Diablo IV - Life or Damage Reduction?

แชร์
ฝัง
  • เผยแพร่เมื่อ 1 ธ.ค. 2024

ความคิดเห็น • 356

  • @Xarrio
    @Xarrio  ปีที่แล้ว +464

    Thumbs up if you want a spreadsheet that calculates your effective health! Armor discussion is up next!

    • @lordcarl3094
      @lordcarl3094 ปีที่แล้ว +1

      What i do know is that the Armor % is totally fake against Physical attacks in the PvP Zone. I'm not sure why, maybe the % that shows is fake or we only get 65% of our total Armor. Maybe its multiplicative, instead of addictive with diminishing returns that the game doesn't show? Still... i'm much more interested in you talking about Thorns Barbarian, or how it feels when you activate instant death by just putting down a trap. These Thorns are very long, AoE isn't a thing in the game, activation on only hit isn't a thing in the game and Armor is fake, so... What's the point? The max DPS on a weapon barely reach 3000, but you equip Razorplate and you have 11.000 Thorns. This game makes no sense.

    • @chickenisdog4500
      @chickenisdog4500 ปีที่แล้ว

      @@lordcarl3094 the pvp area armor is hardcap at 9200 so if u have more than that is kinda useless

    • @lordcarl3094
      @lordcarl3094 ปีที่แล้ว

      @@chickenisdog4500 Thanks, did i miss an explanation for that somewhere in game?

    • @edwar6706
      @edwar6706 ปีที่แล้ว

      @@lordcarl3094 i think in the statistic section there is a 2 modificator tooltips.

    • @lordcarl3094
      @lordcarl3094 ปีที่แล้ว

      @@edwar6706 You mean Materials and Stats? That doesn't says anything about the maximum Armor for PvP being 9200.

  • @SoonJin95
    @SoonJin95 ปีที่แล้ว +90

    You're straight up the khan academy of diablo my guy.
    Keep up the good work.

    • @Xarrio
      @Xarrio  ปีที่แล้ว +4

      Hah, love that.

    • @camfrog79
      @camfrog79 ปีที่แล้ว

      I was thinking the same thing lmao.. are you a math teacher?

  • @dimKiriyenko
    @dimKiriyenko ปีที่แล้ว +5

    That's an explanation needed to be done!
    My 2cent: same math, but less calculations when you're choosing between %DR and +HP:
    * first number is your hp + HP
    * second number is your hp / (1-%DR)
    Pick what's higher.

    • @Xarrio
      @Xarrio  ปีที่แล้ว +6

      True! Good point. That is another way to do it for sure. One of the reasons why I chose to show it the way that I did is that I'm hoping that people will start thinking about changes in terms of % change. This idea of % change is used everywhere in the game for optimizing your character, from dmg stats, to defensive stats. And once you have mastered the idea of comparing % changes, you can optimize everything as you progress your character throughout the game, instead of just at the end by copying someone else's build.

  • @douglosu
    @douglosu ปีที่แล้ว +1

    I have always wanted a video like this for someone to explain it to me drawing out the math as they went. This is fantastic! Thank you for this.

  • @chrissatchel986
    @chrissatchel986 ปีที่แล้ว +3

    Base on your analysis of effective health between DR & EX HP, they both could be defined as two linear functions by deferent Slope K, defining % increase as Y (y=kx+b). Then they could be equivalent in Y and go down and up.

  • @rogueduelist3137
    @rogueduelist3137 ปีที่แล้ว +19

    A huge benefit that wasnt mentioned for DR is how much more effective it becomes with healing.

    • @immodsr9348
      @immodsr9348 ปีที่แล้ว +1

      That is true, but also HP is better with healing that scales of % HP :)

    • @polyento3535
      @polyento3535 ปีที่แล้ว

      You also forgot about heal %, for example Rogues, flurry can heal up 15% per hit.

    • @sf4603
      @sf4603 ปีที่แล้ว

      @@immodsr9348 you might want to clarify what you men by +HP is better with %max hp healing because its better than nothing but its not better than an equivalent amount of %DR
      Its true that %DR effects %base healing and flat amount healing where +HP does not but %DR and +HP have the same effect on %max healing
      If you take his 2 example characters and each receive a heal of 25% max life. The 75% DR character will receive 25 life and the 400 life character will receive 100 life but calculating for effective hp they both end up with 100 effective hp. 25 life with 75% DR = 100 effective hp. So as far as healing goes %DR has some advantages over +HP but +HP has no advantages over %DR. %DR narrows the gap between %max healing and %base healing and +HP widens it without providing any benefit over %DR.
      If all your healing is %max healing then this difference is irrelevant but we all have access to healing potions which have a flat amount as well as a %max component so at the very least %DR is making your potions more effective than +HP.
      Should be noted that the same is true for Barriers as well.

