PATCH 1.2.0 --Life Nerf-- Explained with math
" Mostly incomplete math, too many unknown variables :) GGG banning all political discussion shortly after getting acquired by China is a weird coincidence.
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tldr: life sucks now all aboard the CI train
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" Shhh don't let GGG hear, they will nerf CI next MY SHOP THREAD 485102
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" Then they will just buff life again by a tremendous amount like the last go around. It's pretty silly actually how many times GGG is going back and forth on this shit. |
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I have 2 infernal blow toons, with this change i'll expect to gain 1 k hp. On the other hand with my life based mains, i'll expect to lose 1.5-2k health depending on the skill tree.
Very disappointed and happy (sorta) |
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" Do you really think they are doing that by accident? Even i dont believe they are that bad :) |
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" Maybe just remove life on gear and tree, lets all have same hp Cause less choices is better , right? Last edited by BoondockSaint#2040 on Aug 15, 2014, 3:27:17 AM
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Did you add life from helping Oak too?
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The correct way to demonstrate whether the new life system is stronger or weaker should be done by differentiation. Which I refuse to show here since some might get confused.
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Edit: I made a bad calculation, fixed error below ...
The passives-driven / life-gained-leveling-up part of life totals should be somewhere in the ballpark of 20% higher in 1.2. A little math to show ... Life gain as level up, pre 1.2: Life gained per level (Marauder): 8 Median life gained per passive point: 8% Life gain as level up, as of 1.2: Life gained per level (Marauder): 12 (+50%) Median life gained per passive point: 5% (-37.5%) Adjusting from Pre 1.2 to 1.2 ... Pre 1.2: 100 life + (100 life * +100% max life) = 200 life Adjusting for 1.2 median values: 100 life becomes 150 life (+50%) +100% maximum life becomes +62.5% maximum life (-37.5%) 150 life + (150 life * +62.5% maximum life) = 243 life (rounding down) ... for a net gain of over 20% more life. Caveat: This is estimation that implicitly suggests +maximum % life and flat life are co-equal in determining final life totals. As "+maximum %" becomes more important, that 20% increase starts to shrink. It doesn't ever hit zero, though, because of the way life and +maximum life percentage were scaled by GGG. Why are some reporting less life in 1.2 ... There are 3 main possibilities for why life totals reported here are lower for post 1.2 than they are for 1.2: 1. The interaction between flat life on gear and the lower +maximum % life influences lower overall life totals. If that's the case, then a life boost for gear on items can be made to leave players right about where they are now. 2. Roadways between life nodes might take more passive points to navigate. Counting up the number of life nodes characters can take -- without giving up noticeable amounts of offense / other defense / utility -- would help to resolve this. 3. Players were very good at finding exceptional values on the old tree and they're not quite as good yet on the new tree (perhaps there are also less exceptional values find, other than the Scion life wheel). The moral of the story: Never attempt math before the morning cup of coffee ... Now that prestige classes will finally leave lab in 4.0, will GGG get it right this time or will they find new ways to repeat old mistakes? Last edited by EnjoyTheJourney#0109 on Aug 15, 2014, 9:33:10 AM
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