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Haven't done any math about it, usually get as much damage as needed and while trying to balance the other things. usually like 12% health regeneration, 15 armor, 65 hp and around 15% run speed. Dont mind dodging btw.
I agree, lifesteal is only powerful in two situations: When you have a massive amount (like with medical weapons) or when you have absurdly high hit weapons like minigun or shotgun. Outside of that I prefer Monkey / Regen for recovery. Consumables can be viable with enough luck but I don't trust it enough to try.
To higher your HP the more effective HP a single point of armor gives. Armor has the benefit that it scales very well with flat heals - healing-drone, healing-items etc.
Lifesteal - oh it can be very much worth it. You do not need to have insane attack-speed, just hitting many enemies all the time. So melee with range, penetration, explosion.
Goes to show how insanely balanced brotato is. I go hard into regen and less armour generally and win.
There's so many ways to play this game, I'm not sure there is a "right" way.
Life steal does suck though as a stat without lifesteal weapons.
Like I just had 6 miniguns on ranger and still had to choose regen over lifesteal.
To double 30 hp, we need another 30 hp which is
tier 4 + tier 4 + tier 2 hp upgrades => 12 tiers => 12 + 12 + 6 = 30hp
To double 30 hp with armor you need 10 armor, which is also
tier 4 + tier 4 + tier 2 armor upgrades => 12 tiers => 4 + 4 + 2 = 10 armor
To double 30 hp with dodge you need 50% dodge wich is
tier 4 + tier 4 + tier 4 + tier 4 + tier 1 => 17 tiers => 12 + 12 + 12 + 12 + 3 = 51 % dodge.
So at low lvls dodge ~1.5 times less effective, than hp or armor, but dodge scales better when you past 50%, i.e if you reach 60%. I am lazy to make exact math...
So optimal ratio is 30 hp, 0 ar (30 EHP) => 60hp, 10 ar (120 EHP) => 90hp, 20 ar (270 EHP).
If you have 60 hp, 10 ar, 90 EHP
+ 30 hp => 90 hp, 10 ar, 180 EHP
+ 10 ar => 60hp, 20 ar, 180 EHP
+ 30 dodge => 60 hp, 10 ar, 30% dodge, 128 EHP
(90 EHP / 0.7 = 128 EHP)
If you have 90 hp, 20 ar, 270 EHP
+ 30 hp => 120 hp, 20 ar, 360 EHP
+ 10 ar => 90hp, 30 ar, 360 EHP
+ 30 dodge => 90 hp, 20 ar, 30% dodge, 385 EHP
(270 EHP / 0.7 = 385 EHP)
In last example lets assume that intstead of getting 20 armor and 30% dodge, you decide to invest in hp => 90 hp + 60 hp + 30hp = 180 hp, 180 EHP. And as you see 180 is far lower than 385 :)
This is an old thread that was posted before the recent patch that nerfed Armor. It's +6.67% EHP per point now. So you need 15 Armor to double your EHP (50% DR), 30 to triple it (67% DR), 45 to quadruple it (75% DR), etc.
If you have 30 hp
+ 45 hp => 75 hp, 75 EHP
+ 15 ar => 30, hp, 15 ar, 60 EHP
+ 45 dodge => 30 hp, 45 dodge, 54 EHP
If you have 45 hp
+ 45 hp => 90 hp, 90 EHP
+ 15 ar => 45 hp, 15 ar, 90 EHP
+ 45 dodge => 45 hp, 45 dodge, 81 EHP
If you have 60 hp, 5ar, 15 dodge, (60 * 1.33 / 0.85 = 94 EHP)
+ 30 hp => 90 hp, 5 ar, 15 dodge, 141 EHP
+ 10 ar => 60 hp, 15 ar, 15 dodge, 141 EHP
+ 30 dodge => 60 hp, 5 ar, 45 dodge, 145 EHP
Conclusion
Seems now before 45 hp, taking hp gives your more EHP, than armor or dodge. After they becomes equal. So optimal ratio is
45 hp => 60 hp, 5 ar, 15 dodge => 75 hp, 10 ar, 30 dodge => 90 hp, 15 ar, 45 dodge
45 EHP => 94 EHP => 179 EHP => 327 EHP
Going for the optimal ratio is... not actually optimal IMO. The other factor you have to consider is that Armor and Dodge both make it easier to heal the damage you take (ie if you take 50% less damage, you need half as much healing to recover from damage received), but increasing Max HP doesn't.
Since the nerf that changed HP Regen to not be a % of Max HP anymore, I usually don't push Max HP past ~60 unless I see an item with a large increase or a level up with a higher rarity than usual. Excluding certain characters (like Ghost) of course. I'd rather keep pushing Armor and/or Dodge since those also help me sustain my HP.