  • @Miguel-oi8tq
    @Miguel-oi8tq ปีที่แล้ว +23

    Crazy how video after video i learn something new and these breakdowns always help me improve my build. Top tier content🤠👍

  • @bthorne2
    @bthorne2 ปีที่แล้ว +5

    I think we could do with a video explaining how the EHP changes with multiple sources of DR because it is not reducing the original number, so stacking multiple sources of DR does not always produce a linear outcome. Armor does.

    • @umitpalalondon
      @umitpalalondon ปีที่แล้ว

      Totally agree DR rely on many factors , armor and hp straight forward values

    • @KOOKMON1
      @KOOKMON1 ปีที่แล้ว

      I was kind of thinking the same thing. If damage reduction has diminishing returns from multiple sources it seems like you’re adding a lot to the equation then.

  • @willceli5977
    @willceli5977 ปีที่แล้ว +11

    DR spreadsheet would be extremely helpful. My question is this:
    Would the spreadsheet contain other variables such a as Close Damage Reduction, Distant Damage Reduction, Damage Reduction based on how many Dark Shroud Shadows you have how many points are invested into that, etc.
    By the way, love the content! I love math so seeing how this works makes it a lot easier to make certain decisions 👍🏼 Keep it up!

  • @andy9565
    @andy9565 ปีที่แล้ว +2

    thanks for the breakdown! really gives us some basic understanding on how the game works :) deserves a sub

    • @Xarrio
      @Xarrio  ปีที่แล้ว +2

      Glad it helped!

  • @shingshing825
    @shingshing825 ปีที่แล้ว

    Im sure this has been said but youre the Khan Academy of math crafting for this game. Eloquent explanations; the lucky hit video was excellent.

  • @Binetti816
    @Binetti816 ปีที่แล้ว

    Great videos man. I’m glad i stumbled onto you. Looking forward to more videos. Y

  • @HasturLaVishnu
    @HasturLaVishnu ปีที่แล้ว

    I feel like im school and todays lesson is DR vs. Hp :)
    Love your approach Professor Diablo

  • @syaman15191
    @syaman15191 ปีที่แล้ว +1

    this is the info i need to know but never knew i needed. Great vid once again.

  • @alex_mula
    @alex_mula ปีที่แล้ว +1

    This is the content that deserves a sub.
    Keep it up

  • @kduv889
    @kduv889 ปีที่แล้ว +1

    okay hear me out...im 35 years old and I have NEVER liked math arithmetic. I not only understood this better than most teachers who taught me in school but I was actually excited to apply this to my min/max'ing in game! I appreciate you! Sub'd!

  • @crumblik
    @crumblik ปีที่แล้ว

    Love the helpful analysis! EHP is a great way to think about how much we need of Life and DR to survive the biggest hit we expect. For example, if a boss is going to hit us for 50k, then we need to make sure our EHP is at least that, so that healing can take over after the hit. We also need to have enough as a buffer to smooth out damage spikes and allow healing to catch up over time.
    If we're only expecting small hits which healing is able to cover, then perhaps stacking more DR would be better to reduce the overall amount of damage we take. My 2c!

  • @justemy2516
    @justemy2516 ปีที่แล้ว +1

    good explanation and it might work for a clean character but i believe its way more complicated in lategame
    base life only increases with lvl ups, additional flat life does not increase with % life and dmg red has diminishing returns except for different sources like dmg red against close / dmg red against elites /dmg red against poisoned etc
    i prefer life rolls over a 4th dr stat since most classes scale dmg or selfheal with it

  • @Kortogan
    @Kortogan ปีที่แล้ว +12

    I'm loving these breakdowns and hope they will culminate with a DR spreadsheet 😉

    • @Xarrio
      @Xarrio  ปีที่แล้ว +3

      DR spreadsheet... sounds pretty sexy. Might have to make one.

