Torso for DK?

Discussion in 'General Archive' started by -DARK-FURY-, Apr 23, 2018.

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  1. -DARK-FURY-

    -DARK-FURY- Forum Greenhorn

    As dragan event wont come in few months, which torso is also good for 1h tank build? I just crafted this leg torso 1/0/0/0

    Edit: link to crafted torso if anyone is unavailable to see it
    https://ibb.co/nuvVUH[​IMG]
     
  2. cdeepal

    cdeepal Forum Baron

    I don't know why you have crafted an item like that. It has only one golden attribute line and even that one is about the lowest it can get.
    However, since You have it, it is not a bad item. It is slightly better than a 3x item.

    Considering that it has a golden armor base line, You can and You should probably use it as a temporary armor till You get a better one.

    I would not however advice You to transfer it to a Unique.

    This is not an armor considered as top of the line. You would want to craft an Increased Armor % Torso for the long game.
    Increased Armor on This item is a sub-par attribute. Baragain explains this nicely somewhere in the forum why a DK should use Increased Armor as opposed to Increased Armor on This Item.

    Next point is that finding cores is extremely time consuming than Crafting Items. Therefore, I would not transfer this to a Unique and save your cores for transferring a better item.
     
    _Baragain_ likes this.
  3. _Baragain_

    _Baragain_ Living Forum Legend

    I agree, 100%. Cores are valuable, and not to be wasted on something as subpar as this. It is an OK place holder while waiting for a properly crafted torso, but that is about it.
    Long story short:
    If you have two builds, each with 30k armor, but one only has %Armor on this Item, but the other build has a mix of %Armor and %Armor on this Item, the second build will perform better any time you have to worry about an armor break (PvP, bosses, mini-bosses, etc). I'm to tired to go find the post, but it has to do with the mechanics of how armor breaks work.
     
  4. Phyrix

    Phyrix Count Count

    Interesting, I read somewhere that armor on this item is better because it has a higher value after armor is broken.
    As for the crafted torso, I assume this would be for a tank setup, otherwise it will just be totally rediculous for damage.
    Either way 200% armor on this item is possible from runes albeit, it will take a very long time to attain that.
    A powerful tank set I believe is the temple guardian set, if you really want to use that torso then I suggest you go with the temple guardian set in 3 parts
    [​IMG] [​IMG]
    [​IMG]
    But I prefer pure offense so, I am busy with a damage tank on the side.
    And I can say I am pretty excited about it, if only I got my hands on the bloody cube mace.
    When I say damage tank I mean that literally max damage on helm, torso and belt totaling average 120% damage from said items.
    Then the shield 2 options 1: cube shield but with only increased hp, 2: vargulf shield for extra critical damage speed and more crit.
    It is rather exciting being able to build a tank with insane hp and insane damage, skipping the norm of a normal tank.
    PS, with the damage tank you still basically do the same as a 2h setup, aka no block but much rather focus on high damage and you gain high hp more armor and resist too, and on some shields more crit
     
    Last edited: Apr 24, 2018
  5. _Baragain_

    _Baragain_ Living Forum Legend

    I found the post:
    To summarize:
    A torso needs a little of both to truly be the "best" torso. When I get home and can do the rest of the math, I'll show how a 9.9x %Armor line compares to a 61.xx% AotI line in an end game build in the broader sense.

    There are two main types of players in this game when it comes to making builds, those who play by feel and those who play by the numbers. Invariably, the ones who play the numbers play better.
     
  6. Phyrix

    Phyrix Count Count

    thanks
     
  7. Jhinstalock

    Jhinstalock Active Author

    I never would have known in a million years that armor breaks work in a stupid way like that, but I'm thankful for the info.
     
  8. _Baragain_

    _Baragain_ Living Forum Legend

    It actually makes complete sense if you understand the underlying math of the game. It is the same principal, only in reverse, of why % based essence is less effective the more % Damage you have from your gear and knowledge.

    One caveat about the %Armor vs. %AotI debate:
    In PvP, my earlier comment will always hold true, but after R208, because you can get % Armor/%Resistance from Knowledge (and assuming the game stays self consistent, it will calculate in the same step), % Armor from a torso will be a little less important. Factor in how rare armor breaks from enemy monsters and bosses are and you should see that a PvE focused toon could go either way and be OK.
     
  9. Jhinstalock

    Jhinstalock Active Author

    I think the % essence is equally badly designed. Armor break should in my opinion break a % of total armor after all other calculations so that it works 100% of the time as intended. The Essence and buffs such as sticky-as-tar candy should also be applied after all other calculations in my opinion.
     
  10. cdeepal

    cdeepal Forum Baron

    It is not a fact based opinion and cannot work in a game.
    Here is why:

    There has to be a base value of any given attribute (in this case: armor) for a percentages to work on top of that.
    Without that, You would not know which percentage applies on top of which. Let's say You have 10% armor from Shoulders and 20% from Torso. Now You have a base armor of 3000.
    When there is a base, it gets applied on top of the base, so that the total is 3000 + (20%+10%)*3000 = 3900
    But, when there is no base, would it be 3000 + 3000x10% + 3300 x 20% or
    would it be 3000 + 3000x20% + 3600x10%? the result would be different.

    As You can see, You cannot apply a percentage on a total without resulting in an unpredictable final outcome.
    That is why a percentage value must be applied on a base.

    There can be multiple layers of base values though.
    For example, each equipment has a base value, where percentage values on this item applies on to
    and then You have a base value on character.
     
  11. Jhinstalock

    Jhinstalock Active Author

    If we pretend that it can't be coded the way I would like, all they would have to do is make armor breaks reduce your final armor value by a fixed amount equal to the wanted percentage at the time it was broken. For example someone with 10000 armor at the time the break is used on them loses a flat 8500 armor for the given time period. Any alterations while the armor break is still there will be applied to the same total armor value, excluding the 8500 reduction. This would be balanced by the way, it's already used in other games.
     
  12. _Baragain_

    _Baragain_ Living Forum Legend

    I actually like how these things work. It may be counterintuitive to the outsider, but to someone like me who understands the mechanics, it makes builds and theory craft much more interesting.
     
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