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Jun 14 2012 01:20pm
Quote (irimi @ Jun 14 2012 01:51pm)
*yawn* Nothing I've said contradicts that. Nobody's telling anyone here to stack mitigation here and ignore the rest.

Here, I'll even repost what I wrote like, 30 pages back:

MONK INFERNO 101 (MELEE ONLY)

This is how gearing/game progression works as a monk. You first get your survivability and mitigation stats up to par: this means having sufficient armor, resists, and HP to take more than just a hit or two. Then you focus on DPS, because all the LoH in the world isn't going to save you from an enrage timer. Last and finally least, you get LoH.

The only difference is in playstyle. Before you get your LoH to a ridiculously high amount, you do high burst DPS using your cooldowns, and kite while you wait for your cooldowns to go off. You can DPS while kiting if you use a crappy excuse of a ranged attack like Deadly Reach, but anything more than that is asking for trouble. Once your cooldowns go off, you go back in, pop them when you encounter the first sign of trouble, and then pull out again. Rinse and repeat til mobs are dead.

Once you've gotten rich and buy a ton of LoH gear ON TOP OF WHAT YOU HAVE, you can then change your playstyle. You can DPS mobs for much longer before you need to pop any cooldowns. You can even start popping cooldowns offensively, assuming you are a good judge of what kind of damage to expect.

Notice that in both of these pictures, if you don't have enough mitigation/life, YOU DIE. If you don't know how to properly manage your cooldowns, YOU DIE. If you don't know how to kite, YOU DIE.

LoH is not a be all, end all solution that makes monk a faceroll class. It simply makes you kill things faster.


I never said it was. You're implying that I am. I consider it a form of regeneration, one that means nothing if you don't balance damage vs mitigation vs regeneration. You're going on the offensive here for no reason. We're basically saying the same thing, but how you approach it and how I approach it is slightly different. I'm looking at this from an effective HP perspective, which makes it much easier for me to calculate out.

Once I hit my sweet spot, then I will extend one over the barrier, just so long as its not at the expense of the other.
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Jun 14 2012 01:29pm
I imply absolutely nothing. In fact, I've been unsuccessfully pointing out that, aside from my disagreement with your sentence "Mitigation is useless without regeneration", we're more or less saying the same thing. The only further point that I care to emphasize is that mitigation has to come first and foremost before everything else, because a dead person does no damage and regenerates no life.

Quote (Veranor2 @ Jun 14 2012 12:08pm)
Eh... I dont think 500 resists is 50%.  I think its pretty close though.  Someone have the actual value?


600 resists is 50%. 6k armor is also 50%. With both, you get 75% damage reduction total.

edit: actually I'm not sure, so here's some maths
RR = Resist / (5 * (attacker level) + Resist)

0.5 = R/(5*63 + R)
315 + 0.5R = R
R = 315/0.5 = 630

600 is the number for level 60 mobs, I guess, which isn't very relevant past Act 1.

This post was edited by irimi on Jun 14 2012 01:33pm
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Jun 14 2012 02:10pm
Heya,

Would like to ask some advice again. Last time I didn't get any good reply but maybe I'm luckier this time. ;)

So... I'm now in act 4. I can't exactly do everything in act 3 yet, but with some clever play and skipping some packs I was able to finish it. The biggest problem is usually packs which have fiery chain + are fast or just generally ogre packs (those casters) and some other annoyng combinations such as dececrator+vortex+jail... I belive everyone has those problems though.

My unbuffed stats are atm:
20k dps
37k life
740all resistances
22% melee mitigation
25% block (2700-3700dmg)
34% dodge
400 LoH
5500armor

I'm using the FoT + Thunderclap build, though I have to kite alot. I'm just thinking here, what I should increase at the moment? I think my melee mitigation is enough good at the moment, I can kill any melee trash by just standing and spanking, but ranged mobs are bit more problem. Also casters are bit difficult due to lack of resistances, so I have always to either use the +armor aura or +resistance aura. I'm thinking here if I should sacrifice 200loh from my amulet for 100@ resistances and 100vitality, what do you guys think? Also, generally, how do you guys survive in a4? What am I lacking most? Should I sacrifice some loh for resistances, or just save money for some amulet that has @resistances with LoH?
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Jun 14 2012 02:11pm
What's your attack speed? Look into buffing your IAS and LoH. Get your LoH to about 800-1k and you should be able to clear A4 with ease. A little more DPS won't hurt either.

I did most of A4 using FoT+Thunderclap and Mantra of Conviction+Overawe. I then switched to MoE+Deadly Reach to deal with Izual and MoE+FoT+Thunderclap for Diablo.

As for the caster mobs, all the caster mobs' abilities in Act 4 can be dodged.

This post was edited by irimi on Jun 14 2012 02:14pm
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Jun 14 2012 02:22pm
Quote (irimi @ Jun 14 2012 08:11pm)
What's your attack speed?  Look into buffing your IAS and LoH.  Get your LoH to about 800-1k and you should be able to clear A4 with ease.  A little more DPS won't hurt either.

