Diablo IV - Life or Damage Reduction?

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  • Опубликовано: 16 дек 2024

Комментарии • 356

  • @Xarrio
    @Xarrio  Год назад +463

    Thumbs up if you want a spreadsheet that calculates your effective health! Armor discussion is up next!

    • @lordcarl3094
      @lordcarl3094 Год назад +1

      What i do know is that the Armor % is totally fake against Physical attacks in the PvP Zone. I'm not sure why, maybe the % that shows is fake or we only get 65% of our total Armor. Maybe its multiplicative, instead of addictive with diminishing returns that the game doesn't show? Still... i'm much more interested in you talking about Thorns Barbarian, or how it feels when you activate instant death by just putting down a trap. These Thorns are very long, AoE isn't a thing in the game, activation on only hit isn't a thing in the game and Armor is fake, so... What's the point? The max DPS on a weapon barely reach 3000, but you equip Razorplate and you have 11.000 Thorns. This game makes no sense.

    • @chickenisdog4500
      @chickenisdog4500 Год назад

      @@lordcarl3094 the pvp area armor is hardcap at 9200 so if u have more than that is kinda useless

    • @lordcarl3094
      @lordcarl3094 Год назад

      @@chickenisdog4500 Thanks, did i miss an explanation for that somewhere in game?

    • @edwar6706
      @edwar6706 Год назад

      @@lordcarl3094 i think in the statistic section there is a 2 modificator tooltips.

    • @lordcarl3094
      @lordcarl3094 Год назад

      @@edwar6706 You mean Materials and Stats? That doesn't says anything about the maximum Armor for PvP being 9200.

  • @SoonJin95
    @SoonJin95 Год назад +90

    You're straight up the khan academy of diablo my guy.
    Keep up the good work.

    • @Xarrio
      @Xarrio  Год назад +4

      Hah, love that.

    • @camfrog79
      @camfrog79 Год назад

      I was thinking the same thing lmao.. are you a math teacher?

  • @dimKiriyenko
    @dimKiriyenko Год назад +5

    That's an explanation needed to be done!
    My 2cent: same math, but less calculations when you're choosing between %DR and +HP:
    * first number is your hp + HP
    * second number is your hp / (1-%DR)
    Pick what's higher.

    • @Xarrio
      @Xarrio  Год назад +6

      True! Good point. That is another way to do it for sure. One of the reasons why I chose to show it the way that I did is that I'm hoping that people will start thinking about changes in terms of % change. This idea of % change is used everywhere in the game for optimizing your character, from dmg stats, to defensive stats. And once you have mastered the idea of comparing % changes, you can optimize everything as you progress your character throughout the game, instead of just at the end by copying someone else's build.

  • @rogueduelist3137
    @rogueduelist3137 Год назад +19

    A huge benefit that wasnt mentioned for DR is how much more effective it becomes with healing.

    • @immodsr9348
      @immodsr9348 Год назад +1

      That is true, but also HP is better with healing that scales of % HP :)

    • @polyento3535
      @polyento3535 Год назад

      You also forgot about heal %, for example Rogues, flurry can heal up 15% per hit.

    • @sf4603
      @sf4603 Год назад

      @@immodsr9348 you might want to clarify what you men by +HP is better with %max hp healing because its better than nothing but its not better than an equivalent amount of %DR
      Its true that %DR effects %base healing and flat amount healing where +HP does not but %DR and +HP have the same effect on %max healing
      If you take his 2 example characters and each receive a heal of 25% max life. The 75% DR character will receive 25 life and the 400 life character will receive 100 life but calculating for effective hp they both end up with 100 effective hp. 25 life with 75% DR = 100 effective hp. So as far as healing goes %DR has some advantages over +HP but +HP has no advantages over %DR. %DR narrows the gap between %max healing and %base healing and +HP widens it without providing any benefit over %DR.
      If all your healing is %max healing then this difference is irrelevant but we all have access to healing potions which have a flat amount as well as a %max component so at the very least %DR is making your potions more effective than +HP.
      Should be noted that the same is true for Barriers as well.

  • @Miguel-oi8tq
    @Miguel-oi8tq Год назад +23

    Crazy how video after video i learn something new and these breakdowns always help me improve my build. Top tier content🤠👍

  • @douglosu
    @douglosu Год назад +1

    I have always wanted a video like this for someone to explain it to me drawing out the math as they went. This is fantastic! Thank you for this.

