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Nov 30 2016 03:20am
Quote (lilith0 @ Nov 29 2016 10:32pm)
b-b-but the bell curves!


Why are u talking shit? none of your "math" makes any sense either bud.

This post was edited by Skippy423 on Nov 30 2016 03:27am
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Nov 30 2016 03:29am
Da fuck did i just read
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Nov 30 2016 04:10am
Quote (Wyrmvater @ Nov 29 2016 09:58pm)
Basically, me and Legen got into a statistical argument. Here's how I played it out.


~Statistical battle~

Engineering nerd vs Psycho

Psycho Wins


quote from Legen: "I laugh at sins who put 9 points to get from 57% claw block to 60%"
(he thinks it's "only" 3%. A crucial 3%, as it is very close to the 50%, middle of the Bell Curve) - a way to view it

Difference between block rates:
[valid interpretation]
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

as you can see, from 50% to 60% block is the vastest improvement (equaled by 40%-50%), a common misunderstanding: a percentage can be interpreted as a fraction as well. Per-cent, cent means 100 in French.

from 50% block to 60% block is an increase of 1/5th in blocking chance. 57%-60% Without any complex formula, just as an estimate, 3% being roughly 1/3 of 10%, we can estimate that it is about 1/3 x 1/5 = 1/15 improvement in blocking,

how many 15's in 100? To convert it to percentages, almost 7. Meaning a percentage increase from 57% to 60%, would literally give you 7% better chance of blocking. But it's only 3%? How can it be? It's because it's a range of percentages, it is very deceiving. It's because it's closest to 50%, which makes it more significant. Effectiveness when covering a range of percentages digresses from either side of the 50% middle. As we can picture it on a Bell Curve.

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.



Additionally,




No, not the most significantly helpful, it is still very low block %, 1/10 block odds is like 9/10 chance to get hit, 2/10 block odds is like 8/10 chance to get hit, you'll get hit 1/9th less.



No..
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Nov 30 2016 04:31am
Quote (Worrywart @ Nov 30 2016 04:31am)
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.


So ur basicly calling Me a retard since i maxed venom and got 62% clawblock on my ghost? :p

It Also got level 51fade with precast which votes for my excellent math skills xD

This post was edited by gel87 on Nov 30 2016 04:33am
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Nov 30 2016 04:33am
Ppl still going for 60% wb on their trappers, jeez
I thought it's 2016...
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Nov 30 2016 04:36am
Quote (lilith0 @ Nov 30 2016 02:02am)
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%


True! I never thought about the inverse function of damage reduction with this, I just began theorizing about this "properly", maybe not.

(taking into consideration uphill climb towards higher percentages of block, perhaps having a detrimental effect, in a way that 100% block is impossible, like claw-block being impossible to achieve 70%, 75% shield block however highly recommended if block, etc)

My point that still stands, 57-60% block being a vast improvement, a better improvement than only merely a 3% visible percentage. Right?


Let's try this with another d2 mechanic, AR; Chance to Hit [CTH]

I would say, going from 50% to 63% CTH, is more Significant than going from 63% to 76% CTH. Wouldn't you believe so too? Try to refute this also. This would be without an inverse damage reduction function, culprit that I've missed.

from 50% to 63% would land you a higher percentage of hits, compared to your base starting point of 50%, or if comparing it to say, another Barbarian's CTH vs you. If the other Barbarian has 50% CTH you, and you have 63% CTH him, you would technically have 26% more hits landed on him, Correct? Him at 50% CTH, you at 63% CTH. 13/50 = 0.26. A quarter damage boost.
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Nov 30 2016 04:40am
As to Worrywart, I did out-score Legen in a 4 Necro game of Nvn'ing. Only the necro "Lucifer" slightly had an edge over me, I being very rusty since my come back.
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Nov 30 2016 06:33am
Quote (gel87 @ Nov 30 2016 06:31am)
So ur basicly calling Me a retard since i maxed venom and got 62% clawblock on my ghost? :p

It Also got level 51fade with precast which votes for my excellent math skills xD


Ghost only needs 27 skill points anyway so you can get max mindblast. Everything after that is deciding what gives the most benefit per point. Venom and weapon block give some of the worst returns per point of any skill

Quote (Wyrmvater @ Nov 30 2016 06:40am)
As to Worrywart, I did out-score Legen in a 4 Necro game of Nvn'ing. Only the necro "Lucifer" slightly had an edge over me, I being very rusty since my come back.



I didn't say brag about a FFA. Even Fraust has come out last in FFAs and he mostly plays shapeshifters.

I said ft5 him without getting stuffed.

This post was edited by Worrywart on Nov 30 2016 06:33am
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Nov 30 2016 06:37am
We've been over this, venom gives quite respectable returns per skill point. Weapon block doesn't. Getting +30% overall damage in an average scenario is bigger than getting +7.5% EHP, four times so to compare apples to oranges
I mean, if I'm a PvP orb sorc, am I going to skip maxing ice bolt?

This post was edited by Goomshill on Nov 30 2016 06:38am
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Nov 30 2016 08:00am
Quote (Wyrmvater @ Nov 30 2016 11:36am)
True! I never thought about the inverse function of damage reduction with this, I just began theorizing about this "properly", maybe not.
(taking into consideration uphill climb towards higher percentages of block, perhaps having a detrimental effect, in a way that 100% block is impossible, like claw-block being impossible to achieve 70%, 75% shield block however highly recommended if block, etc)

yeah ofc there's a drawback, which is related to the skill point: %block closer to 100% are stronger but cost more skill points

Quote (Wyrmvater @ Nov 30 2016 11:36am)
My point that still stands, 57-60% block being a vast improvement, a better improvement than only merely a 3% visible percentage. Right?

yes, it's more than the 3% visible percentage
but if you want to prove that it's the way to go, you have to compare those 3%visible (or 7% effective) to what 9 skill points can give you if you put them in another skill
you can't just say "it's 7% so it's better"


Quote (Wyrmvater @ Nov 30 2016 11:36am)
Let's try this with another d2 mechanic, AR; Chance to Hit [CTH]

I would say, going from 50% to 63% CTH, is more Significant than going from 63% to 76% CTH. Wouldn't you believe so too? Try to refute this also. This would be without an inverse damage reduction function, culprit that I've missed.

from 50% to 63% would land you a higher percentage of hits, compared to your base starting point of 50%, or if comparing it to say, another Barbarian's CTH vs you. If the other Barbarian has 50% CTH you, and you have 63% CTH him, you would technically have 26% more hits landed on him, Correct? Him at 50% CTH, you at 63% CTH. 13/50 = 0.26. A quarter damage boost.

yes
but, it's still not a bell curve

13%cth->26%cth is +50%dmg
50%cth->63%cth is +26%dmg (what you said)
75%cth->88%cth is +17%dmg

the function is monotonic
each % is weaker when you got far from 0%cth and close to 100%cth


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