I did most of A4 using FoT+Thunderclap and Mantra of Conviction+Overawe.  I then switched to MoE+Deadly Reach to deal with Izual and MoE+FoT+Thunderclap for Diablo.

As for the caster mobs, all the caster mobs' abilities in Act 4 can be dodged.



oh, attack speed is 1.87 attacks per second. Guess I should look after some ias and LoH then. The most expensive stats. :P
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Jun 14 2012 02:31pm
Balance is nice and all and it seems to be what people feel carry their monk through Inferno.

But sadly, i think the problems people are having are MAINLY the lack of versatility, damage scaling, heal scaling that this class has, its miserable.
And our gear 100% makes up for it, that is why we have to invest so much. People keep saying Barbs are more expensive because of our ONE passive "One with Everything".
In my opinion, i disagree... the ONE passive does NOT give monks an edge over the plethora of powerful skills barbs have... passive healing, HIGH damage attacks, High dmg cooldowns, lots of boost enhancements (attack speed, run speed, armor, resists etc).

That said, balance helps monks but it won't solve their lack of effectiveness in overall Inferno.
I am pretty well balanced for the progression level i am at: Act2. But it is still insanely hard to kill Champs, and white mobs arent all that hard to kill, but they still HIT me really damn hard.

My stats:
16k dps (17-18 with Blazing Wrath buff, more with Faith in the Light)
2.10 Attack Speed
~6.2k Armor (7k-8.5k with Hard Target, then Hard Target respectively)
24% Block Chance.
38% Dodge (44% with MoE, ~50% with MoE 3sec bonus)
~550 All Resists
~36k Life
~600 LoH

And yet i get hit so damn hard by everything i have to kite all day and take forever to kill champs hitting enrage timers... etc.
I stopped playing my monk, my Wiz is nearly in Inferno now and leveling a DH.
I suppose my only last solution is waiting until the Inferno nerf... lame right?

This post was edited by Batou079 on Jun 14 2012 02:32pm
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Jun 14 2012 02:53pm
Quote (Veranor2 @ Jun 14 2012 01:52pm)
Look at it from this perspective.

You have 3 bars. Damage, Mitigation, and Regeneration

Damage
=========================

Mitigation
============

Regeneration
====

A build like this is unbalanced and will die more so than a build as follows:

Damage
===============

Mitigation
===============

Regeneration
===============

So yeah you could increase your damage, but at what expense of the other 2? If its too great, its pointless. If you increased mitigation at the expense of the other two, its pointless as well. The same for regeneration.

I'll bold it, because I've been speaking about it on these forums for some time. It's all about the Sweet Spot. If you get above it without sacrificing, good for you. But for those that are having problems, focus on making it to the sweet spot, and you'll see that life gets easier.


this is true for all classes because of the way the stats are calculated. the MORE you have of a stat the LESS your next point is worth. i do NOT believe this is true for damage, only defensive stats
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Jun 14 2012 03:02pm
Quote (Parsa @ Jun 14 2012 03:10pm)
Heya,

Would like to ask some advice again. Last time I didn't get any good reply but maybe I'm luckier this time. ;)

So... I'm now in act 4. I can't exactly do everything in act 3 yet, but with some clever play and skipping some packs I was able to finish it. The biggest problem is usually packs which have fiery chain + are fast or just generally ogre packs (those casters) and some other annoyng combinations such as dececrator+vortex+jail... I belive everyone has those problems though.

My unbuffed stats are atm:
20k dps
37k life
740all resistances
22% melee mitigation
25% block (2700-3700dmg)
34% dodge
400 LoH
5500armor

I'm using the FoT + Thunderclap build, though I have to kite alot. I'm just thinking here, what I should increase at the moment? I think my melee mitigation is enough good at the moment, I can kill any melee trash by just standing and spanking, but ranged mobs are bit more problem. Also casters are bit difficult due to lack of resistances, so I have always to either use the +armor aura or +resistance aura. I'm thinking here if I should sacrifice 200loh from my amulet for 100@ resistances and 100vitality, what do you guys think? Also, generally, how do you guys survive in a4? What am I lacking most? Should I sacrifice some loh for resistances, or just save money for some amulet that has @resistances with LoH?


i have almost your exact stats except i do not use a shield, and i have 61k life. i faceroll all of inferno now with my gear. also the 1400 life on hit that i have acquired allows me to tank almost anything in the game
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Jun 14 2012 03:02pm
Quote (et3rnal @ Jun 14 2012 01:53pm)
this is true for all classes because of the way the stats are calculated. the MORE you have of a stat the LESS your next point is worth. i do NOT believe this is true for damage, only defensive stats


Erm, not exactly. Vitality scales linearly and doesn't suffer from DR. Armor/Resists scale linearly and doesn't suffer from DR.

In fact, the only thing that has DR, as far as I can tell, is dodge.
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Jun 14 2012 03:05pm
Quote (irimi @ Jun 14 2012 04:02pm)
Erm, not exactly. Vitality scales linearly and doesn't suffer from DR. Armor/Resists scale linearly and doesn't suffer from DR.

In fact, the only thing that has DR, as far as I can tell, is dodge.


ah true about vit. armor and resists both have DR because of the way they're calculated.
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