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Sep 27 2012 02:31am
whats your guys take on the 1.05 ptr with the STI nerf. I hearing monks are losing like 1.2k or more armor from it...
how important would you say armor vs all res mitigation is. Like would having say 7k armor after nerf with 650ish all res vs 6k armor and 800ish all res after nerf for 1.05? This is with high mlvl10 now. Cause people are sayin mlvl10, monks are gettin thrashed to shit from phasebeast n fat guy mobs in act3 on mlvl10.

want to beable to maintain solid survivability for mlvl10.

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Sep 27 2012 02:38am
Quote (ButtPirate7 @ Sep 27 2012 04:31am)
whats your guys take on the 1.05 ptr with the STI nerf. I hearing monks are losing like 1.2k or more armor from it...
how important would you say armor vs all res mitigation is. Like would having say 7k armor after nerf with 650ish all res vs 6k armor and 800ish all res after nerf for 1.05? This is with high mlvl10 now. Cause people are sayin mlvl10, monks are gettin thrashed to shit from phasebeast n fat guy mobs in act3 on mlvl10.

want to beable to maintain solid survivability for mlvl10.


id go with the 6k armor and 800 all res, though check a ehp calculator to be sure.
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Sep 27 2012 02:56am
well, I was thinking whether to drop STI for Sixth Sense and MoE/Backlash for improved dodge.
Not sure how it would work, not gonna dl PTR to test it ^^
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Sep 27 2012 03:04am
Quote (Ylem122 @ Sep 26 2012 10:38pm)
id go with the 6k armor and 800 all res, though check a ehp calculator to be sure.


ill check one out.

cause mlvl10 those things hit like trucks on certain mobs. lol...and not to mention shit load of hp.
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Sep 27 2012 03:28am
Quote (kylezo @ Sep 27 2012 04:42pm)
The way I understand the attack speed decimal increase is that it actually is a DECIMAL increase. Like enchantress buff. It says 3% in the tooltip but it's actually .03 increase, aka faster weapons dont scale better (as they should in a percentage increase, dagger would gain .045 instead of .03 from 3%). So the decimal increase is flat. So since it's not scaling and percentage based, it should make no difference what speed your other weapon is, that's all up to playstyle. You're gonna get the .2-.25 aps increase either way, fast or slow in your other hand. Otherwise, if it was percentage based, faster would actually be better, but in this case it's just whatever attack speed you want to reach on your character. Is this wrong?


Exactly, that's why you'd get more from the slow weapon. If you apply 10% to a slow weapon compared to a fast weapon you'd get less from the slow weapon because 10% of a lower number will be lower than applied to a higher number. But it wasn't mainly about the atk speed, it's about the weapon damage.

You get diminished returns the higher you go on all res/armor values, I've read somewhere that you should balance it out it with 1res = 10 armor to get most efficiency. A lot of barbs are stacking reduced % damage from melee, food for thought.

This post was edited by defcone on Sep 27 2012 03:30am
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Sep 27 2012 03:32am
Quote (ButtPirate7 @ Sep 27 2012 12:31am)
whats your guys take on the 1.05 ptr with the STI nerf.  I hearing monks are losing like 1.2k or more armor from it...
how important would you say armor vs all res mitigation is.  Like would having say 7k armor after nerf with 650ish all res vs 6k armor and 800ish all res after nerf for 1.05?  This is with high mlvl10 now.  Cause people are sayin mlvl10, monks are gettin thrashed to shit from phasebeast n fat guy mobs in act3 on mlvl10.

want to beable to maintain solid survivability for mlvl10.


I lost a lot of armor, but tbh, I went up to MP5 before I felt anything...and MP1-3 were faceroll easy..The biggest difference for me was desecrate/molten. I was actually able to just completely ignore them, and that's with 640 res all and 34k health. MP10, I got hurt, but honestly the dmg increase wasn't that bad. It's pointless unless you have 250kdps+ as a solo monk because it takes too long. The HP scaling is broken. Rewards dont scale with time investment...so it's best to stick around 6-7 even if you're geared for 10. It'll probably be tuned quite a lot before it goes live, imo...

Re: 6th sense...I don't think it makes a lot of sense (cwutididthar). Even nerfed, armor scales way better than dodge because of elemental affixes doing so much of the damage. You'd have to have 50% crit to make it stand up to STI and at that level of gear your dex is probably at least 2500, which means STI is doing a lot more work for you even at 50%.

Anyways, I def agree that 1k armor is not gonna be as big as 150 res all. I dont know why, but I get the feeling that diminishing returns hits armor at that level harder than res. Don't know the numbers tho

This post was edited by kylezo on Sep 27 2012 03:34am
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Sep 27 2012 03:51am
i allways use crippling wave, alot of people choose to use breath of heaven instead, i say screw that and use crippling wave.

usually i use breaking wave with crip wave, yesterday i switched out breakign wave for concussion, and switched out sti for combo master.

i get the 20% less dmg from monsters and 16% ed from combo master since i use fot and crip wave.

i dont see much of a diff in coop 4 player act 3 runs, though i havnt tested it out on mp10 ptr.
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Sep 27 2012 04:04am
Quote (Ylem122 @ Sep 27 2012 01:51am)
i allways use crippling wave, alot of people choose to use breath of heaven instead, i say screw that and use crippling wave.

usually i use breaking wave with crip wave, yesterday i switched out breakign wave for concussion, and switched out sti for combo master.

i get the 20% less dmg from monsters and 16% ed from combo master since i use fot and crip wave.

i dont see much of a diff in coop 4 player act 3 runs, though i havnt tested it out on mp10 ptr.


I was doing this for quite a while too, I still switch it out. In fact, for a while I used Deadly reach foresight, Thousand fist blazing fists for 15%ias, and crippling wave mangle for extra dmg, with combo strike passive. basically over doubled my paper dps, but it's kind of hard to keep up because the buff tooltip implementation in this game sucks. It was super fun though. I also still used breath of heaven for the 15% dmg, and MoC overawe...absurd damage but I really needed the invincibility. Fun stuff though, there's lots of great builds in there...

e/ should add that combo strike stacks and that includes sweeping wind, so you can just stack all of them and go to town since whatever move you use last keeps the stacks up.

This post was edited by kylezo on Sep 27 2012 04:08am
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Sep 27 2012 04:07am
Quote (kylezo @ Sep 27 2012 06:04am)
I was doing this for quite a while too, I still switch it out. In fact, for a while I used Deadly reach foresight, Thousand fist blazing fists for 15%ias, and crippling wave mangle for extra dmg, with combo strike passive. basically over doubled my paper dps, but it's kind of hard to keep up because the buff tooltip implementation in this game sucks. It was super fun though. I also still used breath of heaven for the 15% dmg, and MoC overawe...absurd damage but I really needed the invincibility. Fun stuff though, there's lots of great builds in there...


well my goal wasnt to have insane dps, it was to replace the defensive bonus from seize with concussion while compensating for the lack of breaking wave dps bost on crippling wave.

This post was edited by Ylem122 on Sep 27 2012 04:08am
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Sep 27 2012 04:10am
Quote (Ylem122 @ Sep 27 2012 02:07am)
well my goal wasnt to have insane dps, it was to replace the defensive bonus from seize while compensating for the lack of breaking wave dps bost on crippling wave.


Right, except with the combo strike passive, thats a straight dps boost. if you want to get even tankier, you can switch FoT for deadly reach armor rune, and keep crippling wave concussion and keep STI. Damage might suck then but hey, maybe gear can carry it...just lots of options though.
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