  • @chrissatchel986
    @chrissatchel986 Год назад +3

    Base on your analysis of effective health between DR & EX HP, they both could be defined as two linear functions by deferent Slope K, defining % increase as Y (y=kx+b). Then they could be equivalent in Y and go down and up.

  • @shingshing825
    @shingshing825 Год назад

    Im sure this has been said but youre the Khan Academy of math crafting for this game. Eloquent explanations; the lucky hit video was excellent.

  • @willceli5977
    @willceli5977 Год назад +11

    DR spreadsheet would be extremely helpful. My question is this:
    Would the spreadsheet contain other variables such a as Close Damage Reduction, Distant Damage Reduction, Damage Reduction based on how many Dark Shroud Shadows you have how many points are invested into that, etc.
    By the way, love the content! I love math so seeing how this works makes it a lot easier to make certain decisions 👍🏼 Keep it up!

  • @kduv889
    @kduv889 Год назад +1

    okay hear me out...im 35 years old and I have NEVER liked math arithmetic. I not only understood this better than most teachers who taught me in school but I was actually excited to apply this to my min/max'ing in game! I appreciate you! Sub'd!

  • @bthorne2
    @bthorne2 Год назад +5

    I think we could do with a video explaining how the EHP changes with multiple sources of DR because it is not reducing the original number, so stacking multiple sources of DR does not always produce a linear outcome. Armor does.

    • @umitpalalondon
      @umitpalalondon Год назад

      Totally agree DR rely on many factors , armor and hp straight forward values

    • @KOOKMON1
      @KOOKMON1 Год назад

      I was kind of thinking the same thing. If damage reduction has diminishing returns from multiple sources it seems like you’re adding a lot to the equation then.

  • @andy9565
    @andy9565 Год назад +2

    thanks for the breakdown! really gives us some basic understanding on how the game works :) deserves a sub

    • @Xarrio
      @Xarrio  Год назад +2

      Glad it helped!

  • @HasturLaVishnu
    @HasturLaVishnu Год назад

    I feel like im school and todays lesson is DR vs. Hp :)
    Love your approach Professor Diablo

  • @syaman15191
    @syaman15191 Год назад +1

    this is the info i need to know but never knew i needed. Great vid once again.

  • @crumblik
    @crumblik Год назад

    Love the helpful analysis! EHP is a great way to think about how much we need of Life and DR to survive the biggest hit we expect. For example, if a boss is going to hit us for 50k, then we need to make sure our EHP is at least that, so that healing can take over after the hit. We also need to have enough as a buffer to smooth out damage spikes and allow healing to catch up over time.
    If we're only expecting small hits which healing is able to cover, then perhaps stacking more DR would be better to reduce the overall amount of damage we take. My 2c!

  • @kinggamerx3xd888
    @kinggamerx3xd888 Год назад +9

    Wouldn’t the diminishing returns scale the 75% too 62.5% so you would need different dr buckets too hit the hp difference for a 1 to 1 scale

    • @immodsr9348
      @immodsr9348 Год назад +1

      Was thinking the same, but it is not really diminishing as it always gives 10% damage reduction to the 25% damage you take. That is why he used EHP instead of the total damage reduction number itself.

    • @riothegod1831
      @riothegod1831 Год назад +1

      @@immodsr9348it is diminishing returns, the tooltip literally tells you it is diminishing. i have 52% close DR, adding 10 only brings it to 57%, not 62%

    • @ThienTran-lc1nx
      @ThienTran-lc1nx Год назад

      @@riothegod1831that’s because the last 10% DR you add is occurred after all other DR applied. Do you even watch his previous video which explains about DR?

    • @k1ngjam3s67
      @k1ngjam3s67 Год назад

      ​@riothegod1831 the 10% is not additive,l it's 10% more of the original 52%, so in turn 5.2% more meaning 57% damage reduction would be correct. The diminishing returns, is meaning it can never make it to 100% and will always be soft capped.

    • @riothegod1831
      @riothegod1831 Год назад +1

      @@k1ngjam3s67 oh. thats weird every other source of dr seems to be additive. at least from gear.

