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Old Feb 13, 2010, 11:34 PM // 23:34   #21
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thanks dudes and dudettes... i moved from disciples on head, feet and hands only to all peices and the result is 60% better. (wiki ftw). since running full disciples, i have found that 88AL is tuffer than having more health. well... one rodgerts hit saves at least 40hp in damage... so well. i guess. i just made back the cost of not running survivors insigs...

cheers...
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Old Feb 14, 2010, 01:10 AM // 01:10   #22
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the rationale is that basically most damage you will be taking is reduced by having higher armor level, but the healing that you receive is not affected by armor. So as long as you aren't receiving big spikes of armor ignoring damage or the other team has no conditions for whatever reason, disciple's insignia's will always be better
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Old Feb 14, 2010, 06:58 AM // 06:58   #23
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Originally Posted by MaaKotka View Post
Your question has answered many times already in different topics. Anyway there is basically two reasons. You want to be as consistent as possible when taking damage. If you are low on health and get that hitted to your lower armor piece you might die. Also your monks may get the feeling that you are hitted/attacked harder than you actually are when you get hitted to that lower armor piece. Second reason is that loss of max life and hit % ratio is same in every armor piece. So if you think that it is worth to put armor insignia to your chest piece it is generally worth to put it to rest of your armor pieces too.
Mainly what I was pointing out was that it is much less effective to use only +armor on your head, arms, feet... because those pieces are hit less. So putting +armor on your chest and legs in that situation would be better then his way because these areas get hit the most. Also since most spells target your chest piece using survivors there would make it even less effective.

Chest - 3/8
Legs - 2/8
Head - 1/8
Hands - 1/8
Feet - 1/8

Dunno where you got the hit ratio is the same from.

Last edited by ShadowsRequiem; Feb 14, 2010 at 07:01 AM // 07:01..
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Old Feb 14, 2010, 10:24 AM // 10:24   #24
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Full Survivor => +40 health

Survivor on
Chest - +15 health => 3/8 of 40
Legs - +10 health => 2/8 of 40
Head - +5 health => 1/8 of 40
Hands - +5 health => 1/8 of 40
Feet - +5 health => 1/8 of 40

It doesn't matter if you put Disciple's on head, hands, legs and feet and Survivor on chest or Disciple's on chest and legs and Survivor on the other parts, in both cases you have against 5/8 of all attack +15 armor and +15 health.

Either go full Disciple's, or full Survivor.
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Old Feb 14, 2010, 10:41 AM // 10:41   #25
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Quote:
Originally Posted by ShadowsRequiem View Post
Mainly what I was pointing out was that it is much less effective to use only +armor on your head, arms, feet... because those pieces are hit less. So putting +armor on your chest and legs in that situation would be better then his way because these areas get hit the most. Also since most spells target your chest piece using survivors there would make it even less effective.
Proportionately, armor insignia on feet/hands/head are worth just as much as hp on those slots relative to the same insignia on chest/legs. In a real situation, having lower armor on those parts makes incoming damage spikier, far more so than the +5 hp would offset.
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Old Feb 14, 2010, 05:52 PM // 17:52   #26
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Considering the fact dying is often inevitable (at least in arenas like RA, CA, HA), having those few hp points more (from hands and legs) is just better. Always worked for me, at least.
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Old Feb 14, 2010, 05:59 PM // 17:59   #27
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Quote:
Originally Posted by urania View Post
Considering the fact dying is often inevitable (at least in arenas like RA, CA, HA), having those few hp points more (from hands and legs) is just better. Always worked for me, at least.
3/8 hits are on hands/head/feet. You do the rest of the math
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Old Feb 14, 2010, 09:14 PM // 21:14   #28
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Quote:
Originally Posted by lemming View Post
Survivor's in cast set with cracked armor = 60 AL

Survivor's in shield set with cracked armor = 61-71 AL

Disciple's in shield set with cracked armor = 76-86 AL

Guess what? Disciple's is still 15 armor with cracked armor on! (unless you're sitting in your cast set in a spike, in which case you're doing something wrong.)
I did some of that math incorrectly in my head. Calculators ftw for mathematically incompetent people. xD

I'm still torn between the two sometimes, but when I went back to correct it, I see your advantage.
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Old Feb 15, 2010, 08:52 AM // 08:52   #29
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Quote:
Originally Posted by lemming View Post
Survivor's in cast set with cracked armor = 60 AL

Survivor's in shield set with cracked armor = 61-71 AL

Disciple's in shield set with cracked armor = 76-86 AL

Guess what? Disciple's is still 15 armor with cracked armor on! (unless you're sitting in your cast set in a spike, in which case you're doing something wrong.)
Hmm, your reasoning is right but this math doesn't look correct to me.

Survivor's in shield set with cracked armor would be 61 armor at most (+16 max Shield, +5 Weapon, -20 Cracked Armor), ignoring the +armor on the Shield to whichever specific damage type.

With Disciple's the armor range would be between 67 (+6 non-req Shield, +5 Weapon, +15 Insignia, -20 from Cracked) to 77 (+16 max Shield, +5 Weapon, +15 Insignia, -20 Cracked).

So, yes, you still get +15 as long as you have a 15 Armor Shield.

Quote:
Originally Posted by urania View Post
Considering the fact dying is often inevitable (at least in arenas like RA, CA, HA), having those few hp points more (from hands and legs) is just better. Always worked for me, at least.
Unless they have no conditions at all, this doesn't make much sense?
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