  • @Axel-fl2ue
    @Axel-fl2ue ปีที่แล้ว +3

    Would love an excel sheet that we can enter our DR's in (DR from range + close and total DR) to figure things out properly.

  • @DaHamma77
    @DaHamma77 ปีที่แล้ว

    Well done and good explanaition. Thank you!

  • @VonVisualsOfficial
    @VonVisualsOfficial ปีที่แล้ว

    Most helpful guides on D4 right now! Sharing with the bros

  • @firstmarkbannor5266
    @firstmarkbannor5266 ปีที่แล้ว

    That was a REALLY roundabout way to explain a simple concept. 7000/6000 = ~ 16% Damage reduction. 10% DR =~ 10% damage reduction. 11000/10000 = ~ 10% damage reduction and decreases as your life gets higher and higher. It’s pretty simple math

  • @VikingParadigm
    @VikingParadigm ปีที่แล้ว

    Thank you for explaing this, past level 90 on my rogue I did indeed feel like the DR was better then the HP but could not confirm 100%. 🍻

  • @kjwong4730
    @kjwong4730 ปีที่แล้ว

    Basic grade school math is so important, I wish I paid for attention in math class, never knew I would use it as an adult for video games

  • @clevername1349
    @clevername1349 ปีที่แล้ว

    It seems to be much easier to find (relatively) significant HP increases than it is to find significant DR% increases. Something to take into account.
    At lower levels you will likely find neither a 1k HP boost OR a 10% DR increase. SO, in almost ALL scenarios, it is almost always better to take the DR% increase IMO. Of course the formulas above are great to help one consider what to take if such a choice is available at any given level.

  • @kiwi-bird
    @kiwi-bird ปีที่แล้ว

    Thank you! You have a new subscriber! I love video game science!

  • @wmpx34
    @wmpx34 ปีที่แล้ว +1

    I didn’t expect DR to scale off max health…I thought it would be current health

  • @TimoLcs
    @TimoLcs ปีที่แล้ว

    Amazing breakdown. Learned alot! You wrtie better eith your mouse than I do with a pen lol

    • @Xarrio
      @Xarrio  ปีที่แล้ว

      Thanks! Glad you enjoyed it. I actually am using a wacom tablet. =)

  • @kinggamerx3xd888
    @kinggamerx3xd888 ปีที่แล้ว +9

    Wouldn’t the diminishing returns scale the 75% too 62.5% so you would need different dr buckets too hit the hp difference for a 1 to 1 scale

    • @immodsr9348
      @immodsr9348 ปีที่แล้ว +1

      Was thinking the same, but it is not really diminishing as it always gives 10% damage reduction to the 25% damage you take. That is why he used EHP instead of the total damage reduction number itself.

    • @riothegod1831
      @riothegod1831 ปีที่แล้ว +1

      @@immodsr9348it is diminishing returns, the tooltip literally tells you it is diminishing. i have 52% close DR, adding 10 only brings it to 57%, not 62%

    • @ThienTran-lc1nx
      @ThienTran-lc1nx ปีที่แล้ว

      @@riothegod1831that’s because the last 10% DR you add is occurred after all other DR applied. Do you even watch his previous video which explains about DR?

    • @k1ngjam3s67
      @k1ngjam3s67 ปีที่แล้ว

      ​@riothegod1831 the 10% is not additive,l it's 10% more of the original 52%, so in turn 5.2% more meaning 57% damage reduction would be correct. The diminishing returns, is meaning it can never make it to 100% and will always be soft capped.

    • @riothegod1831
      @riothegod1831 ปีที่แล้ว +1

      @@k1ngjam3s67 oh. thats weird every other source of dr seems to be additive. at least from gear.

  • @bthorne2
    @bthorne2 ปีที่แล้ว

    having a background in mathematics...you got my subscription. thanks. lol.

  • @brunospasta
    @brunospasta ปีที่แล้ว +1

    This is why I think the "diminishing return" info is confusing people on DR. Because actually its one of the stats with no diminishing return.

  • @Jcalcazaren1
    @Jcalcazaren1 ปีที่แล้ว +1

    Man you deserve 500k + subscribers

    • @Xarrio
      @Xarrio  ปีที่แล้ว

      I wouldn't know what to do w/ such numbers.

  • @offline20012
    @offline20012 ปีที่แล้ว +1

    Nice video, hope to learn more from you in the future ❤

  • @mattwilder132
    @mattwilder132 ปีที่แล้ว

    This reminds me of 2am college nights cramming for a stats/math test the next day

  • @newwesty
    @newwesty ปีที่แล้ว +2

    learning so much from your breakdown videos, keep up the content!