  • @alex_mula
    @alex_mula Год назад +1

    This is the content that deserves a sub.
    Keep it up

  • @Axel-fl2ue
    @Axel-fl2ue Год назад +3

    Would love an excel sheet that we can enter our DR's in (DR from range + close and total DR) to figure things out properly.

  • @Binetti816
    @Binetti816 Год назад

    Great videos man. I’m glad i stumbled onto you. Looking forward to more videos. Y

  • @justemy2516
    @justemy2516 Год назад +1

    good explanation and it might work for a clean character but i believe its way more complicated in lategame
    base life only increases with lvl ups, additional flat life does not increase with % life and dmg red has diminishing returns except for different sources like dmg red against close / dmg red against elites /dmg red against poisoned etc
    i prefer life rolls over a 4th dr stat since most classes scale dmg or selfheal with it

  • @Kortogan
    @Kortogan Год назад +12

    I'm loving these breakdowns and hope they will culminate with a DR spreadsheet 😉

    • @Xarrio
      @Xarrio  Год назад +3

      DR spreadsheet... sounds pretty sexy. Might have to make one.

  • @kjwong4730
    @kjwong4730 Год назад

    Basic grade school math is so important, I wish I paid for attention in math class, never knew I would use it as an adult for video games

  • @wmpx34
    @wmpx34 Год назад +1

    I didn’t expect DR to scale off max health…I thought it would be current health

  • @bthorne2
    @bthorne2 Год назад

    having a background in mathematics...you got my subscription. thanks. lol.

  • @newwesty
    @newwesty Год назад +2

    learning so much from your breakdown videos, keep up the content!

    • @Xarrio
      @Xarrio  Год назад

      Thanks, will do!

  • @mattwilder132
    @mattwilder132 Год назад

    This reminds me of 2am college nights cramming for a stats/math test the next day

  • @twicegravity
    @twicegravity Год назад

    Huge khan academy vibes, good vid!

  • @UlfhednarTV
    @UlfhednarTV Год назад

    You are a beast man I think damage mitigation is one of the most important things in this game which people neglect a lot. Appreciate it!

  • @VonVisualsOfficial
    @VonVisualsOfficial Год назад

    Most helpful guides on D4 right now! Sharing with the bros

  • @TimoLcs
    @TimoLcs Год назад

    Amazing breakdown. Learned alot! You wrtie better eith your mouse than I do with a pen lol

    • @Xarrio
      @Xarrio  Год назад

      Thanks! Glad you enjoyed it. I actually am using a wacom tablet. =)

  • @cixtos
    @cixtos Год назад

    A breakdown comparing how a skill’s damage scales with level compared to the value of a passive skill would be helpful for crafting builds. I never know when to focus on skill level versus when to go for more points in passives. Looking forward to your Armor deep dive video!

    • @maxnovakovics2568
      @maxnovakovics2568 Год назад

      Depends on your specific build but rule of thumb is.
      5 ranks in core skill.
      1 rank in other active skills.
      They usually just apply status for your core to capitalize on.

    • @maxnovakovics2568
      @maxnovakovics2568 Год назад

      For example, I see a lot of Druids put ranks in Trample, but with that build Trample merely casts your Core Landslide, which does the damage. Extra ranks don't lower CD, increase Unstoppable time, or add to the Fortify/Spirit gen. Waste.
      4, 8, 12% damage to Nature Magic skills, 5, 10, 15% more Fortify etc are worth a lot more than putting ranks in Poison Creeper either. You only want Creeper for the 20% crit chance, apply the "Poison" tag to enemies, apply the "Immobilize" (which is also "Crowd Control) so your "+% dmg vs psn", "dmg vs cc" stats are getting used. No Druid build is stacking Poison dots like a Vanilla Warlock in 40 man Onyxia 😅
      My friend had 5 ranks in his basic skill, and in Blood Mist saying it does more damage that way.. "Brother you can do more damage with the Bone passives. Blood Mist is just a panic button, not an attack..."

  • @DaHamma77
    @DaHamma77 Год назад

    Well done and good explanaition. Thank you!

  • @LuXao74
    @LuXao74 Год назад

    You the best brother thanks for all the tips, can't wait for the armor discussion!

