Crafting and Economy Price Changes in Reaper of Souls


Some of the less-documented changes in the recent patches have been crafting and economy price changes in Reaper of Souls. (These apply to Diablo 3 on the PTR also.) Earlier in the Reaper of Souls beta crafting was mostly a gold expense, and it was much more expensive than now. Rares and Legendaries cost exponentially more to enchant than they do now, and since legs also require a Forgotten Soul material, they were very hard to upgrade for a month plus during the “no legs for you” patch.

Legendary amulet enchanting options.

Legendary amulet enchanting options.

Legs drop much more often now and Souls sometimes drop from Rift Guardians, but there’s a recent change to enchanting prices on legendary jewelry that will really make a big difference to the long term economy. Currently, legendary/set rings and amulets cost zero gold to enchant. They’re not free, though. You need a Forgotten Soul, a couple of very common salvaged materials, and one Flawless Imperial gem. (The type of gem required seems to be randomly assigned to each piece of jewelry, and is permanent for that particular item. I’ve fed my DH’s amulet upwards of a dozen Flawless Imperial Rubies so far, without success rolling the Crit Chance I’m after.)

Changing the enchanting cost from gold to gems is a big change that should have long term economic ramifications.

  • It further devalues gold, which already had fairly limited utility in Reaper of Souls.
  • It makes gems much more essential. (They dropped far more than needed for sockets. Most beta testers had hundreds of Marquise stacked up.)
  • Since gems (and gold) are BoA, you can only enchant if you farm the ingredients yourself.
  • The cost to re-enchant the same piece of jewelry does not increase, so you can roll and roll and roll until you get what you want. (Previously players would roll an item 6 or 8 times and then give up and junk it when the gold cost rose too high.)
  • Click through for more details and some estimates of the actual costs and scarcity of the materials required for this enchanting.


    Enchanting Prices Evolution

    Prices have varied quite a bit over the course of the beta, depending largely on the type of item.

    Early in the beta enchanting has not been economized much, and prices were crazy and variable. You’d see 30k for a rare piece of armor, and then try a ring or amulet and get 1.5m for the first roll, with the usual ~10% increase per additional roll. Whatever the internal formula for determining gold prices went crazy on jewelry with a lot of mods, especially some of the imported Diablo 3 gear that had 5 or 6 primary affixes. (You can no longer enchant any legacy gear.)

    Those early gold prices came down steadily, and today they are by far the lowest they’ve been at any time during the beta. They still vary a lot, with armor generally cheaper than weapons, but you’ll pay from 18k to 65k for the first enchant of most Rare items. Legendary stuff costs more gold, but not hugely more, and you can usually do 5 or 6 rolls before the price gets to 100k per attempt.

    All legendary enchants also cost a Forgotten Soul, which was negligible at the start of the beta when Legs were dropping like mad. It then became a terrible bottleneck for a month+ during December and much of January when we complained about it on every podcast and Xanth wrote columns that (almost) had emoticon frownie faces at the end of every sentence. Now that leg drops have been boosted greatly and Rift Guardians can drop Souls directly, this isn’t as much of an issue for most players. Mileage varies on this; I currently have ~10 Souls and numerous other legs in storage I could junk if need be, but discussing this in the clan chat a number of other players were lamenting their lack of Souls for crafting and enchanting.


    Crafting Costs and Recovery Rate

    I think long term the gems will be the bottleneck. Currently it’s not for most Beta testers, since players have been storing up gems they couldn’t afford to upgrade (or just didn’t need to) and most of us have a surplus. I had 300-600 Marquise of each gem stacked up, which I hadn’t upgraded due to a lack of gold. That’s the same thing holding me back from more enchanting, since it costs 900k to upgrade Marquise to Flawless Imperial.

  • 3 Marquise + 200k = 1 Imperial.
  • 3 Imperial + 300k = 1 Flawless Imperial.
  • 1 Flawless Imperial + 5 blue mats + 11 rare mats + 1 Forgotten Soul = ANOTHER *&#%ING FAILED ROLL JFC WHY CAN’T I GET CRIT CHANCE ON THIS @#^*ING AMULET
  • There’s no “typical” game in RoS, but if you spend say 70-100 minutes clearing all bounties in the two double reward acts, and do a Rift or two, you’ll pick up something like 5-10 Marquise of each type of gem, 2m gold, and 2-4 legendary items. That’s a very rough and generalized estimate, but looking at the costs you’ll make 2x the Forgotten Soul cost, 2x the gold cost, but at best 1x the gem cost in a typical game. (You’ll make WAY over the blue/yellow mats cost if you salvage even a fraction of the items that drop.)

