That really depends on what you are trying to accomplish. There are so many synergies for Armor and Resistance. If you want to avoid MH charge and Whirlwind skills, then you might not pursue as much AR in order to avoid Battlemage Set. I am not trying to be vague but it really really depends on what you are trying to craft.
Formulating a plan, designing/theory craft, testing, executing, making adjustments, testing etc. It’s an iterative process. However, if you have a general idea about what you want your character to do, you can craft around your idea with all the affixes available and 42 slots to fit them. At the end of the day, you may not need much AR or Resistance at all for what you envision.
That comment simply means you may want to kill faster, avoid damage, Regen, etc. This means you would sacrifice AR, Resist etc for damage, avoidance, Regen. Take Mandelbrot’s craft below for example.
Like Mr. Scooty said, it depends.
What I can tell you is the greatest DMG reduction from armor/resist is having same affixes number of both. Actually proofing this requires multivariate calculus, but you can convince yourself testing values.
It depends on what build you make , if you do 1v1/2v2 , how you want it to behave , does it camp, does it hit and run, does it ruthlessly go for you or stay very defensive all around while attacking.
So many variables of course and testing. It’s also good to sometimes change up A.I settings every once in a while to something you like
The real problem I found about such optimization was crafting restrictions and number of available affixes. But I use computational methods when I have enough affixes set and few available affixes, for example, maximizing HP with x slots left, minimizing damage with y slots lefts, etc.
There is an example: “What combination of crystal versions of Total HP% and Luck% gives greatest HP, considering you have Faun’s Gifts (3) and 6 Nature “of Luck” + 1 Epic Luck”?
Program’s Output (L is luck and H is Total HP%):
L H Multiplicator
0 6 2.96775
1 5 3.3255
2 4 3.6014000000000004
3 3 3.5246500000000003
4 2 3.372375
5 1 3.144575
6 0 2.84125
Like I said, balancing things usually gives greatest values.
Lol me feeling like it more complicated than it actually is but then again, people calculate and do things in different and better ways than me xD. I mean I created good quality build and it’s also great learning about how to make a really good arena build thanks to Mr Scooty so now I can do so forever. Even though I created arena build before discordance orb, it wasn’t as good even though it was one of the best of that time .
Of course I could definitely plan well for arena but me knowing how effective having a fair amount of DMG Reduction, hp, DMG with ED but no % ED , etc being really helpful.
Same here of course. But I started off with trial and error before I learnt to plan carefully. Despite that, I did learn a heck of a lot.
My discordance rogue orb build took a huge amount of planning to really get right and practise since it wasn’t easy to master unlike the wizard orb discordance but I saw the potential and wanted to use it. Originally for PvE but I saw the PvP potential and tested with my PvE build and got up to division 2 that way.
Then I changed it thanks to advice and new knowledge learnt.
I got many builds in theorycraft more and a few of my high quality builds start off due to planning. My first ever builds however weren’t by huge planning but by using others ideas in hopes on making my ideas betters.
Oh yeah, sure. My very firsts builds had no planning too, I didn’t get too far though, I remember always being stuck somewhere between mythic and eternal league.
Same. It took me a little planning to break the eternal league barrier but also I made mistakes to stop me. It was a matter of crystals (which was harder then) but I planned mostly on my own a little bit but had the help of teacup and cronos to improve it even better .
Still, my current builds show just how far I’ve come in knowledge and I can easily see how I can change my old builds and anyone builds.