    • @Xarrio
      @Xarrio  ปีที่แล้ว

      Thanks, will do!

  • @guirohden
    @guirohden ปีที่แล้ว +3

    If you already have good gear with a lot of DR stacked it becomes less effective the more you add, so HP is almost always better. You mentioned that the DR values never change, but they do, if you stack them they lose effectiveness.
    Let's say you have 50% DR spread across gear, skills and paragon nodes, if you add another 10% from a new gear piece it's not going to be 60%, it will be something around 55% or so.
    This is why stacking HP and Armor is better than stacking DR.

    • @Xarrio
      @Xarrio  ปีที่แล้ว

      Check out my vid on diminishing returns and DR, it might clear up some misconceptions: th-cam.com/video/LLHyYlABXt0/w-d-xo.html

  • @UlfhednarTV
    @UlfhednarTV ปีที่แล้ว

    You are a beast man I think damage mitigation is one of the most important things in this game which people neglect a lot. Appreciate it!

  • @twicegravity
    @twicegravity ปีที่แล้ว

    Huge khan academy vibes, good vid!

  • @Welcome_The_Revolution
    @Welcome_The_Revolution ปีที่แล้ว

    One thing to consider is that % DR is capped so if you're already getting a lot of DR you may find that you're hitting the cap regularly so adding more is largely wasted.
    It would be great if there was some in-game stats to display EHP, maybe leveraging your average DR in combat (this will often go up & down as a lot of DR sources are conditional; close, when crowd controlled, for x seconds after using a skill, etc.)

  • @LuXao74
    @LuXao74 ปีที่แล้ว

    You the best brother thanks for all the tips, can't wait for the armor discussion!

  • @SafetyFooT
    @SafetyFooT ปีที่แล้ว

    My man’s re-rolling starts in VR 😮

  • @musiccommands8615
    @musiccommands8615 ปีที่แล้ว

    Very informative. Thanks a ton

  • @emilwaldhausen5836
    @emilwaldhausen5836 ปีที่แล้ว

    Bro your content is next level. Keep it coming ❤

  • @zav75
    @zav75 ปีที่แล้ว

    EHP, a concept well understood from Path of exile :D

  • @cixtos
    @cixtos ปีที่แล้ว

    A breakdown comparing how a skill’s damage scales with level compared to the value of a passive skill would be helpful for crafting builds. I never know when to focus on skill level versus when to go for more points in passives. Looking forward to your Armor deep dive video!

    • @maxnovakovics2568
      @maxnovakovics2568 ปีที่แล้ว

      Depends on your specific build but rule of thumb is.
      5 ranks in core skill.
      1 rank in other active skills.
      They usually just apply status for your core to capitalize on.

    • @maxnovakovics2568
      @maxnovakovics2568 ปีที่แล้ว

      For example, I see a lot of Druids put ranks in Trample, but with that build Trample merely casts your Core Landslide, which does the damage. Extra ranks don't lower CD, increase Unstoppable time, or add to the Fortify/Spirit gen. Waste.
      4, 8, 12% damage to Nature Magic skills, 5, 10, 15% more Fortify etc are worth a lot more than putting ranks in Poison Creeper either. You only want Creeper for the 20% crit chance, apply the "Poison" tag to enemies, apply the "Immobilize" (which is also "Crowd Control) so your "+% dmg vs psn", "dmg vs cc" stats are getting used. No Druid build is stacking Poison dots like a Vanilla Warlock in 40 man Onyxia 😅
      My friend had 5 ranks in his basic skill, and in Blood Mist saying it does more damage that way.. "Brother you can do more damage with the Bone passives. Blood Mist is just a panic button, not an attack..."

  • @BigJuris
    @BigJuris ปีที่แล้ว

    I like to use DR all the time even if the hp seems slightly better. because the healing you take from any source is like 4 times more effective. potions have fix number they heal instantny etc. so for me there is no question even to think about more hp if I can take any reasonable DR, resist or block chance etc.

  • @Katastra_
    @Katastra_ ปีที่แล้ว +3

    I assume for any build that takes advantage of Fortify and/or Overpower, health would always be the way to go?

