[Check pls o.O] 99.9% DR in PvP? xD

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 :pray: :saluting_face:

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 :smiley:

Edit: I used an asterisk for a multiplication symbol and it just made numbers Italic and unreadable :pray::sweat_smile:

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 :muscle:

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zero asterisk

one asterisk

two asterisk

three asterisk

if I remember, I learned to do this from getting the Certified Badge. I can barely remember anything else.

that’s a lot of math. made my brain go :exploding_head: ! thanks for all the work on understanding your build. like many others who work hard for their builds, seeing it in action will be the best reward, especially if it does good.

I’ve been working on some tests for something I noticed recently concerning Weaken affix, did some tests yesterday, and this morning I realized I need to do some more tests, as I realized I had some more questions that needed more testing for answers. more math & time playing, and spending lots of Crystals for the test build.

basically, some builds are even stronger because of Weaken, and I want to figure out how it all works before I share everything.

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Thank you , I just passed but I forgot already :sleepy:

I’m happy to share as well, I learn faster with everyone else at once than on my own :smiley:

I can’t wait to get into the arena, but this won’t be the build I use due to weaken like you’ve mentioned and we have discussed

If weaken is going to effectively turn off my 89% DR, I’m left with 83% and 50% for a total of 91.5% and a lot of investment wasted, countered by weaken affix

I still believe AR is best, any extra Res from blessed should be an extra bonus, not investing this many affix slots… maybe not even Alchemy as juggling HP+MP and balancing them is too affix stressful…

Blood magic solves a lot of problems with MP, and lets me scale hp with gold/luck

Equivalence could be useful, but we basically lose half our pool for DR so I don’t think this is the way to go

I’m happy to discuss anything but obviously I don’t ask you share anything you don’t want to :pray:

I think we said about AR pierce being the only penetration for armour, and weaken/ascendant can reduce Res…

If this is true, and lets just say for arguments sake that an immortal build is mostly AR and little Res, to prevent counter from weaken…
An anti-immortal build with weaken won’t penetrate armour, so if there really is no way to offset the DR from AR with our own DMG (due to low multipliers for DMG compared to HP/MP/AR/Res), anti-immortal builds would be exclusive to LOHKO

I just thought it’s funny against someone with no weaken you can have 99.9% DR, but even 100% weaken only brings it to 99% (91.5%+90%) DR on this craft… Quite interesting, I’ll do some more math :nerd_face:
After farming for a little more dust ^^

Edit: just so I’m not mistaken, the 90% DR in arena is real? I can’t get the first time page back up :rofl: