Path of life nodes

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RagnarokChu wrote:

Each point of ar isn't less effective then the previous because they give up the exact same EHP per point.


Which means that your EHP is multiplied by a smaller and smaller number each time. Just like how, in PoE, the 8% increased life nodes you take earlier on make a bigger marginal difference to your survivability than the ones you take later. The first one you take will actually increase your total life by 8%. If you have 100% increased life already, it will increase your life by only 4%.

They will both increase your HP by the same amount, but +8 hp out of 100 matters more than +8 hp on top of 200.

The %-hp nodes in PoE work analogously to the AR-mechanic in D3. If %-life nodes worked in PoE as %-resist works in PoE, then instead of +8% increased life, it would be +8% more life per node, which would quickly get out of hand -- just as PoE resists do, which is why they are capped.

Anyway, I'm done here. Have fun.
IGN: SplitEpimorphism
Last edited by syrioforel#7028 on Dec 16, 2013, 4:41:43 AM
Since 1.0.0 I am able to skip life nodes and gain more build variety. The game is punishing, but to do the built you wish to do is a bit easier with extra defenses on the left side of the tree.

On the right side/ dex area with the removal of two life clusters it is far harder to pull of the same. Most weapon clusters don't have +armour or +eva or +life. In that area it is far more important to plan your route along enough life nodes.

I feel the left side is doing it right and the right side is not. ES is still a bit too restricted, but I think we all agree ever since CB that the whole witch/ int area could do with an overhaul for with ES and Life included.

So more life seems to be the solution. Perhaps for some it means just that: more life, for others like me it opens new paths in the passive tree and far more builds are now viable. At some point you must also enjoy your build and not just only the amount of life it has even on HC leagues.
Last edited by Ozgwald#5068 on Dec 16, 2013, 5:30:18 AM
I find it quite hilarious, that even with the graphs of the functions drawn, we are still arguing about how it works

@RagnarokChu, here is a tip, if you don't know basic math, than I wouldn't get into an argument about it
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syrioforel wrote:
"
RagnarokChu wrote:

Each point of ar isn't less effective then the previous because they give up the exact same EHP per point.


Which means that your EHP is multiplied by a smaller and smaller number each time. Just like how, in PoE, the 8% increased life nodes you take earlier on make a bigger marginal difference to your survivability than the ones you take later. The first one you take will actually increase your total life by 8%. If you have 100% increased life already, it will increase your life by only 4%.

They will both increase your HP by the same amount, but +8 hp out of 100 matters more than +8 hp on top of 200.

The %-hp nodes in PoE work analogously to the AR-mechanic in D3. If %-life nodes worked in PoE as %-resist works in PoE, then instead of +8% increased life, it would be +8% more life per node, which would quickly get out of hand -- just as PoE resists do, which is why they are capped.

Anyway, I'm done here. Have fun.

What is there to argue, AR-mechanics in D3 works the same as %hp, and each point gives you the exact number of EHP as the previous. Just because the % of life decreases doesn't change the fact that you each point gives the SAME amount of EHP per point. If it works like PoE resists then it'll be like you said multiplicative.

All you are doing is proving that PoE resists is more broken while D3 scales like a different mechanic in PoE in itself.



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deteego wrote:
I find it quite hilarious, that even with the graphs of the functions drawn, we are still arguing about how it works

@RagnarokChu, here is a tip, if you don't know basic math, than I wouldn't get into an argument about it


You guys still have yet to prove to me that each point of EHP is different/pess the more you have.
Last edited by RagnarokChu#4426 on Dec 16, 2013, 5:35:59 AM
double post
Last edited by RagnarokChu#4426 on Dec 16, 2013, 5:34:52 AM
Let's put it that way.

You have 100 Hps ( lvl < 5 char ), you get 2 pieces of junk from you inventory that gives you +50Hps each.

Now you have 200 HPs, you doubled your life pool, which means that monsters will need twice more time to kill you.
You basically doubled your survability.



Now, let's take the same case 60 levels later.

You have 2000 HPs.
You equip those 2 pieces of junk, which bumps yout life to ... 2100.

You just increased your life pool by .. 5%.