    • @richardmenz3257
      @richardmenz3257 ปีที่แล้ว

      Life is damage for those builds so think of it as a hybrid damage and defensive stat.

  • @piano8556
    @piano8556 ปีที่แล้ว

    Your Channel is really nice! Helps to understand the mechanics a lot

  • @scanneringdark4793
    @scanneringdark4793 ปีที่แล้ว

    great video. also to find delta EHP for HP on gear you can also (gear HP / current hp) a little easier

  • @ppxppx
    @ppxppx ปีที่แล้ว +1

    I'm a 85 rogue with about 6000hp. I had to pick between 900 +HP or 10% DR. After watching this vid, I'm going with the HP for now until I hit higher levels.

    • @Xarrio
      @Xarrio  ปีที่แล้ว

      Glad the vid was useful so immediately!

  • @owa1985
    @owa1985 ปีที่แล้ว

    I didn't learn anything new, but it was a good refresher nonetheless. At the least it quelled my inner critic that my formulae were indeed correct and that, I can assure you, is value I cannot buy with money.
    I came for the Rapid fire shenanigans, stayed for the math tutorials. Have a sub, sir.

    • @Xarrio
      @Xarrio  ปีที่แล้ว +1

      It was my plan all along.... Glad you still remember your maths!

    • @owa1985
      @owa1985 ปีที่แล้ว

      @@Xarrio I didn't remark before, but your concept of hits to kill on the DR calculations was revolutionary for me. That was in fact, something new.

  • @SaintSTXiong
    @SaintSTXiong ปีที่แล้ว +1

    Can you help explain whether to pick 5% total armor or 10% damage reduction?

  • @WardenDios
    @WardenDios ปีที่แล้ว

    There's got to be a formula to calculate exactly how high a life roll on a piece of gear has to reach to start outclassing a DR roll for more Effective HP, given your current HP as a static data point. So if you're at the Occultist rerolling a piece of gear you know exactly how high you want that life roll to get before you stop re-rolling over it for a higher value.

    • @Hjortur95
      @Hjortur95 ปีที่แล้ว

      Life rolls scale with ilvl and upgrades. rolling life on a 725 is really bad but on an 800 its very worth it

  • @MacroBioBoi
    @MacroBioBoi ปีที่แล้ว +1

    Great content.

  • @bobnewkirk7003
    @bobnewkirk7003 ปีที่แล้ว

    This is fundamentally assuming that there is no diminishing returns on Damage reduction. I haven't tested it yet, but often times Devs will put a maximum DR value into the calculation to limit DR stacking so as you approach that value your returns on investment drop. Though HP gives less % EH per point, it is is not subject to diminishing returns in the same way so it may well be more effective with higher Reduction values. Its somewhat tangential to this discussion, but Barrier and the Overpower mechanic (if they ever fix it) both play into HP which may also weight the equation towards HP.

    • @Xarrio
      @Xarrio  ปีที่แล้ว

      From my testing on the tooltip (and searching online), I haven't found any evidence of diminishing returns from damage reduction.

  • @jfeb2822
    @jfeb2822 ปีที่แล้ว

    The video I needed! Thanks

  • @JuneauGTW
    @JuneauGTW ปีที่แล้ว

    Your videos are so helpful. The game doesn't explain anything to players.

  • @klorinator
    @klorinator ปีที่แล้ว

    Does the effectiveness of adding life also increase based on your current dr? I would think that if your character already has some dr that should factor into the choice. You discussed base hp but not the effect of your character's current dr when adding extra health. I would be interested to know.

  • @winstoncampbell6180
    @winstoncampbell6180 ปีที่แล้ว

    Great presentation bro 🔥

    • @Xarrio
      @Xarrio  ปีที่แล้ว

      ty!

  • @kuokl5626
    @kuokl5626 ปีที่แล้ว

    what a share, ur video is amazing, thanks for that!! love it

  • @Sevrmark
    @Sevrmark ปีที่แล้ว

    How does this affect, for example the Sorc passive Protection that grants a barrier based on maximum health when a CD is used?

  • @148Reaper
    @148Reaper ปีที่แล้ว

    Having more health also means you need to do more healing in order to survive, saw this quite a few times playing with people that went the hp route when you vs something tough and they keep running out of potions.

  • @alexkyriazis1986
    @alexkyriazis1986 ปีที่แล้ว +2

    Hey Xarrio! Mad respect for your work mate, ive watched every single one of your videos and they are both coherent and informative!
    Could you share a general overview of what we should aim for ( as rogues ) in the end end endgame? Hp, DR, Crit chance+dmg etc?
    Thank you for your work once more, you're awesome!!

  • @RomeTooBod
    @RomeTooBod ปีที่แล้ว +1

    I definitely learned something today too bad I got banned last night though 😅

  • @stomis2346
    @stomis2346 ปีที่แล้ว

    Good vid. I think a really good follow up would be a comparison of DR and effective health VS dot type damage for pesky affixes in NM and PvP

  • @xItachii
    @xItachii ปีที่แล้ว +2

    Shout + Click Hammer Button = No More Enemies. Easy Maths.

  • @vladreugreu
    @vladreugreu ปีที่แล้ว

    U re the best! I love u re videos. 👏👏👏

  • @blech71
    @blech71 ปีที่แล้ว

    Good vid! Subbed!

  • @alirawidduh166
    @alirawidduh166 ปีที่แล้ว +4

    Adding DR, your life moves up and down in a more predictable way than in adding extra life. This is important in hardcore, where you want consistency in your "hp movement".

    • @bullseye608
      @bullseye608 ปีที่แล้ว

      They're both EXACTLY the same. Neither one causes your life to move up or down more or less predictably...

  • @marcelhowald8295
    @marcelhowald8295 ปีที่แล้ว +1

    I have a question about imbuements, on some it has lucky hit chance. Does this transfer to every rapidfire shot and does it overwrite the lucky hit chance on rapid fire?

  • @absorbcontact
    @absorbcontact ปีที่แล้ว

    Thanks for the video! How to take ie. dodge chance into account for the overall EHP?

  • @mike35424
    @mike35424 ปีที่แล้ว +1

    Can you do a video talking a little bit about the defensive abs utility skills of the rogue? There seems to be some interesting ones like the one that grants dodge or the one that provides DR from DOT that I never see used in any builds?

    • @eddyram4932
      @eddyram4932 ปีที่แล้ว +1

      I use the dodge passive in my rogue builds. It’s busted even though it’s RNG based. I take it as “60% of the time it works every time”😂

  • @talictdf4757
    @talictdf4757 ปีที่แล้ว

    Good enough explanation but where things get really tricky is when you have like 6 different sources of DR and of course these are not additive to each other it's a whole mess of calculations, my rule of thumb is anything less than 10% DR is not worth it (if you have other better DR sources) if you can get max hp or some nice offensive stats.
    The big thing with DR is getting the most from the same source, for example 2 times 25%DR is better than 5 times 10%DR and while the effective DR difference is not that big between the two having 5 different sources ties up a lot of gear affixes or legendary gear slots, in a lot of cases you want to use that "space" for something more critical to your build. Basically you want to balance the amount of sources for every stat, defensive or otherwise because no matter the stat every new source means diminishing returns.

  • @Raven5431
    @Raven5431 ปีที่แล้ว

    Damage reduction though will make your healing and barriers more effective as well so I would prioritize damage reduction.

  • @alexwieauchimmer9782
    @alexwieauchimmer9782 ปีที่แล้ว

    Great Video!
    Im not sure if my thoughts are correct but I think there is another point about damage reduction to think about:
    For example, lets say you have already 80%dr. Now you have to decie between +10% damage reduction or X more life.
    the 10% damage reduction would give you from you current state + 100% more tankyness and its verry unlikly to get a life roll that gives you +100% of your current health.
    1000 incomming damage 80%dr => 200 incomming damage.
    1000 incomming damage 90%dr => 100 incomming damage.
    from 200 to 100 incomming damage the value got halfed, so it gives you 100% more tankyness. I know the values of 80% dr cannot be achievied, but it makes my point more clearly.
    Or am I wrong?

    • @Xarrio
      @Xarrio  ปีที่แล้ว +1

      The 10% Dr extra won't add like that generally. The 10% DR would remove 10% of the remaining dmg.
      80% DR -> 20% Dmg remaining
      10% more DR -> removes 10% of the 20% -> removes 2% dmg -> 18% dmg remaining

    • @alexwieauchimmer9782
      @alexwieauchimmer9782 ปีที่แล้ว

      ​@@Xarrio okay ty sir

  • @mr.nilraps
    @mr.nilraps ปีที่แล้ว

    With a high health pool adding more flat health is less effective but adding percentage health is more effective. Also, because of diminishing returns there is a point based on how much % damage reduction you have on your gear (not necessarily from armor) where adding more flat health even with a high health pool is better simply because you are adding such a small percentage value. Just wish I could tell where that point is. Pretty sad that trying to make my Sorc not get one shot takes a damn math degree.