    I’m not feeling the cost that way since I had hundreds of gems stacked up. Ironically for a change that lessens the gold cost, I’m completely bottlenecked by the gold, since I’m broke in softcore in the beta, but have plenty of Souls and gems. Imagine this econ system upon launch, though. Most players will bring over gold from Diablo 3, but on day one no one will have more than a few Marquise gems, or any of the new level 70+ materials. Everyone will start storing up materials and gems as they level to 70, but there won’t be 2-3 months of accumulating gems with nothing really to spend them on.

    Most players will find their lack of gems the main limitation on enchanting jewelry, and probably spend some hours cursing the lack of an Auction House or even the ability to trade gems. Even trading gems for gems would be helpful, since most players do not have a main char of every mainstat type, and will thus have very little need for at least one kind of gem.

    Look at how widely the gems differ in price in Diablo 3 today, thanks to varying need and utility. Emeralds are the most useful in Reaper of Souls since Critical Hit Damage in weapons is sought by almost every character, but any player who doesn’t do a Wiz/WD will have almost no use for Topazes, while players who don’t do Barb/Cru will care little for Rubies. Without an Auction House or any way to sell gems in RoS it’s hard to say they have “value,” but they certainly have utility, both to socket into gear, but also for the inevitable “you’re going to have to roll that legendary ring/amulet a dozen times to get the affix you really want.”


    Case Study

    enchant-rakoffs-glass1Here’s the amulet my Demon Hunter is now wearing. You see the comparison to the Rare I had on. (That amulet was substandard, compared to the rest of my DH’s gear. I’d just had bad luck on amulet, while my rings were very nice quadfectas.)

    You might not think it coming from D3 where ResAll is so valuable, but that’s actually the least useful primary affix on this amulet. That’s partially due to the numbers, and what Paragon Points can give you. A Paragon Point is worth 5 ResAll or 5 Vitality, so 20 points will get you 100 Res All or 100 Vitality… thus while you can argue the value of 742 Vitality vs. 94 Res All, there’s no arguing about the replacement cost. It’s easy to make up 100 Res All with Paragon Points, and impossible to do so for 700 Vitality. Plus every point of Vitality add the same amount of hit points. Every point of ResAll does no such thing, with additional resistance adding much less damage mitigation due to diminishing returns at higher values.

    Hence I churned the Res All, hoping for Critical hit Chance. And I’m still hoping, something like a dozen rolls later.

    The funny thing about the new cost is that it’s less gold, long term. Previously I’d have spent something like 250k for the first enchant, and that price would have gone up something like 300k, 370k, 500k, 650k, 815k, 980k, etc. Cheaper to start, but rising inexorably, until at some point it would become too pricey to continue enchanting. That happens a lot in RoS with rares, and I constantly find a Rare with 3 good Primary Affixes and one that’s crap. I try to roll that 4th affix to something good, often wanting one specific +skill damage with a good value, and if I get it in 8 or 10 rolls that’s great, but if I don’t I’ll just churn the item and try to find another one, once the price grows too high to keep enchanting.

    This is especially true with rares, since you can find or gamble them in such quantity that you’re constantly finding almost great ones (which are still inferior to great legendary items 99% of the time.)

    So, this new legendary cost is more to start (900k to turn 9 Marquise into a Flawless Imperial), but cheaper in the long run since the price never increases. (It even sort of decreases, since you find Imperial gems once you can do Master or Torment, each of which saves you 3 Marquise and 200k.) That’s only cheaper per enchant, though. I’ve spent much more trying to enchant up this particular amulet than I would have under the old system, since after 6 or 8 rolls it would have been into the millions to keep trying, and I’d have given up then. Now that it’s only 900k (or often 700k as I find Imperial Rubies) it seems worth it to keep trying. And trying. And trying.

    BECAUSE BIGGER DPS NUMBARDS!


    Enchanting Gem Costs and Disharmony

    crafting-cains-travelers1
    Another recent change to prices is to Crafting, and I’m less of a fan of it. Many of the better crafted items now cost 1 Flawless Royal gem to create. That’s the highest level of gem in the game, and it requires 27 Marquise and 9.8m gold to upgrade to. That’s a lot, if you don’t have a bunch of gold sitting around, imported from Diablo 3. It’s generally a one-time expense, since after that initial creation you’d only spend a Forgotten Soul and some gold to enchant the item.

