Aller au contenu

Photo

What is a decent build progression for 2H solo in vanilla game?


  • Veuillez vous connecter pour répondre
87 réponses à ce sujet

#76
Bigdawg13

Bigdawg13
  • Members
  • 1 174 messages

I can't remember where I saw it, but I recall reading that the damage you take ignores your armor rating if you have barrier, even if you only have a sliver of barrier left.  Can anyone confirm this?



#77
Ruegar14

Ruegar14
  • Members
  • 82 messages
Yes it's true

#78
Brother Juniper

Brother Juniper
  • Members
  • 95 messages

Does damage also ignore armor rating if you have only a wee bit of guard?



#79
Ruegar14

Ruegar14
  • Members
  • 82 messages

Guard mitigates damage. Barrier doesn't mitigate at all.that's why u get thousands of barrier compared to a % of ur life as guard. When u have barrier over guard and say the incoming damage does more damage than u have barrier it still won't mitigate because it was initially done with barrier active .


  • Brother Juniper aime ceci

#80
PapaCharlie9

PapaCharlie9
  • Members
  • 2 871 messages

I can't remember where I saw it, but I recall reading that the damage you take ignores your armor rating if you have barrier, even if you only have a sliver of barrier left.  Can anyone confirm this?

 
It's more that armor is ignored in calculating damage to barrier, so if there is overflow damage, it can have the effect of reducing or ignoring the effect of armor. Assuming I'm reading the pseudo-code right.
 
Here's the passage in the GUIDE, with my emphasis:
 
Barrier

  • Can only be applied by certain Mage abilities and passives.
  • The initial strength of barriers applied by party members is based on the caster's max_barrier value:
  • max_barrier = (base_damage + 10) * 48 - 300
    • This value is defined as 100% barrier strength for all abilities that apply barrier. So an ability that applies 100% barrier will summon a barrier with initial strength equal to the caster's max_barrier value, while an ability that applies 50% barrier will summon a barrier with initial strength equal to half the caster's max_barrier value.
    • This value can be modified by the Strength of Spirits passive.
  • The maximum barrier value for enemy NPCs is a fixed value based on the identity and level of the NPC and the game difficulty level.
  • Incoming damage affects barrier first, then guard, and lastly health.
  • Damage dealt to barrier ignores armor.
  • Damage dealt to barrier is modified by barrier_damage_bonus. This bonus is calculated after all other damage calculations (see the Damage Calculation section):
  • final_barrier_damage = final_damage * (1 + barrier_damage_bonus)
  • Barrier strength is reduced when absorbing damage. One point of absorbed damage reduces barrier strength by one point. When barrier strength reaches 0, the character loses active barrier.
  • For information on how damage that "overflows" barrier is handled, see this post:
  • All barriers on party members slowly decay over time, losing strength at a constant rate per unit time.


#81
ottffsse

ottffsse
  • Members
  • 636 messages
If you don't mind using up a skill on shield wall it's the best way to mitigate stuff like arcane horror and despair demon beams while building up guard. It's a weak skill against mobs where livid is better but against single target boss enemies it's still the best on s+s. But that's s+s and not two handed.

#82
capn233

capn233
  • Members
  • 17 253 messages

It's probably still worth it for Bear Mauls the Wolves on 2H if you don't mind exploiting the ridiculousness of that talent.  Has helped a lot versus Giants and makes assassin enemies nearly useless (like Shadow).  Good if swarmed by mobs early game, but my character just wombo combos them now.

 

Also the mechanics posts on barrier "spill over" indicated that if barrier < armor rating, then the damage is partially mitigated by your armor rating minus barrier amount.



#83
Bigdawg13

Bigdawg13
  • Members
  • 1 174 messages

Also the mechanics posts on barrier "spill over" indicated that if barrier < armor rating, then the damage is partially mitigated by your armor rating minus barrier amount.

 

That is the opposite of what I understand it to mean.  The damage that spills over from a single attack that occurs while you have armor, applies it's damage as if you had no armor.  For example, if you have 499 life, armor that mitigates 50%, and 1 barrier.  An attack that does 500 damage would kill you.  If the barrier was gone though, instead you'd only take 250 points of damage, leaving you alive with 249 points of health.

 

None of that really mattered (to me) until DLC though.



#84
PapaCharlie9

PapaCharlie9
  • Members
  • 2 871 messages

That is the opposite of what I understand it to mean.  The damage that spills over from a single attack that occurs while you have armor, applies it's damage as if you had no armor.  For example, if you have 499 life, armor that mitigates 50%, and 1 barrier.  An attack that does 500 damage would kill you.  If the barrier was gone though, instead you'd only take 250 points of damage, leaving you alive with 249 points of health.
 
None of that really mattered (to me) until DLC though.


Under normal circumstances, effective armor is a deduction from damage, point for point, not a percentage.

So if you had 50 effective armor vs. 500 damage, the expected damage without barrier would be 450.

According to the pseudo-code, with 1 point of barrier, it would be 450 again, where damage is reduced by 49 for armor and 1 for barrier. Where it gets wonky is if barrier exceeds armor. So say barrier is 100. Barrier reduces damage from 500 to 400, but then you take the full 400, as if no armor was there.

I personally haven't verified with testing, but I doubt that code was arrived at without testing. It does seem counter-intuitive, since all the other descriptions of how damage is applied says barrier first, then guard, then armor.

#85
capn233

capn233
  • Members
  • 17 253 messages

Yes that code came from the scripts.  I don't know if it was tested specifically.

 

Even though the system overall is sort of strange, at least they had the decency to ignore barrier multiplier for the spill over damage.



#86
Bigdawg13

Bigdawg13
  • Members
  • 1 174 messages

Under normal circumstances, effective armor is a deduction from damage, point for point, not a percentage.

So if you had 50 effective armor vs. 500 damage, the expected damage without barrier would be 450.

According to the pseudo-code, with 1 point of barrier, it would be 450 again, where damage is reduced by 49 for armor and 1 for barrier. Where it gets wonky is if barrier exceeds armor. So say barrier is 100. Barrier reduces damage from 500 to 400, but then you take the full 400, as if no armor was there.

I personally haven't verified with testing, but I doubt that code was arrived at without testing. It does seem counter-intuitive, since all the other descriptions of how damage is applied says barrier first, then guard, then armor.

 

Then in my example armor would be 250.  



#87
Ruegar14

Ruegar14
  • Members
  • 82 messages

From eyeballing in my game it's false  IDK.with barrier decay rate that exact moment u have less barrier than armor is like half a second maybe less.



#88
Ruegar14

Ruegar14
  • Members
  • 82 messages

Dbl post