The Omega Man
Member
OwE is safe (for now again)!!!! praise the lord!!!!
Damn that's a HUGE Inferno nerf.As it happens, we’re going to reduce all damage in Inferno by at least 25%.
As it happens, we’re going to reduce all damage in Inferno by at least 25%
25% reduction on all damage in Inferno.I think I see what they meant by the datamined changes will all look likes nerfs.
Interested to see what's supposed to counterbalance these changes.
25% reduction on all damage in Inferno.
They did the math on the page and basically it does appear like a "net buff".
Holy crap at the Sieze the Initiative nerf...
Shocked to see OwE escaped the nerf but Blizzard seems adamant to bring it down in a future patch. This is basically warning to start weening off the passive slowly.
Damn that's a HUGE Inferno nerf.
25% reduction on all damage in Inferno.
They did the math on the page and basically it does appear like a "net buff".
I don't have the math on me but....
Two days ago I made the transition from Hell to Inferno on my Barb. Now it was a long ass time since I "climbed the wall" and there had been at least 2 nerfs to Inferno since then. I died quite a few times on Hell and even had a couple deaths on Diablo. I made it to Inferno Act 1 and I basically completed all the way to the Skeleton King without dying too much. After I decided to gear up seriously for Inferno using the AH... Act 1 and probably Act 2 has become a joke now. I didn't even spend more than a million gold on the AH and I already felt too powerful with the Barb.
I seriously have to wonder now if Act 1 Inferno actually is easier than Act 4 Hell in patch 1.05.
I am also shocked to see no changes on Sprint. WW Barbs are still king and I see no reason to change my skill bar.
I wonder if the Monster upgrade system allows you to increase their damage too. I wonder if we can increase values to the point of ORIGINAL 1.00 Inferno and beyond. I also hope the loot is better.
Looking at that Seize the Initiative nerf, Monks are going to lose around 1k armor, and if you decide to replace it another passive you're going to lose around 2k armor, The Inferno nerf has to be significant in order to consider a melee class to drop 2k of armor.
So a net 25% damage reduction to inferno.
What's the formula to figure out how much armor negates damage coming in? I would lose about 1100 armor from this. Seems like the biggest loss was to transcendence. The 5% reduction to resolve doesn't seem that much.
Looking at that Seize the Initiative nerf, Monks are going to lose around 1k armor, and if you decide to replace it with another passive you're going to lose around 2k armor, The Inferno nerf has to be significant in order to consider a melee class to drop 2k of armor.
Armor / (Armor + 50 * EnemyLevel)
Incidentally, going from 7000 Armor to, say, 5000 Armor means going from ~69% to ~61% reduction. Assuming an across the board 25% damage reduction, you're coming out slightly ahead.
Edit: To put it in perspective, if you were to be hit for 10,000, pre-patch would take ~3103 damage and post-patch would take ~2899 damage assuming a 25% base reduction.
5800 to 3600 would be similar then? It looks like resolves actually has more of an affect than 2000 armor?
5800 to 3600 would be similar then? It looks like resolves actually has more of an affect than 2000 armor?
If my calculations are correct, you'd be taking almost exactly the same damage in 1.05:
5800 armor: You take 35.20% of incoming damage (vs level 63 enemies)
3600 armor: You take 46.67% of incoming damage (vs level 63 enemies)
-25% damage: You take the equivalent of 35.00% of incoming damage (vs level 63 enemies)
my armor is like 3.5 k without seize the initiative and without enchantress and I have endgame gear, so right now, I really really don't think I am dropping seize the initiative anytime soon
If that's accurate my going from 5800 armor to 3600 armor is a total damange recution loss from 92.9% to 90.6% all other things being equal.
If the total damage went down 25% I'm assuming this loss isn't much of a loss?
So if I decide to keep Seize the initiative and lose only 1k instead of 2k, would that be a buff to armour with the new patch? at the end of the day what matters is mitigation against elites, for trash mobs 1k 2k difference doesn't really matter
If that's accurate my going from 5800 armor to 3600 armor is a total damange recution loss from 92.9% to 90.6% all other things being equal.
If the total damage went down 25% I'm assuming this loss isn't much of a loss?
64.80% -> 53.33% or 3520 -> 3500 using the same sample damage numbers.
The Resolve change is a comparable change. Probably more significant as your armor improved though I'd have to run more numbers.
Edit: Rough estimate is that if you're losing more than 40-ish% of your Armor by dropping StI, you'll probably end up at a net loss with the 25% damage reduction across the board. If you're losing less than that, you're better off post-patch without StI than you were with it pre-patch.