    But if you got a really terrible roll and even a great enchant wouldn’t be enough to make it top quality gear, you’re out the entire 9.8m and all those gems, and you’ve got to scrape that much up again to make another one.

    I don’t mind some gems required for crafting legendaries, but most do not require any gems, while the ones that do require the highest level gem. That seems a weirdly binary system, when you’d expect more gradual increases, ranging from Imperial on some recipes up to Royal or higher on others. Especially when the special legendary materials that all legendary crafting requires vary so much in frequency as well. Everyone in the beta has 8 or 10 of some legendary mats and one or none of others, and it’s not like the best recipes require the rarest materials. It’s all over the place in scarcity vs. utility, and when you tack the highest level gem on top of that, the system feels crazy in terms of cost vs. reward.

    Hopefully the devs will iterate the crafting mats and costs further, and we’ll get better balance between costs and utility. Buffs to some of the crafting recipes would help as well; far too many of them now are just “6 random affixes” without any special legendary property, making them essentially Rares with potentially higher stat rolls.

    Also, as I mentioned in the last big patch write up, it’s no fun never finding the same crafting plans, since that means you don’t find any crafting plans. I’ve got 20 or so on my Blacksmith already, and that’s probably a factor in the fact that I haven’t found a single one for the better part of a week. And that’s boring. Admittedly, in the current Bind on Account system there’s zero reason you’d want to find a crafting plan your Smith already knew, but that system can be improved upon. Allow trading of plans like other legendaries, or exchange 1-for-1, or make them salvageable, with some chance to turn into a Forgotten Soul, or into the legendary material required by that recipe.

    All are better options than the current system, where you’ll find a bunch of leg plans in the early days, one or two a week for some time after that, and then eventually once you’Ve got them all… NEVER AGAIN.


    Conclusion

    So what do you guys think of the changes to crafting and enchatning costs? I’m kind of a fan of the gem cost in Enchanting, even though it works against me since I’ll be bringing quite a bit of gold into RoS, at least in Hardcore. I like the system to require play time and gem finds, rather than just gold, since anyone can buy that now and spend it in RoS.

    I’m open to debate on the prices and scarcity of the materials, but I think this change is moving in the right direction.

    Comments

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    1. I haven’t gotten to play with RoS stuff yet, since I’m only on PTR, but if what you say in the article is true, the Flawless Imperial for enchanting seems fine, while the Flawless Royal for crafting does not. I’m a pretty poor player: the most I ever made from selling was 30 million gold, and currently on live I’ve only got 11 million because a friend bought 50 million and gave me some as a present. Thus, if it costs about 10 million to craft those things, I don’t expect that I’ll be crafting much of anything. It would probably take me about 10-20 hours of just gold farming before I was ready to start making that big of a dent in the cash flow. Thus, I think that the level of gem should be re-evaluated: maybe make it a Royal gem instead of a Flawless Royal. I’m not sure exactly where that is on the money spectrum, but I’m getting the feeling that 2-5 million is right, while any more than that is too punishing.

      On the other hand, if you are correct that you make about 2 million gold from 70-100 minutes of play, then enchanting costs should be no real problem. It costs 900k gold to create a Flawless Imperial gem, so every average period of 70-100 minutes of gameplay gets you a little more than 2 attempts to enchant your gear again. This seems like a better cost: it is easily reachable while playing, while still requiring you to go out and play in order to get gold and materials.

      That said, I’d be interested in hearing what other people playing RoS beta think of these changes. As I said, I have no personal experience with RoS, so maybe I’m totally wrong.

      • On the other hand, if you are correct that you make about 2 million gold from 70-100 minutes of play…
        That said, I’d be interested in hearing what other people playing RoS beta think of these changes. As I said, I have no personal experience with RoS, so maybe I’m totally wrong.

        I’m poor RoS tester – d3/ros are being implemented having only one type of “people” in mind. Those are complete “nolifes”.

        I stopped testing RoS and will not buy it. Apart from “new shaders” and the “main stat on random drop” I see no functionally working game change.

        Its still hours of pointless grind until you get bored.

        That is my opinion.

    2. All are better options than the current system, where you’ll find a bunch of leg plans in the early days, one or two a week for some time after that, and then eventually once you’Ve got them all… NEVER AGAIN.

      Wow, that sounds terrible. Can you imagine playing the same game for nearly 2 years and NEVER finding a legendary crafting plan? Seems like a really poor design to me.