    • @Xarrio
      @Xarrio  ปีที่แล้ว

      Just to make things more fun... % life from gems and paragon only is applied to your base health (health without +flat life from gear). This is why when you put on a ring w/ +life on it, it goes up that exact amount. It isn't effected by +% life stuff from gems/paragon.

  • @dcuoffendinghabits7949
    @dcuoffendinghabits7949 ปีที่แล้ว

    Percentage is always better than flat stats, especially higher you go up, flat stats have diminishing returns

  • @polyento3535
    @polyento3535 ปีที่แล้ว

    Do you think you can make a spreadsheet to auto-calculate these on Excel? Great job BTW!

    • @Xarrio
      @Xarrio  ปีที่แล้ว

      Ya, there is a spreadsheet on this vid: th-cam.com/video/KWMihoBjIgo/w-d-xo.html

    • @polyento3535
      @polyento3535 ปีที่แล้ว

      @@Xarrio Ohh thanks. I got distracted how your solving these maths in your head LOL. I'm your new fan!

  • @marceloleal2013
    @marceloleal2013 ปีที่แล้ว

    Great job!

  • @Ersb99
    @Ersb99 ปีที่แล้ว

    Thank you so much for the clarification , also 1000 hp ? its better than 10%armor on pants, chest or helmet?

    • @Xarrio
      @Xarrio  ปีที่แล้ว +3

      We'll be discussing armor next. Stay tuned!

    • @richardmenz3257
      @richardmenz3257 ปีที่แล้ว

      I don’t have any % armor and at least from streamer builds I seen I appear to be tankier and from what I hear on Reddit armor does less dr the bigger the hit is so I would say it is worst. But I guess it matters if your doing same lvl content or pushing tier 100 nm dungeons.

  • @k0ji9h96
    @k0ji9h96 ปีที่แล้ว

    Excellent video, but i have question: what about fortify and barrier, based on your max hp? You dont include these stats in your formula. For barb its serious survivability.

  • @Lxkota_
    @Lxkota_ ปีที่แล้ว

    Are you a teacher/ professor in your day job? You are very good at breaking down and explaining concepts

  • @zer0ash510
    @zer0ash510 ปีที่แล้ว

    wasupp, in my expiriance, adding DR in late game its better overall. Anyway you will and up having 10k+ hp . For example , 10k hp + your Armor + DR its better then adding just flat HP :D .

  • @rodneyashley8375
    @rodneyashley8375 ปีที่แล้ว

    Great info but I think cumulatively if you can get dr from multiple sources max health is a rare stat there’s passives in every tree in every class that gives some form of damage reduction
    But nothing gives max health to me max health is a multiplicative bucket of damage reduction

  • @piotrkosztirko438
    @piotrkosztirko438 ปีที่แล้ว

    Great vids man 👌

    • @Xarrio
      @Xarrio  ปีที่แล้ว

      Appreciate it!

  • @BeastmanWatchUrMouth
    @BeastmanWatchUrMouth ปีที่แล้ว

    Did you take into account the diminishing returns of DR stats? For example if you already have 10% DR, that new 10% will have diminishing returns

    • @Xarrio
      @Xarrio  ปีที่แล้ว +1

      Check out part 1 of the series where I talk about diminishing returns.

  • @petertaihyungkim7904
    @petertaihyungkim7904 ปีที่แล้ว

    Love your contents!!

  • @TELEVISIBLE
    @TELEVISIBLE ปีที่แล้ว +1

    So which one is better ?

  • @wilsonjp23
    @wilsonjp23 ปีที่แล้ว

    Tldr: only roll hp on your rings and helm for survivability. Full dr and armor on chest and pants.

  • @crizzonet
    @crizzonet ปีที่แล้ว +1

    Wouldn’t the 2nd hit with 75% DR be 75% of 75 health now,, which would be 56 health after? Or does it always calculate based off the max health number, and not the actual current health number?

    • @Xarrio
      @Xarrio  ปีที่แล้ว +1

      Hey, good question. The DR is reducing the HIT not your health pool. The hit from the wraith is always 100 dmg in the example, so the 75% DR will always reduce the hit by 75.

