP against fire damage would therefore be 2x the base level.
(2x base), up from (4/3x base), is a multiplicative increase of (3/2). You can again check that (3/2) is a bigger number than 4/3. Therefore, the addition of the extra 25% fire resistance was more effective starting from 25% resist than it was starting from 0% resist.
Um when you go from 600 to 1200 EDP you have 200% EHP and you add another 200% EHP.
Oh, so when you're at 0 all resist you have 0% EHP then? nice.
If you're going to go the math route on this: d(EHP)/d(all-resist) is a constant, and d(EHP)/d(%-resistance) is increasing. This isn't hard to check.
EHP as a function of EDP looks like
while EHP as a function of %-resistance looks like
IGN: SplitEpimorphism
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Posted bysyrioforel#7028on Dec 16, 2013, 3:23:02 AM
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RagnarokChu wrote:
You don't add 200% to 100 health and make 300 health, You have 200 health. If you have 100 health and 400% EHP you have 400 health.
Dafaq?
OK, so then at 0 EDP, when you have 0% added EHP, you have 0 health. Good luck with that.
IGN: SplitEpimorphism
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Posted bysyrioforel#7028on Dec 16, 2013, 3:24:10 AM
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syrioforel wrote:
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RagnarokChu wrote:
You don't add 200% to 100 health and make 300 health, You have 200 health. If you have 100 health and 400% EHP you have 400 health.
Dafaq?
OK, so then at 0 EDP, when you have 0% added EHP, you have 0 health. Good luck with that.
The graph starts at 50 because it assumes your trying to calculate increased EHP from resist.
In PoE you start a -60 and go to -100%, does that mean you have no or negative health? wtf>
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Posted byRagnarokChu#4426on Dec 16, 2013, 3:38:51 AM
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RagnarokChu wrote:
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syrioforel wrote:
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RagnarokChu wrote:
You don't add 200% to 100 health and make 300 health, You have 200 health. If you have 100 health and 400% EHP you have 400 health.
Dafaq?
OK, so then at 0 EDP, when you have 0% added EHP, you have 0 health. Good luck with that.
The graph starts at 50 because it assumes your trying to calculate increased EHP from resist.
In PoE you start a -60 and go to -100%, does that mean you have no or negative health? wtf>
*sigh*
At some point, I have to just say that you either just don't have the education to understand the math (which isn't particularly difficult), or you're trolling.
Now is that point.
(BTW if you extend the PoE graph to the left it never reaches the x-axis, because it's a graph of 1/(1-x). Go solve 1/(1-x) = 0.)
IGN: SplitEpimorphism
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Posted bysyrioforel#7028on Dec 16, 2013, 3:42:50 AM
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*sigh*
At some point, I have to just say that you either just don't have the education to understand the math (which isn't particularly difficult), or you're trolling.
Now is that point.
(BTW if you extend the PoE graph to the left it never reaches the x-axis, because it's a graph of 1/(1-x). Go solve 1/(1-x) = 0.)
I'm using your logic and apparent misuse of what "EDP" means in gaining EDP at what EDP breakpoint.
Every single point in in all resist in diablo will end up giving you the same scaling in EHP in the end.
It is exactly the same scaling in PoE.
Last edited by RagnarokChu#4426 on Dec 16, 2013, 4:02:27 AM
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Posted byRagnarokChu#4426on Dec 16, 2013, 3:58:18 AM
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RagnarokChu wrote:
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*sigh*
At some point, I have to just say that you either just don't have the education to understand the math (which isn't particularly difficult), or you're trolling.
Now is that point.
(BTW if you extend the PoE graph to the left it never reaches the x-axis, because it's a graph of 1/(1-x). Go solve 1/(1-x) = 0.)
I'm using your logic and apparent misuse of what "EDP" means in gaining EDP at what EDP breakpoint.
Just... go write down functions for the following:
1) Total EHP as a function of EDP.
2) Total EHP as a function of %-resist.
Go compute d(EHP)/d(EDP), and d(EHP)/d(%-resist), if you know what that means. Or, go put them into wolframalpha and graph them. Look at the shapes. The functions clearly behave differently.
If you can't do that, and aren't willing to listen to someone who can (and really, this is some trivial math), then there's no helping you.
IGN: SplitEpimorphism
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Posted bysyrioforel#7028on Dec 16, 2013, 4:04:04 AM
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deteego wrote:
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MortalKombat3 wrote:
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deteego wrote:
And other aRPGS also have these mechanics, so overall you are still worse off in PoE. PoE isn't the only game that gives you resistance's to elemental damage
What is your point there??
In PoE, status effects (apart from burning) last longer the less health you have. PoE also has ways to resist that or make you immune. In other aRPGS, you also have ways to resist or make yourself immune to status effects, but you don't have to deal with status effects lasting longer the less health you have.