      • Coming from Live , I think this system is better than the old live system where you can’t even find a plan EVER , I played over 1200 hours and I found probably 1 legendary plan.

        I’d rather have a system that lets me find the plans and it filters them so I won’t find the same plan twice.
        There is no Trading and if the system allowed duplicate plans dropping even after you learn them , then finding all the plans is going to be very very annoying because you might end up finding the same plan all the time and not finding the ones you want.

        We can’t have everything , but if I was to choose between open drops and this one in the PTR/Beta , I will go with the second one.

        Also I liked the suggestion about salvaging the plans which I also was thinking about when the plans were dropping like crazy from bounty/rift bags and legendaries were so hard to come by , but if players are not finding enough crafting material then maybe that should be tweaked instead of incorporating it into Plans which won’t do you much anyways because they are still going to be rarer than finding Forgotten Soul from Rift Guardian or finding rares to salvage.

    3. I don’t see a big issue with never finding crafting plans if you already have all of them. Sure, I guess they could let me salvage them or something, but couldn’t they just save you the step anyway and drop the thing they’d salvage into directly?

      It seems like the best solution to being in a mode where you never see crafting plans drop anymore (something that should take a while to reach anyway), is to simply add content updates with new plans that can drop.

    4. I, and many of my friends who have been on hiatus for the past several months, plan on playing D3 again with RoS. One of the concerns we have in coming back is how much our lack of gold will impact what we can do in the expansion. It seems like many new features are huge gold sinks designed with people who have many millions of gold in mind. I’ve got 1.5 million and I don’t think any of my friends have more than 10m. For any playing RoS beta, is our lack of funds going to mean that we will be perpetually bottle-necked by lack of gold?

      • It sounds like gold is much easier to gain because of bounties, so it shouldn’t be any more difficult to get than the mats and gems are.

      • I think Gold is in a good spot , people are not even trying to farm gold with Gold Find gear , but when you start doing higher torment difficulties you will be finding alot of gold from Bounties and drops , also you will start selling rares because you will find more rares than you need to craft.

        It is also why I sold almost all my Gold on RMAH because I don’t think I will need it and no matter how much Gold you have , one day after few months you will run out if you don’t try to make Gold and at that point it is the same as if you didn’t have any Gold to start with.
        Having gold from Vanilla might make it easier for few months , but that’s all.

      • There are some built in gold sinks, and some nice things that should cost gold, but don’t forget the main point, which is that RoS is designed to let you self find top quality gear.

        Going by that reality, gold is about 1/1000th as important in RoS as in D3.

        After all, in the current game most players essentially *never* find top quality end game gear, and can only obtain it via the AH, where they can’t afford it. In RoS top quality end game gear drops constantly; all of my chars are equipped relatively as well (or better) at 70 than they were at 60, with everything self found (or crafted) in just a couple of months of beta testing.

        The feeling of playing when you know you’ll regularly find legendaries and there’s a good chance they’ll be very good items, and upgrades, is quite fun. Any issues with gold expenses for crafting and enchanting is just a nibble around the margin of the larger issue.

    5. On the PTR, the old level 60 amulets crafts now require 61+ Forgotten Souls. Which is garbage.

    6. So continues the “this is a totally new game” mind set and philosophy; It’s as if they can not have any player make use of ANY of the gains made … So, no … not a fan of making gold obsolete. Especially since was grinding to save gold for the expansion.

      Typical. So, the way this will work, the only reward one will have for a few years of grinding is Paragon levels … nothing else will be viable in ROS … so, with that said All Botters that didn’t get caught will be the real winners. SO many players rolling into ROS with 10 Paragon level 100 characters.

      Let’s keep punishing the legit and strip away every thing they’ve worked for in the “expansion”

      • Well, this has basically been every Blizzard expansion.

        More of less of a soft ladder reset. Not that big of a deal imho.

      • Well, I would imagine that if you have well geared characters that they will have an easier time of levelling/running through the new content or doing it at higher difficulties which means that they’ll get better drops/etc.

        Unless you think that a lvl 60 with crap gear will face exactly the same difficulty as a lvl 60 with uber gear? Plus you’ll have more gold to upgrade gems/etc going into RoS so I don’t think that you’ve really got that much to complain about. ‘Course if there were no gear upgrades with RoS people would be bitching about that too…

    7. This Flawless Royal is too much. At least one tier lower. Or make higher level gems droppable. Or even better re-think the gem system, as that’s the only thing that feels out of place (I’m mostly talking about Emeralds and jump from 8 tier to 16).

