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d2jsp Forums > Diablo II > Diablo 2 Discussion > Strategy & Guides > Why Is 60% Claw Block So Crucial? > Explanation
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Nov 29 2016 10:44pm
Quote (Worrywart @ Nov 30 2016 01:31am)
For starters, your essay does you no good since even on a mindless trap you're trash.

Next, virtually every other used skill except maybe venom is worth maxing over weapon block. Your value per skill point is so low that burst of speed becomes a better point sink and ghosts are better off maxing shadow master or a sentry skill.

You're trying to cram enough word vomit in one post to make it look, as usual, like you're not a sump-sucking cretin that never managed to crawl out of the melee bracket. I realize you're a troll but you're also never going to beat any of the people you're pretending to be autistic to fool.


Lmao, when did I say it was better to Max it? My statistics are sound, no need to bash me personally.
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Nov 29 2016 10:48pm
Worrywart has the best replies ever.
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Nov 29 2016 10:49pm
Here's a simple example

with 50% block, over 10'000 damage, you block 5'000 damage.

with 60% block, over 10'000 damage, you block 6'000 damage.


a 10% increase in block rating, as stated above, blocks 1'000 damage, and this at every 10% increase in block rating.


but as you notice, 5k-6k damage blocked, that's blocking 1/5 of your total damage taken, whereas it diminishes the further it gets from the 50%. 70%-80% would still block 1'000 damage, but that would only be blocking 1/7 of your total damage taken.


Going from 50% block to 60% block reduces your damage taken by 1/5, not 10%.

This post was edited by Wyrmvater on Nov 29 2016 10:51pm
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Nov 29 2016 10:55pm
You dismissed everything I said without even realizing it's possible that you might be wrong.
I'll try and make you realize how you're wrong by asking you to explain things that can't be explained

Quote (you)
10%-20%: 9/10 - 8/10 to miss
30%-40% 7/10 - 6/10 to miss
40%-50% 6/10 to miss - 5/10 to block
50%-60% 5/10 - 6/10 to block
70%-80% 7/10 - 8/10 to block

Quote (me)
you talk about chance to miss (ie not block) and then about chance to block
it makes no sense

Quote (you)
- it does make sense

If it does make sense, surely you'll be able to explain why you talk about chance to not block half the time and about chance to block the other half?

Quote (you)
-each percentage is stronger closer to 50%, then regresses in strength

ok. then how do you explain that from 0% chance to block to 50% chance to block, you only become twice as tanky, but from 50% chance to block to 100% chance to block, you become immortal?

Quote (you)
-each percentage is stronger closer to 50%, then regresses in strength

imagine a char with 40%dodge and 40%block.
it can gain 20% total in dodge and block
According to your reasonning, the optimal repartition should be to get 50% dodge and 50% block. This results in 75% chance to not get hit
but I, will go the other route, and get 40%dodge and 60%block. This results in 76% chance to not get hit. So it's actually stronger.
explain that?

Quote (you)
- it is a Bell Curve when there is an Average

show us the formula of your bell curve, and explain what the parameters of the formula mean in d2.

Quote (you)
Lastly, 10%-20% block is indeed twicefold, 100% improvement in blocking chances, but it is well below the 50% mark, thus much less significant than 40%-50% increase in block rate.

can you backup the underlined part with maths?


You won't be able to give a fair answer to any of the maths related questions.
This should make you realize that there is no bell curve here. If it doesn't, then I hope you (E: somehow the end was missing) go back to school

This post was edited by lilith0 on Nov 29 2016 10:57pm
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Nov 29 2016 10:56pm
Which isn't worth 9 skill points. By your math putting those points into fade instead would reduce a larger amount of damage

But you don't have to take my word for it. Why not just ft5 legen and see where your liberal arts degree takes you.
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Nov 29 2016 11:02pm
Quote (Wyrmvater @ Nov 30 2016 05:49am)
Here's a simple example

with 50% block, over 10'000 damage, you block 5'000 damage.

with 60% block, over 10'000 damage, you block 6'000 damage.


a 10% increase in block rating, as stated above, blocks 1'000 damage, and this at every 10% increase in block rating.


but as you notice, 5k-6k damage blocked, that's blocking 1/5 of your total damage taken, whereas it diminishes the further it gets from the 50%. 70%-80% would still block 1'000 damage, but that would only be blocking 1/7 of your total damage taken.


no

with 70% block you block 7000 so you take 3000
so the 1000 additional blocked damage aren't 1/7 but 1/3 of your dmg taken.
1/3 > 1/5 therefore each block% becomes better when block% is closer to 100%

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Nov 29 2016 11:11pm
Quote (Worrywart @ 30 Nov 2016 06:56)
Which isn't worth 9 skill points. By your math putting those points into fade instead would reduce a larger amount of damage

But you don't have to take my word for it. Why not just ft5 legen and see where your liberal arts degree takes you.


Topic can be closed now ^^
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Nov 29 2016 11:15pm
Its really, really not complicated

If you have X% block, you have (100-X%) damage taken on average
If you want to figure out how much benefit one has over another, its (100-Y%) / (100 - X%)
Going from 57% to 60% block means you take 7% less damage on average, for 7.5% more overall EHP

As worrywart points out, this is a pathetic return on your skill points, and theres no need for essays for something so mathematically simple.
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Nov 29 2016 11:32pm
Quote (Goomshill @ Nov 30 2016 06:15am)
Its really, really not complicated

If you have X% block, you have (100-X%) damage taken on average
If you want to figure out how much benefit one has over another, its (100-Y%) / (100 - X%)
Going from 57% to 60% block means you take 7% less damage on average, for 7.5% more overall EHP

As worrywart points out, this is a pathetic return on your skill points, and theres no need for essays for something so mathematically simple.


b-b-but the bell curves!
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Nov 29 2016 11:46pm
Quote (lilith0 @ Nov 29 2016 11:32pm)
b-b-but the bell curves!


m-m-muh regressive harmonic oscillations in discrete probabilistic resonance waveforms
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