Which means that it will make like no ( or not much ) difference in term of survability, in term of efficiency, on how much more time will mobs need to kill you.


Do you get the difference now ?
I don't think that I can do simpler.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Last edited by Fruz#6137 on Dec 16, 2013, 5:43:21 AM
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Fruz wrote:
Let's put it that way.

You have 100 Hps ( lvl < 5 char ), you get 2 pieces of junk from you inventory that gives you +50Hps each.

Now you have 200 HPs, you doubled your life pool, which means that monsters will need twice more time to kill you.
You basically doubled your survability.



Now, let's take the same case 60 levels later.

You have 2000 HPs.
You equip those 2 pieces of junk, which bumps yout life to ... 2100.

You just increased your life pool by .. 5%.

Which means that it will make like no ( or not much ) difference in term of survability, in term of efficiency, on how much more time will mobs need to kill you.


Do you get the difference now ?
I don't think that I can do simpler.

We aren't talking about static numbers we are talking about scaling numbers.

If you had 8% increase life at 200 health you'll gain the exact amount of EHP at 200 or 2000.

an 8% life node to 16% life node would still give you the same amount of pure EHP, it doesn't recalculate from the first 100 life to 108 and then adds 8% to the 108 (that would be multiplicative and broken -How PoE and D2 resists work when you just add flat numbers). It adds 16% life, each 1% life is equally valued to one another because they add the exact same mechanical EHP per point.

One point of AR in D3 gives you 0.3334 EHP in terms of resist no matter what. If you have 50 points AR it gives you 16.67% and if you have 1200 AR you have 400.08 increase EHP rounded down to 400% The number of resist % you get is irreverent other then in game mechanics because every point is valued equally (in terms of pure increased EHP) the same until you hit 100% resist (which is the magic number to be immune).
Last edited by RagnarokChu#4426 on Dec 16, 2013, 6:41:29 AM
I dont know if he is being dense or he is trolling at this point
me neither.

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RagnarokChu wrote:
We aren't talking about static numbers we are talking about scaling numbers.

If you had 8% increase life at 200 health you'll gain the exact amount of EHP at 200 or 2000.

This is the exact same thing, if you have 1000 HP and 0% increased HP, taking a 50% increase ( with nodes ) will give you 500 HP, meaning that monsters will need 50% more time to kill you.

If you have already 150%increased HP and add 50%, you will go from 2500 to 3000, you still get 500 HP but it only means 500/3000 = 17%of your life, monsters will need 17% more time to kill you.

In the first case, it makes much more of a difference, and matters more as stated previously.

This is why, in term of efficiency, you need a lot of life in most of the cases, but past some point, you can afford something else ( and because of some almost-unforgiving blows as well ).
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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Fruz wrote:
me neither.

"
RagnarokChu wrote:
We aren't talking about static numbers we are talking about scaling numbers.

If you had 8% increase life at 200 health you'll gain the exact amount of EHP at 200 or 2000.

This is the exact same thing, if you have 1000 HP and 0% increased HP, taking a 50% increase ( with nodes ) will give you 500 HP, meaning that monsters will need 50% more time to kill you.

If you have already 150%increased HP and add 50%, you will go from 2500 to 3000, you still get 500 HP but it only means 500/3000 = 17%of your life, monsters will need 17% more time to kill you.

In the first case, it makes much more of a difference, and matters more as stated previously.

This is why, in term of efficiency, you need a lot of life in most of the cases, but past some point, you can afford something else ( and because of some almost-unforgiving blows as well ).


You don't calculate each separate instance of increased hp from one another.

If you have 1000 HP and have 50% hp increase, you'll gain 50% EHP.

If you have 1000 HP and you take 100% increase, you'll gain 100% EHP.

If you have 1000 HP and take a 200% increase and have 3000 health you gained 2000 or 200% EHP.

Even then resists scale weird because at 100% resist you take infinite amounts of damage because your immune to that type of damage. So assuming it works like a static increase like hp is pointless because resists simply do not work that way.

I am not speaking of how each point of AR gives you less % of "resists" if you compare it a set lower amount of AR, It's that each point gives the same EHP regrade-less of how much you have.
Last edited by RagnarokChu#4426 on Dec 16, 2013, 6:39:25 AM

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