  • @Jcalcazaren1
    @Jcalcazaren1 Год назад +1

    Man you deserve 500k + subscribers

    • @Xarrio
      @Xarrio  Год назад

      I wouldn't know what to do w/ such numbers.

  • @Welcome_The_Revolution
    @Welcome_The_Revolution Год назад

    One thing to consider is that % DR is capped so if you're already getting a lot of DR you may find that you're hitting the cap regularly so adding more is largely wasted.
    It would be great if there was some in-game stats to display EHP, maybe leveraging your average DR in combat (this will often go up & down as a lot of DR sources are conditional; close, when crowd controlled, for x seconds after using a skill, etc.)

  • @VikingParadigm
    @VikingParadigm Год назад

    Thank you for explaing this, past level 90 on my rogue I did indeed feel like the DR was better then the HP but could not confirm 100%. 🍻

  • @offline20012
    @offline20012 Год назад +1

    Nice video, hope to learn more from you in the future ❤

  • @clevername1349
    @clevername1349 Год назад

    It seems to be much easier to find (relatively) significant HP increases than it is to find significant DR% increases. Something to take into account.
    At lower levels you will likely find neither a 1k HP boost OR a 10% DR increase. SO, in almost ALL scenarios, it is almost always better to take the DR% increase IMO. Of course the formulas above are great to help one consider what to take if such a choice is available at any given level.

  • @owa1985
    @owa1985 Год назад

    I didn't learn anything new, but it was a good refresher nonetheless. At the least it quelled my inner critic that my formulae were indeed correct and that, I can assure you, is value I cannot buy with money.
    I came for the Rapid fire shenanigans, stayed for the math tutorials. Have a sub, sir.

    • @Xarrio
      @Xarrio  Год назад +1

      It was my plan all along.... Glad you still remember your maths!

    • @owa1985
      @owa1985 Год назад

      @@Xarrio I didn't remark before, but your concept of hits to kill on the DR calculations was revolutionary for me. That was in fact, something new.

  • @JuneauGTW
    @JuneauGTW Год назад

    Your videos are so helpful. The game doesn't explain anything to players.

  • @zav75
    @zav75 Год назад

    EHP, a concept well understood from Path of exile :D

  • @SafetyFooT
    @SafetyFooT Год назад

    My man’s re-rolling starts in VR 😮

  • @piano8556
    @piano8556 Год назад

    Your Channel is really nice! Helps to understand the mechanics a lot

  • @firstmarkbannor5266
    @firstmarkbannor5266 Год назад

    That was a REALLY roundabout way to explain a simple concept. 7000/6000 = ~ 16% Damage reduction. 10% DR =~ 10% damage reduction. 11000/10000 = ~ 10% damage reduction and decreases as your life gets higher and higher. It’s pretty simple math

  • @brunospasta
    @brunospasta Год назад +1

    This is why I think the "diminishing return" info is confusing people on DR. Because actually its one of the stats with no diminishing return.

  • @guirohden
    @guirohden Год назад +3

    If you already have good gear with a lot of DR stacked it becomes less effective the more you add, so HP is almost always better. You mentioned that the DR values never change, but they do, if you stack them they lose effectiveness.
    Let's say you have 50% DR spread across gear, skills and paragon nodes, if you add another 10% from a new gear piece it's not going to be 60%, it will be something around 55% or so.
    This is why stacking HP and Armor is better than stacking DR.

    • @Xarrio
      @Xarrio  Год назад

      Check out my vid on diminishing returns and DR, it might clear up some misconceptions: ruclips.net/video/LLHyYlABXt0/видео.html

  • @will160176
    @will160176 Год назад

    Here's some confusion to add to the equation. Barbs have a talent that adds health multiplicitively. Therefore, adding 1000 health doesn't exactly come out to +1000 health to your new total.... I'm sure I can figure it out by multiplying it first though. And then how do the gems and paragon +health% go into this as well?

    • @Xarrio
      @Xarrio  Год назад

      Yep. I'm planning a video right now to talk about life %. Stay tuned! It is a fun one.

  • @scanneringdark4793
    @scanneringdark4793 Год назад

    great video. also to find delta EHP for HP on gear you can also (gear HP / current hp) a little easier

  • @kiwi-bird
    @kiwi-bird Год назад

    Thank you! You have a new subscriber! I love video game science!