    8. I think the bigger reason they attached a gem to upgrade requirement is that ros rings/amulets are not going to be that much better (short of ones which offer some invaluable like healing from fire) dps wise, so when you get a good one, and can upgrade dps to similar D3 dps + special bonus, they want to make it expensive.

      Other issue is that, mod pool for rings and amulet is quite varied compared to other items, so getting that CC roll is pretty hard and make that flux 20-30 rolls to do and that’s 20-30 million and 20+hrs of farming just to upgrade one item.

      Took me about 10 times to get a socket on my sword… but that didn’t require gem, but 6-12 hours of farming for forgotten souls.

    9. What`s the cost for un-socket high tier gems?

      • I listed it in the big patch article from last week. Off the top of my head it’s 50, 100, 150, 250, 500k, from marquise up to the flawless royal. That’s per gem.

    10. I listen to every podcast and watch a lot of twith.tv … I love the game, so that’s something I enjoy but, I continue to just see red; so many of Diablo’s public personalities are afraid to be vocal about the bad directions the development team is taking. I get it, they don’t want to be left out of the betas, they don’t want to be shunned by bliz … that would suck if you ran a site like this. But, it’s obvious people are being bought off to a degree. I watched the broadcast of Wyatt Cheng with Archon and MOldran and they, seemingly cool guys, just nodded along to everything Wyatt was laying down … like bobble heads … yes yes yes yes

      But, if you’re reading the forum .. there’s like MASSIVE unrest, crowds of players that are very very unhappy about these decisions.

      • I hear that but, they make some money from getting early access, so why would they risk it? Also, at this stage, they are not going to radically fix or change anything before they ship. This is a polishing phase, so unless we find some major bug, that’s how it’ll ship.

        I hear you about this. I am just as unhappy about killing ah as making old items unenchanted but wtf can u do? vote with your wallet and don’t buy the game… nothing else gonna do anything

      • From the people I speak to irl, and theres alot of them (im a geek and know alot of old rpg players), the overall feeling is that the expansion is complete bullshit, and the game is a waste of time. The gem system is boring and everyone uses crit in main ahdn and just 1 type in everything else (depending on class), why not runes / jewels/ gemwords. Also the crafting feels wrong, you pay so much for very little return, and the returns are very very random, so you will not get the item you want most of the time and end up losing out. End game is very stale, blizzard say endgame is about legendaries, but most legendaries are just stat sticks, and the few that are not stat sticks will mean once we obtain them, the game is over. Why not endless game modes, I see a huge amount of possible endgame options form people in forums, and not stupid ott ideas either. The set items also feel wrong, very few sets and most of them are boring. Again I see some amazing ideas in the forums for decent sets /legendaries which are not OTT and are fun designs. Out of maybe 100 friends who used to play D3, I have been told only 3 of my friends will consider returning. And myself will not consider it until at least 2 months after release, there are massive issues in the game which make it feel so bland and boring, the blue posts and dev chats do not cover most of the issues people are having, the forums however do a good job of highlighting them.

    11. Thanks for the info Flux! Keep it coming, because I’m very interested in how the RoS economy works now and how it may work upon release.

      I’m actually one of the few who dislikes the idea of the AH being removed but I have no qualms with the RMAH going bye-bye. Although, I’m not outraged by no AH it will be interesting to see how it all finally comes together. I can’t wait to play RoS and find out if I will be disappointed or impressed. Perhaps I will be impressed by my disappointment?

      • i had no issues with RMAH… treat it same way as AH. sell items there to build up a balance and then buy something there when you see… Many times you see items there with rare roll for much cheaper..

        I clearly remember snapping a vile ward for $40 with 290int and 99vit and selling it for like 800m – at that time, it was over $110 so I simply made $ by being there and those 800m paid for other upgrades. I enjoy playing the market that way, I only sold to paypal last 6 month when they closed AH

    12. QUOTE

      So continues the "this is a totally new game" mind set and philosophy; It's as if they can not have any player make use of ANY of the gains made ...  So, no ... not a fan of making gold obsolete.  Especially since  was grinding to save gold for the expansion.  
      
      Typical.  So, the way this will work, the only reward one will have for a few years of grinding is Paragon levels ... nothing else will be viable in ROS ... so, with that said All Botters that didn't get caught will be the real winners.  SO many players rolling into ROS with 10 Paragon level 100 characters. 
      
