Anyone know if various mob damage reducing abilites stack or if strong overwrites weaker and makes it useless? For example if I use -20% mob damage ability and -10% mob damage auram, is it 0.8x0.9 or only 0.8?
Also, if you melee remember to use enchantres... just realized yesterday she gives 15% armor buff, its huge for melee in Inferno, should be straight -15% damage reduction to everything compared to without buff if I understand right.
Someone mentioned shield block rate... does shield block really matter at all or is shield more like stats item giving armor + stats? Something like 20% block chance of 2k damage does not sound worth much, unless shield effect is calculated after resistances and armor?
Ok so this thread moved along really fast lol but a few pages back people were talking about life steal, basically life on hit is a better stat, this video explains why:
check out all this guys vids and even livestream, ive found them to be very useful
Out of interest: can you respec them ?
No. A Rhinoceros is not a fat Unicorn.
Never had the Enchantress turn me into a chicken and I only ever use her as a follower, the CC is way more useful that the tiny little dps buff that is the alternative. Hex is pretty much the best follower ability in the game, it's actually overpowered when she doesn't waste it, if you are a barbarian like me you can use Leap to get right into the middle of a pack and when she throws the bulb it will chicken everything. The same with Stomp glyphed to pull enemies in. I can't count the number of times it's saved me when I've aggroed way too much stuff and it hits like 10 mobs at once, saving the day.
Not taking it because it bugs once in a blue moon is daft unless you are playing hardcore.
I don't get all the manlove for Kripp, he takes 10 minutes explaining stuff that you can read in 2 paragraphs of text just by googling or reading forums.
How does dodging scale for inferno? I fooled around with a max dodge monk for NM act 4 since I had super shit gear and diablo managed to hit me like 2 times which was nice.
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Checked out Kripp's stream the other day... Having cleared inferno solo, he tried to clear it solo, without dying. When I checked his stream he was almost at azmodan, though my friend tells me he died sometime later.
Originally Posted by Devec
And for those talking about raid progression, I understand that Inferno was supposed to be this lofty area that no one beat for months....but come on. How many times was any raid in WoW not beaten in the first week of release? Their idea of hard is for the 98% of people who have not hit Inferno yet as their data recently showed. My DPS is not that insane lately (I'm at around 30k dps, but have 200% magic find) and my defenses aren't horrible (100 resists across, 25khp....I'd have less if it was an option but keep finding gear with stupid vitality!) but you could do any of this content with probably as low as 15k dps....it just matters how long you can run around and not die of boredom. It's the same tactics as the other difficulties, it's just more prominent that you can't get hit.
Playing the monk though has changed my perspective slightly because I'm in the thick of it - granted i have star gems on him so I 1-shot almost anything even 5-10 levels above me but I still have to get close. It'll be interesting if it's even possible later on as a monk.....least the barb can spam shouts and long-range fight.
40k life, 600 res and 7k armor = 400k EHP. On top of that you can get 20%+ reduced damage from melee attacks, reduced dmg from elites etc.
Stacking defence works for some classes.
Also, dodge chance = dodge chance. Doesn't depend on difficulty. There are diminishing returns for dex though.