Toughness : vita better than armor/resist?

snurrfint

Diabloii.Net Member
Of course the same is true for all recovery stats (life after kill, life regen, globe healing, heal after resource spent), which is why the Healing stat is so much lower than Toughness.
All except %life/second, and skills that recovers a % of total life per hit and such. Like nether tentacles rune for elemental arrow. Those are just as effective for a low life build as a high life ones, assuming same Toughness.

In general though, i think that low-life/high armor/resist builds are preferable since most healing sources are based on flat numbers rather than % of total life.
 

HardRock

Diabloii.Net Member
All except %life/second, and skills that recovers a % of total life per hit and such. Like nether tentacles rune for elemental arrow. Those are just as effective for a low life build as a high life ones, assuming same Toughness.
You're right of course. I should have said "most recovery stats" and then list the ones where what I said holds true.

About the "diminishing returns" of damage resistance, let me copy+paste one of my past comments here, maybe it will help some people:

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 again (75% DR) compared to 100. 200 vs 300 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 is always the same.
 

Disciple of Erebos

Diabloii.Net Member
This is a bit misguiding tbh.

Going from 74% ----> 75% reduced dmg is waaaay more than 1% damage reduction dude. 26% dmg taken vs 25% dmg taken is 4% dmg reduction. As 1/25 = 0.04.

Armor and resist don't have diminishing returns.
The easiest way to demonstrate that is going from 95% ---> 97%. That's 5% dmg taken vs 3% damage taken. and 2/5 = 0.4. That's a 40% dmg reduction. A monster hit that deals 1000 dmg would be reduced to 50 with 95% dmg reduction, and it will be reduced to 30 with 97%.
Thanks for telling me. I'm not very math savvy, so while that makes sense now, I didn't realize it when I posted. I still feel that at that point, the gains from flat life would still outpace the gains from armor and resists, but thanks for clarifying the way it works. I think I understand the system a bit better than I did before.
 

HardRock

Diabloii.Net Member
I still feel that at that point, the gains from flat life would still outpace the gains from armor and resists
That's quite possible. The display of Toughness and the inclusion of Paragon stats are a real boon in this sense, because they allow us to easily test which stat would net us with the greatest increase in EHP at any time. Reset your spent points, check your EHP, spend everything on Vitality and check again. Do this for Armor and All Resist as well and see which one netted you the most benefit. Armor is kinda tricky, because it's not a flat bonus, unlike VIT and All Res, but it can still serve as a good guideline.
 
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