Thanks to Golem for helping a lot with my newbie questions and Neverfudge for pointing out how OP Faun/Satyr is and both for cleaning up my ideas about PvP in general
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So I’ve reworked my Warrior draft, trying to get as much DR as possible lol ^^
I also levelled a warrior from 1 → 20 to try and learn some of his stats, I’ll list some here
Stats at Level 20:
Base HP - 1750 → [1000 (+750 from 5 HP)]
Base MP - 1750 ->[1000 (+750 from 5 MP)]
Base AR - 10 ->[1085 (75+10+1000)]
Base Res - 1
Item AR - 1000
Item Single Element Res - 100
AR = 1085 (Base 5 HP points + Base AR + Item AR [(5*15=75)+10+1000])
HP Stat gives +150 HP and +15 AR for Warrior per point
MP Stat gives +150 MP for Warrior per point
After levelling my toon to 20, I noticed he had 125 AR, I checked the gear… 40 AR in total… I saw 5 HP points, 5*15=75… Only 115 AR…
10 AR was missing, and I didn’t know where to look - until I noticed all Resistances were 1, except arcane which was 3… (I had starting equipment… Arcane element…) after Calciting the items to fire, arcane resist went to 1, and fire to 3…
Let’s get right into it oh boy I can’t wait c:
Luck/Gold Natures = 25% each
Satyr’s Spirt/Faun’s Gift[3] = 37.5% of Luck/Gold
2x25%(Nature)+3x53%(Crystal)=209% Luck
209x0.375=78%
4x25%(Nature)+53%(Crystal)=153% Gold
153x0.375=57%
Satyr’s Spirt adds 78% More MP/AR
Faun’s Gift adds 57% More HP/Res
Cerebral Vortex and Plagued both add 75% more HP/MP/AR/Res
Battle Mage and Spell Sword give our final 60% more HP/MP/AR/Res
Strength Skill gives an extra 13% HP
Intelligence Skill gives an extra 10% MP
Endow Mythstones will also give 60% more AR ([50%->15%]*4)
*4.96748 multipler for HP
*5.4824 multipler for MP
*8.3776 multipler for AR
*4.396 multipler for Res
The final set affix, should be Permafrost or Druidic for recovery - I go for Druidic as MP Absorb does not work with Alchemy
Druidic bonus is 5000->2000 and increased by +75%(Druidic[3]) for 3500
HP Regen Bonus from Strength is 325 /sec
MP Regen Bonus from Intelligence is 250/sec
Multiply both of those by Druidic’s 75%, and then also factor in 25% of HP->MP and 25% MP->HP from Harmony, so x1.25 on HP Regen and MP Regen
Pet can be Fauna (Faun’s Gifts) or Tink (Druidic)
Not Permafrost/Plagued/Satyr
MH - Lederer’s Lance (Warrior) → Lance MH
*Strength - +1500 AR, +3% HP, +75 HP Regen
*<Elixir - +2 All Skills - +1000 AR/100 All Res, +2% HP/MP, +50 HP/MP Regen
*<Cosmic Orb - 10x300% MH DMG /sec
*(Armour - +1700 AR
*Battle Mage - +60% HP/AR
*Elemental Damage - +1080
OH - Chromatic Orb (Wizard) → Shield OH
*Intelligence - +150 All Res, +3% MP, +75 MP Regen
*<Elixir - +2 All Skills - +1000 AR/100 All Res, +2% HP/MP, +50 HP/MP Regen
*<Enigma - Telestomp \or/ <Nova - Ele Crit
*(Armour - +1700 AR
*Spell Sword - +60% MP/Res
*Elemental Damage - +1080
Body - Clairvoyance (Wizard)
*Cerebral Vortex - +75% MP/Res
*<Alchemy - up to +50% DR, +50% DMG
*<Endow - +15% AR
*(Gold - +53%
*MP - +1040
*Blessed - for every 400 armour, gain +3 All Res
Helm - Projection (Wizard)
*Strength - +1500 AR, +3% HP, +75 HP Regen
*<Harmony - 25% HP Recovery → MP and vice versa
*<Endow - +15% AR
*(Luck - +53%
*Plagued - +75% HP/AR
*Blessed - for every 400 armour, gain +3 All Res
Ring - Natural Justice