      Let's keep punishing the legit and strip away every thing they've worked for in the "expansion"

      This was true before but now classic xp (even crypts) is absolutely worthless compared to xpac xp. Having 10 level 100s going in barely even matters.

    13. “Buffs to some of the crafting recipes would help as well; far too many of them now are just “6 random affixes” without any special legendary property, making them essentially Rares with potentially higher stat rolls.”

      This bugs me a lot. Either make em rares or make em unique. Treating it like a Unique item when it’s just a higher-ranked rare sits poorly with me.

      PS – adastra, you are either very new or very selective with your reading cuz Flux has never, ever been afraid to criticize Blizz. It’s just that, you know, he’ll only criticize things *he* dislikes, not things *you* dislike.

    14. I have question about enchanting:
      What about pre-70 legs? I understand that it’ll be lower gold cost and low level mats for rares, but how about legs? Brimstone instead of Souls, right? But then jewelery? You need gem too? I understand Flux that you didn’t do much of the leveling, so maybe others can answer.

    15. I recently did a crusader from 1-70 and did a fair amount of enchanting along the way. I didn’t craft anything and honestly I can’t see anyone really bothering with that, unless low level dueling becomes a thing some day. You level up so quickly in RoS and find such a constant stream of good rares and legendaries that there’s really no need for crafting.

      Enchanting lower level gear just costs some gold and the mats you get from salvaging lower level gear. (No gems.) I ran out of blue mats several times when I tried to enchant an item multiple times, but that was more about me not being real rigorous in collecting and salvaging materials along the way.

      There are 2 tiers of leg mats now. Common scraps, blue Essences, yellow Tears, and orange Brimstones are what you get from lvl 1-60ish items. Above 60 (I think, might be 63 or 65 or so since it seems to vary a bit for some item types.) and certainly once you’re 70, everything you salvage makes the high level white/blue/yellow/orange mats, which is what all the lvl 70 recipes require.

    16. QUOTE

      "Buffs to some of the crafting recipes would help as well; far too many of them now are just “6 random affixes” without any special legendary property, making them essentially Rares with potentially higher stat rolls."
      
      This bugs me a lot. Either make em rares or make em unique. Treating it like a Unique item when it's just a higher-ranked rare sits poorly with me. 
      
      PS - adastra, you are either very new or very selective with your reading cuz Flux has never, ever been afraid to criticize Blizz. It's just that, you know, he'll only criticize things *he* dislikes, not things *you* dislike.

      There’s this bonesaber of something or another. In live it has aps and lifesteal. In PTR/RoS it has no aps and instead of ls it has a really low % slow. Like 1 or 2%. What the ****. Anyone who wants to slow things will use a cold damage weapon and slow things 50-100 times more often. No unique affix either by the way.

    17. [quote]
      Every point of ResAll does no such thing, with additional resistance adding much less damage mitigation due to diminishing returns at higher values
      [/quote]

      I’m surprised nearly two years after D3 launched that misconception still comes up. Damage mitigation + vitality combine to make your effective hit points, ie, how much damage you can take before you die.

      Stacking Resist All, while it increases the damage reduction number more slowly, each point of damage reduction is worth more than the point before it. When you graph your EHP while stacking one damage reduction stat (Resist All or Armor), you will see it increases linearly.

      Stacking one damage reduction stat at the expense of the other does make the other stat more valuable simply because the two stats are multiplied to get your total damage reduction. It in no way makes the value of either one less so, however.

      An easier way I think to think of it is like this. When you have 50% damage reduction and gain 1% DR, you take 2% less damage. When you have 90% damage reduction and gain 1% DR, you take 10% less damage.

      • “An easier way I think to think of it is like this. When you have 50% damage reduction and gain 1% DR, you take 2% less damage. When you have 90% damage reduction and gain 1% DR, you take 10% less damage.”

        I prefer to think about it like this: a given amount of extra resist will always reduce your incoming damage by the same percentage, compared to what you had before. If 100 resist is 50% DR, then with 200 resist incoming damage will be halved (75% DR) compared to 100. 300 vs 200 is the same: 75% DR vs 87.5%. This is true no matter how high your resists are. Basically, resists only get weaker in absolute terms, but their relative power does scale linearly.

        Anyway, what you said was correct, I just wanted to provide another perspective.

    18. Thanks for this article; it makes planning ahead easier.

    19. Is it really true that the gold would be account bound as well? Then I have to farm all the gold to enchant without exchange with my friends?

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