So my point still stands and its still correct, netwise you are worse off in PoE for having less life in context of status effects
Actually, in D2, Life has pretty the same effect on "stuns" (any hit that deals more than certain %threshold of your maximum HP, forces your toon to play "hit recovery" animation, which is, in fact, similar to PoE stun effect). GGG didnt invented completely new machanics there...
However, they didnt invented Path of Life Nodes either. If you playes D2 indeed, then you should know, that for most builds, most skillpoints were put into Vitality (same to how most passive points in PoE are put to life), except those put into STR and DEX to meet items requirements (we do the same in PoE). Oh, wait, some characters put some points into dexterity to cap block (same in PoE blocking build put nodes into block to cap it), some Sorceresses put points into Energy and used Mana Shield (and were screwed by first mana burn mob)... As far as i remember, only kick asassins ignored common rule, because of kick scaling dexterity and strength contributed pretty nice to DMG done for them (compare that to Pillar of Caged God builds).
IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504
There is no knowledge
That is not power
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Posted byMortalKombat3#6961on Dec 16, 2013, 4:04:52 AM
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syrioforel wrote:
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RagnarokChu wrote:
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*sigh*
At some point, I have to just say that you either just don't have the education to understand the math (which isn't particularly difficult), or you're trolling.
Now is that point.
(BTW if you extend the PoE graph to the left it never reaches the x-axis, because it's a graph of 1/(1-x). Go solve 1/(1-x) = 0.)
I'm using your logic and apparent misuse of what "EDP" means in gaining EDP at what EDP breakpoint.
Just... go write down functions for the following:
1) Total EHP as a function of EDP.
2) Total EHP as a function of %-resist.
Go compute d(EHP)/d(EDP), and d(EHP)/d(%-resist), if you know what that means. Or, go put them into wolframalpha and graph them. Look at the shapes. The functions clearly behave differently.
If you can't do that, and aren't willing to listen to someone who can (and really, this is some trivial math), then there's no helping you.
Every single point AR in Diablo gives you the same EHP from 0 to 99% until you hit 100% in which your immune. You cannot achieve 100% immunity in D3 because they cap it off at 80% because that is the highest extent you can gain resists with current gear.
All resist scales exactly the same it does in PoE and Diablo 3.
75% AR in PoE (you technically have to get 135%) works exactly the same as 75% ar in Diablo (which is 900 AR), they give the exact same amount of damage reduction. Achieving the amounts is required looks completely different.
Last edited by RagnarokChu#4426 on Dec 16, 2013, 4:15:50 AM
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Posted byRagnarokChu#4426on Dec 16, 2013, 4:09:45 AM
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RagnarokChu wrote:
All resist scales exactly the same it does in PoE and Diablo 3.
75% AR in PoE (you technically have to get 135%) works exactly the same as 75% ar in Diablo (which is 900 AR),
In PoE, you get %-resistance directly on your gear.
In D3, you get some other stat, call it "AR", that is then converted to %-resistance by some formula. This formula is constructed such that added EHP is a linear function of AR.
In D3, it is also the case that it requires increasingly more AR added to get the next point of %-resistance. In PoE, this isn't true.
The result is that each point of %-resist you add in PoE is more effective (as a multiplier to your current EHP) than the last, but in D3 each point of AR is less effective than the previous.
If you write down the functions you will see that this is true. If you cannot, I see no point in continuing this discussion.
IGN: SplitEpimorphism Last edited by syrioforel#7028 on Dec 16, 2013, 4:19:45 AM
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Posted bysyrioforel#7028on Dec 16, 2013, 4:18:24 AM
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syrioforel wrote:
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RagnarokChu wrote:
All resist scales exactly the same it does in PoE and Diablo 3.
75% AR in PoE (you technically have to get 135%) works exactly the same as 75% ar in Diablo (which is 900 AR),
In PoE, you get %-resistance directly on your gear.
In D3, you get some other stat, call it "AR", that is then converted to %-resistance by some formula. This formula is constructed such that added EHP is a linear function of AR.
In D3, it is also the case that it requires increasingly more AR added to get the next point of %-resistance. In PoE, this isn't true.
The result is that each point of %-resist you add in PoE is more effective (as a multiplier to your current EHP) than the last, but in D3 each point of AR is less effective than the previous.
If you write down the functions you will see that this is true. If you cannot, I see no point in continuing this discussion.
Your seeing the data wrong.
Each point of ar isn't less effective then the previous because they give up the exact same EHP per point.
PoE is more effective because it's a multiplier and while D3 gives you a static amount of EHP per point. It's more of PoE is better while D3 is much more balanced approach.
Last edited by RagnarokChu#4426 on Dec 16, 2013, 4:33:28 AM
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Posted byRagnarokChu#4426on Dec 16, 2013, 4:32:42 AM
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