If my calculations are correct, you'd be taking almost exactly the same damage in 1.05:
5800 armor: You take 35.20% of incoming damage (vs level 63 enemies)
3600 armor: You take 46.67% of incoming damage (vs level 63 enemies)
-25% damage: You take the equivalent of 35.00% of incoming damage (vs level 63 enemies)
Edit: So cutting Seize the Initiative entirely would result in taking slightly less damage in 1.05 that you're currently taking in 1.04 with Seize the Initiative. Post-nerf, Resolve will be better than Seize the Initiative, assuming you keep the Resolve debuff up.
Going from 90.6% to 92.9% damage reduction is almost exactly equivalent to reducing damage by 25%.
The value of Seize the Initiative varies depending on your base armor, but judging from the math on Fenderputty's stats, I'm fairly confident that anyone who keeps Seize the Initiative in 1.05 will end up taking less damage than they currently do.
well I just checked, I am exactly at 3.3k without seize the initiative and without enchantress, I a have a complete Inna's set so I aint changing my gear any time soon.
So is 3.3k to low? I can use enchantress is solo play that'll take me to 3.9 maybe? I dunno, I am going to try but don't see myself dropping seize the initiate
I'd take it a step farther and say that pretty much every single Monk shouldn't be worse off post-patch without Seize the Initiative compared to where they are right now with it. The exceptions are if you have an absurd amount of DEX but with next to no Armor.
Hmmm ... so ... maybe I will try something different. Fleet foot maybe instead of transendence?
Does this make guardians path more appealing? I thought dodge % scaled differently than armor.
The total net buff if I stay the same makes scaling difficulties interesting too. I wonder what the "rewards" will be. EXP? Loot?
Like the change. This may get me to switch from impunity to the dodge rune, or I may forgo warcry altogether and opt for leap. Most of the times I die right now are when I get trapped in a circle of enemies and have no way of getting out.
I'd take it a step farther and say that pretty much every single Monk shouldn't be worse off post-patch without Seize the Initiative compared to where they are right now with it. The exceptions are if you have an absurd amount of DEX but with next to no Armor.
Yeah, I was hedging my bets. By "fairly confident", I meant "unless I completely screwed up my math."
Personally, I don't think it'll be worth taking anymore for most Monks. With my stats, 1.05 Seize the Initiative will be worth slightly more than 10% damage reduction, and that's just not very impressive. I'll probably end up keeping Resolve, and swapping out Seize the Initiative for something else.
Yeah, I was hedging my bets. By "fairly confident", I meant "unless I completely screwed up my math."
Personally, I don't think it'll be worth taking anymore for most Monks. With my stats, 1.05 Seize the Initiative will be worth slightly more than 10% damage reduction, and that's just not very impressive. I'll probably end up keeping Resolve, and swapping out Seize the Initiative for something else.
What would you be interested in dropping it for. I'm thinking either a spirit generator or fleet footed.
I'm also curious to see how the scaling difficulties thing will work. What the "rewards" are. Maybe I'll be farming there instead of just the standard difficulty of inferno.
Is this worth anything?
Can't find anything quite like it and I'm terrible when it comes to pricing
I would vendor that without a second thought, but that's just me.
To be fair, I'm hedging my bets too with my exception :x Like, if Fenderputty had just a bit more DEX (~2350 instead of ~2200), he'd be worse post-patch than he was pre-patch. By some practically insignificant amount, mind you, but still ever-so-slightly worse.
Basically, just do (Armor * .4) and check that versus your DEX. If that result is less than your DEX, you're going to see better damage reduction post-patch without Seize the Initiative. If that result is higher than your DEX, you're going to see worse damage reduction post-patch without Seize the Initiative
What would you be interested in dropping it for. I'm thinking either a spirit generator or fleet footed.
I'm also curious to see how the scaling difficulties thing will work. What the "rewards" are. Maybe I'll be farming there instead of just the standard difficulty of inferno.
Personally, Fleet Footed for farming runs, Guiding Light for "I want to hit things harder."
Kenaras said:The Guardian's Path, Transcendence, Fleet Footed, Exalted Soul, and Chant of Resonance all look appealing to me. Been meaning to check out the new Exalted Soul with added spirit generation, but it wasn't worth dropping a defensive passive.
(I currently have no spirit generation on my gear, and I really miss having it.)
You mean sell it to the NPC? so it's worth nothing...
It's also worth noting that Resolve is getting nerfed too. So if you're currently running both, and you drop Seize the Initiative in 1.05, you could end up taking slightly more damage. (Assuming you don't replace it with a different defensive passive, of course.)
My own Monk is on the low side for DEX, so I'll actually end up taking about the same damage in 1.05 even counting the Resolve nerf.
Would that work with Breath of Heaven?