  • @emilwaldhausen5836
    @emilwaldhausen5836 Год назад

    Bro your content is next level. Keep it coming ❤

  • @ppxppx
    @ppxppx Год назад +1

    I'm a 85 rogue with about 6000hp. I had to pick between 900 +HP or 10% DR. After watching this vid, I'm going with the HP for now until I hit higher levels.

    • @Xarrio
      @Xarrio  Год назад

      Glad the vid was useful so immediately!

  • @alexkyriazis1986
    @alexkyriazis1986 Год назад +2

    Hey Xarrio! Mad respect for your work mate, ive watched every single one of your videos and they are both coherent and informative!
    Could you share a general overview of what we should aim for ( as rogues ) in the end end endgame? Hp, DR, Crit chance+dmg etc?
    Thank you for your work once more, you're awesome!!

  • @musiccommands8615
    @musiccommands8615 Год назад

    Very informative. Thanks a ton

  • @stomis2346
    @stomis2346 Год назад

    Good vid. I think a really good follow up would be a comparison of DR and effective health VS dot type damage for pesky affixes in NM and PvP

  • @RomeTooBod
    @RomeTooBod Год назад +1

    I definitely learned something today too bad I got banned last night though 😅

  • @bobnewkirk7003
    @bobnewkirk7003 Год назад

    This is fundamentally assuming that there is no diminishing returns on Damage reduction. I haven't tested it yet, but often times Devs will put a maximum DR value into the calculation to limit DR stacking so as you approach that value your returns on investment drop. Though HP gives less % EH per point, it is is not subject to diminishing returns in the same way so it may well be more effective with higher Reduction values. Its somewhat tangential to this discussion, but Barrier and the Overpower mechanic (if they ever fix it) both play into HP which may also weight the equation towards HP.

    • @Xarrio
      @Xarrio  Год назад

      From my testing on the tooltip (and searching online), I haven't found any evidence of diminishing returns from damage reduction.

  • @Sevrmark
    @Sevrmark Год назад

    How does this affect, for example the Sorc passive Protection that grants a barrier based on maximum health when a CD is used?

  • @WardenDios
    @WardenDios Год назад

    There's got to be a formula to calculate exactly how high a life roll on a piece of gear has to reach to start outclassing a DR roll for more Effective HP, given your current HP as a static data point. So if you're at the Occultist rerolling a piece of gear you know exactly how high you want that life roll to get before you stop re-rolling over it for a higher value.

    • @Hjortur95
      @Hjortur95 Год назад

      Life rolls scale with ilvl and upgrades. rolling life on a 725 is really bad but on an 800 its very worth it

  • @148Reaper
    @148Reaper Год назад

    Having more health also means you need to do more healing in order to survive, saw this quite a few times playing with people that went the hp route when you vs something tough and they keep running out of potions.

  • @Katastra_
    @Katastra_ Год назад +3

    I assume for any build that takes advantage of Fortify and/or Overpower, health would always be the way to go?

    • @richardmenz3257
      @richardmenz3257 Год назад

      Life is damage for those builds so think of it as a hybrid damage and defensive stat.

  • @BigJuris
    @BigJuris Год назад

    I like to use DR all the time even if the hp seems slightly better. because the healing you take from any source is like 4 times more effective. potions have fix number they heal instantny etc. so for me there is no question even to think about more hp if I can take any reasonable DR, resist or block chance etc.

  • @kuokl5626
    @kuokl5626 Год назад

    what a share, ur video is amazing, thanks for that!! love it

  • @crizzonet
    @crizzonet Год назад +1

    Wouldn’t the 2nd hit with 75% DR be 75% of 75 health now,, which would be 56 health after? Or does it always calculate based off the max health number, and not the actual current health number?

    • @Xarrio
      @Xarrio  Год назад +1

      Hey, good question. The DR is reducing the HIT not your health pool. The hit from the wraith is always 100 dmg in the example, so the 75% DR will always reduce the hit by 75.

    • @crizzonet
      @crizzonet Год назад

      @@Xarrio that makes sense. thanks for the reply, and keep up the awesome videos, they’re really helpful!

