Helpful to think about when building a barb

Zangeif

Diabloii.Net Member
Helpful to think about when building a barb

I hope everyone understands this, it was a little hard to explain because I use the word "defense" to mean both the numerical defense number found in your D2 character screen, and also I used it at other times to mean the opposite of offense (both the character screen defense AND amount of life). I can't think of a good synonym for defense to use when I'm not talking about the numerical D2 defense # but I don't think it's too hard to understand what I'm saying.

I posted this not long ago on another forum, and I think it really helps a lot to think about when building a character, and especially a barbarian. We all know that balance is key in 1.10, but I often hear people saying life > damage or AR > damage or something to that effect. This is not true. Even if you specify a certain ratio of damage to life, you can't make the generalization that one is more beneficial than the other unless you take into account how much life and damage the character is already doing, along with other factors. Here's how I think about it, I'm sure many of you already think about it this way.

You can look at everything in terms of how much damage you expect to do over the course of the duel. This is (damage/sec) X (seconds you expect the duel to last). The first value is based on your offense, which comes from your AR and your damage. The second based on your defense, which is comes from your defense and your amount of life. If the product of these 2 values is higher than your opponents life, you will win the duel. Therefore, it's most beneficial to get the product of these 2 values as high as possible in order to win the most duels.

Obviously if you are multiplying a large number by a small one, your product will benefit more by raising the small value than the large one. Therefore, you increase defense when your offense is high and vice versa. Granted this equation is not possible to assign specific numbers to, and the equation can never be calculated, but understanding it explains why balance is important and gives a greater understanding of the pvp game.

Now, lets look at offense and defense separately.

Offense is based on the relationship between AR and damage. Therefore, the more AR you have, the more important damage becomes, and vice versa.

Defense is based on the relationship between life and your defense. Therefore, The more def you have, the more important life becomes, and vice versa.

This is why people say balance is key. As you raise one of these attributes, it becomes less and less important. You need to do the most damage over the course of the duel in order to win, either by prolonging the length of the duel (increasing your defense) or by doing more damage over it's course(increasing your offense). Only through good balance of these 4 attributes can you attain the best result.

I hope this helped someone.
 

Pucho

Banned
Very clear (and simple) explanation.
even if they are simple facts, not everyone can understand them.
Good job
 

lextalionis

Diabloii.Net Member
I like the analysis a lot.

But I don't think its that simply either. At some point you get very diminishing returns from a lot of stats. Two of these are Defense and Attack Rating. In other words if you have 23k vs 24k Attack Rating. And what you have to give up to get to that next level. Also, if you are fight an assassin with 12k defense, a bigger ar isn't as needed as when you are fighting a Zealing Paladin or a Barb.

The other thing is because of breakpoints your analysis is oversimplified too. FHR is a huge part of both your offense and defense. In many cases you can add extra of something with little or no benefit.

More isn't always that much better is what I"m trying to say. I think its important to look at all your oppotunity costs when adding equipment.
 

Zangeif

Diabloii.Net Member
That's why I said it's not an equation that could ever be calculated. It will obviously be different against different classes too. The point I was trying to make was not that you can calculate the best gear setup by plugging in numbers into a vague equation, but simply that the less you have in one of the main areas (AR def life damage) the more important it becomes.

I think breakpoints are a little easier to deal with when making a character. Usually you know the breakpoint you are aiming for and then it's just a matter of reaching it most efficiently. In these cases, I just convert all my gear options into life and pick the option that hits my breakpoint and gives me the highest life. For example, if I am using GC skillers with 40 life, then 12% fhr = 40 life on a GC. If I have the option of using a 160/60 armor of the whale (lets say 90 life) or of stability, then the 12% fhr costs me 45 life on this armor. In this case it's cheaper to go with fhr GCs and use the armor of the whale.
 
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