    • @crizzonet
      @crizzonet ปีที่แล้ว

      @@Xarrio that makes sense. thanks for the reply, and keep up the awesome videos, they’re really helpful!

  • @hankwang2951
    @hankwang2951 ปีที่แล้ว

    That is why Math is important to RL . Wish I pay more attention in school earlier 😢😢😢

  • @Cymricus
    @Cymricus ปีที่แล้ว

    it’s impossible to calc effective health in diablo 4 the way they spread different types of DR, resistance, and armor across stats unless you’re looking at strictly the stat “damage reduction,” which is only one of the several mitigation stats
    the way DR really works can’t be calculated as it depends on a dynamic system - what type is it, where is it when ability used, is it environmental or from a mob, do you have buffs, etc. it’s just way more complicated than it seems and there’s no calculation that’s gonna help

    • @johnmichaelarnaud
      @johnmichaelarnaud ปีที่แล้ว

      This was my only question as well, as DR in the game is so often conditional, it seems nearly impossible to calculate any kind of static amount for comparison.

  • @Ligh7Bulb
    @Ligh7Bulb ปีที่แล้ว

    These are legit the most down to earth useful videos. Better than NickTew and Kripparian for real

    • @Xarrio
      @Xarrio  ปีที่แล้ว

      Wow, I appreciate the compliment!

  • @LFC608
    @LFC608 ปีที่แล้ว

    I'm having a similar issues deciding between raw HP and extra dodge chance. I'm just keeping one in my stash until I learn which is more worth having.

    • @Xarrio
      @Xarrio  ปีที่แล้ว +1

      Good question... dodge effectively works the same as DR in terms of the average damage reduced. For example, if you had 50% dodge, then you would take 1 out of every 2 hits on average. Versus if you had 50% DR, then you would take half the dmg every time. Well half the dmg for 2 hits (for the DR case) is the same as the whole dmg for 1 hit and 1 dodge (for dodging). Generally tho people don't take dodge over DR because it is inconsistent. You either take 0 dmg or all of the dmg. And if all of the dmg is more than your health pool, you are dead. Versus taking half of the dmg each hit, you then have time to heal it up before the next hit hopefully.

  • @will160176
    @will160176 ปีที่แล้ว

    Here's some confusion to add to the equation. Barbs have a talent that adds health multiplicitively. Therefore, adding 1000 health doesn't exactly come out to +1000 health to your new total.... I'm sure I can figure it out by multiplying it first though. And then how do the gems and paragon +health% go into this as well?

    • @Xarrio
      @Xarrio  ปีที่แล้ว

      Yep. I'm planning a video right now to talk about life %. Stay tuned! It is a fun one.

  • @heikojohnmoller7853
    @heikojohnmoller7853 ปีที่แล้ว

    so what is the result? What is better hp or dr ?

  • @onlytheory86
    @onlytheory86 ปีที่แล้ว

    Good explanation but I hate that I have to sit and do math for the 1000 items I drop every run just to figure out a little increase in power. Bliz needs ro make it obvious as to what is an upgrade and what isn't... it would take forever to do this with all items

  • @TheBlakamon15
    @TheBlakamon15 ปีที่แล้ว

    I am more curious about healing recieved. How much is enough if you have enough health and damage reduction to survive multiple hits but quickly heal your health back up to full so you can take more hits.

  • @ThienTran-lc1nx
    @ThienTran-lc1nx ปีที่แล้ว

    While I do appreciate your explanation, I also want to point out some other aspects that might prove adding health (after 12k+ hp) is still more effective than DR.
    This is because we have paragon with potion healing and pant affix 20% barrier when using potion. Therefore, the more health you have, the more healing + barrier you will get. I have 20k health. So, when I’m injured, I basically heal 50% + 4k barrier.

    • @Xarrio
      @Xarrio  ปีที่แล้ว

      Mathematically it works out the same actually (for the most part) because the DR applies to your barrier as well. So while you may have less barrier, the barrier has more DR. And same thing w/ paragon potion healing b/c it is % based. While it will heal less without as much health, that less health is stronger per point b/c of the DR. In fact, having less health and more DR is actually better mathematically if you have a lot of flat health increase. For example, when you heal with a potion, you get about 1200 flat health back at level 100+35% of your health. So that flat health becomes more valuable with more DR.