Eddited to add Dodge as a variable. Also iv now seen items with single resistances to elements. Thanks for the posts!
23/05/2012 21:15Posted by RockyRabbitI'd like to know which one of these ultimnately comes on top. Obviosuy haveing a combination of the three is a hood idea but which stat is most likely to give you the highest tankability? I don't know what percentage of general enemies use elemental abilities which would therefore make Resistnace more viable. Another thing iv noticed is i havent seen any single element resistance (such as an item with +10% fire resistance) which seems odd since then there might aswell only be one combineing element (magic as opose to physical). The monk has a passive that raises all his resistances to match his highest which appears utterly useless if everything is done as a total intelligence resistance percentage. Im only into nightmare so it could be that these appear later. Any help on the matter would be appreciated. Thanks!
There are stats like +10% fire res.
About the topic:
i thinks its hard to say which stat is the best, because e.g the effect of armor will reduce as you stack more armor. Lets say you have 100 armor which is 10% less dmg, that doesnt mean that you have 20%less dmg when you have 200 armor. I think it will be the same with resistance.
vitality however gives you constant vitality boost and can even be further boosted with %life.
So in the end i think the best way to go would be stack armor and resistance until it wont raise that much and then just try to get as much vit as possible, because that stat wont get bad and will be more viable as you get more armor/resistance and %life
You are actually wrong on the armor thing.
2000 armor gives you a 50% reduction of all damage sources. That's 50% less damage than with 0 armor.
4000 armor gives you a 75% reduction of all damage sources. That's 50% less damage than with 2000 armor.
So, 2000 armor is the same whether you have 0 armor, 3000 armor or 6000. It just seems like you are not getting the same because the number is different. [+50% on first case, +25% on second]
Of course you get to the point where extra HP is worth more than extra armor [or extra resistances], but not because you are reducing less damage per armor point, it's because you are getting a stat that affects directly your total effective health.
Ahem... if the first 2000 armor give you 50% reduce and the second give you additional 25% instead of 50% then ARMOR has a "diminishing returns" effect and is therefore more useless the more you get?
Therefore there has to be a softcap!
Or am I missing something here?
24/05/2012 08:52Posted by DWÄZfor infernoas melee I would say you need a base "hp pool" -> than focusing on "all resistance" and the rest
23/05/2012 21:51Posted by Katayokufyi if you didnt know yet, mobs in act 2 inferno+ ignore resistance armor and dodge
The best tanking stat is, was and will ever be vitality.
Armor is a great way of mitigating damage, but doesnt influence magical dmg.
Magical resistance is the same as armor just the other way round.
Dodge is pure gambling. Ofc you can potentially dodge that 5 million damage spell, but even with 99% dodge chance... theres still that 1% chance to not dodge a hit and instantly die.
Vitality on the other hand is the best allround stat. Though it doesnt mitigate any damage, vitalitiy grants you time. On top of that, vitalitiy is the only stat not affected by DR - x vitality = y life, no matter how much vitality you already have... armor is always becoming worth less the more you stack it.
But actually... stacking only vit is just as useless as stacking only resi, stacking only dodge or stacking anything - balance is what makes a tank.
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