  • @alexwieauchimmer9782
    @alexwieauchimmer9782 Год назад

    Great Video!
    Im not sure if my thoughts are correct but I think there is another point about damage reduction to think about:
    For example, lets say you have already 80%dr. Now you have to decie between +10% damage reduction or X more life.
    the 10% damage reduction would give you from you current state + 100% more tankyness and its verry unlikly to get a life roll that gives you +100% of your current health.
    1000 incomming damage 80%dr => 200 incomming damage.
    1000 incomming damage 90%dr => 100 incomming damage.
    from 200 to 100 incomming damage the value got halfed, so it gives you 100% more tankyness. I know the values of 80% dr cannot be achievied, but it makes my point more clearly.
    Or am I wrong?

    • @Xarrio
      @Xarrio  Год назад +1

      The 10% Dr extra won't add like that generally. The 10% DR would remove 10% of the remaining dmg.
      80% DR -> 20% Dmg remaining
      10% more DR -> removes 10% of the 20% -> removes 2% dmg -> 18% dmg remaining

    • @alexwieauchimmer9782
      @alexwieauchimmer9782 Год назад

      ​@@Xarrio okay ty sir

  • @MacroBioBoi
    @MacroBioBoi Год назад +1

    Great content.

  • @zer0ash510
    @zer0ash510 Год назад

    wasupp, in my expiriance, adding DR in late game its better overall. Anyway you will and up having 10k+ hp . For example , 10k hp + your Armor + DR its better then adding just flat HP :D .

  • @Ligh7Bulb
    @Ligh7Bulb Год назад

    These are legit the most down to earth useful videos. Better than NickTew and Kripparian for real

    • @Xarrio
      @Xarrio  Год назад

      Wow, I appreciate the compliment!

  • @jfeb2822
    @jfeb2822 Год назад

    The video I needed! Thanks

  • @talictdf4757
    @talictdf4757 Год назад

    Good enough explanation but where things get really tricky is when you have like 6 different sources of DR and of course these are not additive to each other it's a whole mess of calculations, my rule of thumb is anything less than 10% DR is not worth it (if you have other better DR sources) if you can get max hp or some nice offensive stats.
    The big thing with DR is getting the most from the same source, for example 2 times 25%DR is better than 5 times 10%DR and while the effective DR difference is not that big between the two having 5 different sources ties up a lot of gear affixes or legendary gear slots, in a lot of cases you want to use that "space" for something more critical to your build. Basically you want to balance the amount of sources for every stat, defensive or otherwise because no matter the stat every new source means diminishing returns.

  • @mr.nilraps
    @mr.nilraps Год назад

    With a high health pool adding more flat health is less effective but adding percentage health is more effective. Also, because of diminishing returns there is a point based on how much % damage reduction you have on your gear (not necessarily from armor) where adding more flat health even with a high health pool is better simply because you are adding such a small percentage value. Just wish I could tell where that point is. Pretty sad that trying to make my Sorc not get one shot takes a damn math degree.

    • @Xarrio
      @Xarrio  Год назад

      Just to make things more fun... % life from gems and paragon only is applied to your base health (health without +flat life from gear). This is why when you put on a ring w/ +life on it, it goes up that exact amount. It isn't effected by +% life stuff from gems/paragon.

  • @SaintSTXiong
    @SaintSTXiong Год назад +1

    Can you help explain whether to pick 5% total armor or 10% damage reduction?

  • @onlytheory86
    @onlytheory86 Год назад

    Good explanation but I hate that I have to sit and do math for the 1000 items I drop every run just to figure out a little increase in power. Bliz needs ro make it obvious as to what is an upgrade and what isn't... it would take forever to do this with all items

  • @mike35424
    @mike35424 Год назад +1

    Can you do a video talking a little bit about the defensive abs utility skills of the rogue? There seems to be some interesting ones like the one that grants dodge or the one that provides DR from DOT that I never see used in any builds?

    • @eddyram4932
      @eddyram4932 Год назад +1

      I use the dodge passive in my rogue builds. It’s busted even though it’s RNG based. I take it as “60% of the time it works every time”😂

  • @dcuoffendinghabits7949
    @dcuoffendinghabits7949 Год назад

    Percentage is always better than flat stats, especially higher you go up, flat stats have diminishing returns

  • @xItachii
    @xItachii Год назад +2

    Shout + Click Hammer Button = No More Enemies. Easy Maths.