*Strength - +1500 AR, +3% HP, +75 HP Regen
*Intelligence - +150 All Res, +3% MP, +75 MP Regen
*<Elixir - +1 Sets
*<Endow - +15% AR
*(Luck - +53%
*Satyr’s Spirit - +78% MP/AR (37.5% of Luck = +MP/AR)
Amulet -
*Druidic Bonus - +2000 HP Regen
*Druidic - +75% HP/MP Regen
*<Sanctuary - Survive 2 seconds after a fatal hit
*<Elixir - +1 Sets
*<Endow - +15% AR
*(Luck - +53%
Pet - Fauna
*Faun’s Gifts - +57% HP/Res (37.5% of Gold = +HP/Res)
*Blessed - for every 400 armour, gain +3 All Res
*AR - +700
*MP - +1040
*Whirlwind - +3 to Skill
*Elemental Damage - +1080
Natures:
*2x Luck
*4x Gold
Talents:
*Blessed - for every 400 armour, gain +4 All Res
Other talents don’t affect our DR, Phalanx is good though (+10% chance to activate 40% DR for 4 seconds)
Stats:
*HP - 18/19 point ratio
*MP - 1/19 point ratio
HP-1750+2700+13%+75%+60%+57% = 22,105.286
MP-1750+2130+10%+75%+60%+78% = 21,271.712
AR-1085+2000+700+270+(3x1500)+(2x1700)=11955x8.3776 = 100,154.208
AR-100,154 / 120,154 = 0.8335469480832931 DR
Res-101+200+(2x150)+([100,154.208/400]=[250.38552 x13] = 3,255.01176)
Res-3,856.01176x4.396 = 16,951.02769696
Res-16,951 / 18,951 = 0.8944646720489684 DR
Alchemy = 50% DR
I will round DR so it’s easier to calculate
83% DR from AR
89% DR from Res
50% DR from Alchemy
89% = 11% left total damage taken after AR
11x0.83 = 9.13 (11-9.13= 1.87)
83% = 1.87% total damage taken after AR+Res
1.87x0.5 = 0.935% total damage taken after AR+Res+Alchemy if at max HP/MP
So this is effectively 99.065% DR in PvP - include the natural 90% DR and we are at 99.9% DR… muhahaha
If Alchemy is not up at all, we have 99.813% DR including the 90% from PvP
HP Regen-2000+325+75%[+25% of MP Regen] = 4,068.75+109.375 = 4,178 /sec
MP Regen-250+75%[+25% of HP Regen] = 437.5+1,017.1875 = 1,454 / sec
“Alchemy” Overall Regen = 5,632 /sec
DR with Battle Arena 90% = 99.9% DR
HP Total = 22,105.286
MP Total = 21,271.712
To avoid sureshot mythic users, HP is higher than MP, so that our HP is always left a little bit empty, as we recover up to our lowest maximum resource
Is perseverance required or can we reduce/regen the damage with this build?
Also, I want to point out the main culprit of these shenanigans which is the Blessed talent… that thing is giving more All Res (3255) than we have armour (11955) because res is equal to x10 armour… 3255, is equivalent to 32550 armour, and we have 11955, so we have almost triple the All Res in value compared to our armour, but scaling our armour is what gives us the All Res so we do need both (only works on Warrior)
I’m pretty excited to have finally figured this out… for years I’ve always seen and wondered how can they claim “immortal”… now I see… I guess this is the true immortal build people speak of… well here it is with all affixes, math, and explanations :)) dont ban me pls ![]()
Edit: I used an asterisk for a multiplication symbol and it just made numbers Italic and unreadable ![]()
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Edit 2: If I wa to improve this, immediately I see - replace ring with poise, swap intelligence for balance
This will increase overall eHP, or swap intelligence for Epic EleDMG…
I’m sure there’s more to change to optimize this, I’m very interested to see how we would approach this and improve it ![]()