  • @Raven5431
    @Raven5431 Год назад

    Damage reduction though will make your healing and barriers more effective as well so I would prioritize damage reduction.

  • @marcelhowald8295
    @marcelhowald8295 Год назад +1

    I have a question about imbuements, on some it has lucky hit chance. Does this transfer to every rapidfire shot and does it overwrite the lucky hit chance on rapid fire?

  • @alirawidduh166
    @alirawidduh166 Год назад +4

    Adding DR, your life moves up and down in a more predictable way than in adding extra life. This is important in hardcore, where you want consistency in your "hp movement".

    • @bullseye608
      @bullseye608 Год назад

      They're both EXACTLY the same. Neither one causes your life to move up or down more or less predictably...

  • @winstoncampbell6180
    @winstoncampbell6180 Год назад

    Great presentation bro 🔥

  • @Lxkota_
    @Lxkota_ Год назад

    Are you a teacher/ professor in your day job? You are very good at breaking down and explaining concepts

  • @wilsonjp23
    @wilsonjp23 Год назад

    Tldr: only roll hp on your rings and helm for survivability. Full dr and armor on chest and pants.

  • @LFC608
    @LFC608 Год назад

    I'm having a similar issues deciding between raw HP and extra dodge chance. I'm just keeping one in my stash until I learn which is more worth having.

    • @Xarrio
      @Xarrio  Год назад +1

      Good question... dodge effectively works the same as DR in terms of the average damage reduced. For example, if you had 50% dodge, then you would take 1 out of every 2 hits on average. Versus if you had 50% DR, then you would take half the dmg every time. Well half the dmg for 2 hits (for the DR case) is the same as the whole dmg for 1 hit and 1 dodge (for dodging). Generally tho people don't take dodge over DR because it is inconsistent. You either take 0 dmg or all of the dmg. And if all of the dmg is more than your health pool, you are dead. Versus taking half of the dmg each hit, you then have time to heal it up before the next hit hopefully.

  • @Cymricus
    @Cymricus Год назад

    it’s impossible to calc effective health in diablo 4 the way they spread different types of DR, resistance, and armor across stats unless you’re looking at strictly the stat “damage reduction,” which is only one of the several mitigation stats
    the way DR really works can’t be calculated as it depends on a dynamic system - what type is it, where is it when ability used, is it environmental or from a mob, do you have buffs, etc. it’s just way more complicated than it seems and there’s no calculation that’s gonna help

    • @johnmichaelarnaud
      @johnmichaelarnaud Год назад

      This was my only question as well, as DR in the game is so often conditional, it seems nearly impossible to calculate any kind of static amount for comparison.

  • @bringmemyflail1321
    @bringmemyflail1321 Год назад

    Guy knows his math, can't pronounce occult, this proves the world makes you spec into 1 skill tree. I did not choose the math tree, thank you for the great explanations

  • @polyento3535
    @polyento3535 Год назад

    Do you think you can make a spreadsheet to auto-calculate these on Excel? Great job BTW!

    • @Xarrio
      @Xarrio  Год назад

      Ya, there is a spreadsheet on this vid: ruclips.net/video/KWMihoBjIgo/видео.html

    • @polyento3535
      @polyento3535 Год назад

      @@Xarrio Ohh thanks. I got distracted how your solving these maths in your head LOL. I'm your new fan!

  • @vladreugreu
    @vladreugreu Год назад

    U re the best! I love u re videos. 👏👏👏

  • @ThienTran-lc1nx
    @ThienTran-lc1nx Год назад

    While I do appreciate your explanation, I also want to point out some other aspects that might prove adding health (after 12k+ hp) is still more effective than DR.
    This is because we have paragon with potion healing and pant affix 20% barrier when using potion. Therefore, the more health you have, the more healing + barrier you will get. I have 20k health. So, when I’m injured, I basically heal 50% + 4k barrier.

    • @Xarrio
      @Xarrio  Год назад

      Mathematically it works out the same actually (for the most part) because the DR applies to your barrier as well. So while you may have less barrier, the barrier has more DR. And same thing w/ paragon potion healing b/c it is % based. While it will heal less without as much health, that less health is stronger per point b/c of the DR. In fact, having less health and more DR is actually better mathematically if you have a lot of flat health increase. For example, when you heal with a potion, you get about 1200 flat health back at level 100+35% of your health. So that flat health becomes more valuable with more DR.

  • @absorbcontact
    @absorbcontact Год назад

    Thanks for the video! How to take ie. dodge chance into account for the overall EHP?

  • @RealXBit
    @RealXBit Год назад

    it doesnt stack like that in d4 though. 2 items that both have 10%dr wouldnt be 20% dr it would be 10% then 10% or remaining. so does that make HP better bec of diminishing returns?

  • @happosai_sama5298
    @happosai_sama5298 Год назад

    Too much math for my meager brain, so which one is better then? more dr or hp?

  • @crackityjoe
    @crackityjoe Год назад

    If I have 20% damage reduction from close, as well as 20% damage reduction from distance, is that the same as having 20% damage reduction, or is some other mechanic where an enemy can not be either close or distant, such as if they are exploding or affecting me after their death?

    • @Xarrio
      @Xarrio  Год назад

      Pretty much. Except for environmental effects in nightmare dungeons such as the shade/lightning I don't think fit into either close or far.

  • @rodneyashley8375
    @rodneyashley8375 Год назад

    Great info but I think cumulatively if you can get dr from multiple sources max health is a rare stat there’s passives in every tree in every class that gives some form of damage reduction
    But nothing gives max health to me max health is a multiplicative bucket of damage reduction

  • @Therabbitking
    @Therabbitking Год назад

    This is very good, my issue with this is though you arent calculating the scaling of monster levels and how that comes into effect and if the % variables change or dont change when you fight monsters 30 levels above you.

    • @Xarrio
      @Xarrio  Год назад +1

      None of this in the video is affected by mob level that I'm aware of. The only thing that does change is the starting dmg of each hit that you are taking. Your effective hp doesn't change from life/DR on gear due to mob scaling. Now... that being said... your armor DR% does change from mob lvl... and that we will be going over in the armor video. Stay tuned!

    • @Therabbitking
      @Therabbitking Год назад

      @@Xarrio nice!

  • @Binetti816
    @Binetti816 Год назад

    What I’m curious about is what about when ur a rogue and don’t have a lot of health though.

  • @BeastmanWatchUrMouth
    @BeastmanWatchUrMouth Год назад

    Did you take into account the diminishing returns of DR stats? For example if you already have 10% DR, that new 10% will have diminishing returns

    • @Xarrio
      @Xarrio  Год назад +1

      Check out part 1 of the series where I talk about diminishing returns.

  • @klorinator
    @klorinator Год назад

    Does the effectiveness of adding life also increase based on your current dr? I would think that if your character already has some dr that should factor into the choice. You discussed base hp but not the effect of your character's current dr when adding extra health. I would be interested to know.

  • @PatrickJkami
    @PatrickJkami Год назад +1

    At the end you are comparing the incrase in effective health vs increase in health. Which only works if the character has no DR prior to adding the new item. If the character already has damage reduction then you need to compute how much effective health the new amount of health is equal to

    • @Xarrio
      @Xarrio  Год назад

      % wise, it works out the same even if you account for your current DR. The DR is just going to multiply the effective health pre-increase in health and the effective health post-increase in health by the same number. And then when you divide the two numbers to find the % change, that multiplier will cancel itself out.

    • @PatrickJkami
      @PatrickJkami Год назад

      @@Xarrio Indeed !

  • @TheBlakamon15
    @TheBlakamon15 Год назад

    I am more curious about healing recieved. How much is enough if you have enough health and damage reduction to survive multiple hits but quickly heal your health back up to full so you can take more hits.

  • @disbled
    @disbled Год назад

    maximum roll for +max hp is 1310
    maximum roll for + dr is 10.7%
    so i opted for 13k hp (only have +max hp on rings and helmet) and have +dr or +armor wherever else it can roll

  • @chrisgeorge8408
    @chrisgeorge8408 Год назад

    Is there an excel sheet available to compare gear? Probably not, but worth asking

    • @Xarrio
      @Xarrio  Год назад

      Check my latest vid for an EHP calculator that you can use to compare EHP. Dmg one is coming soon.