Comprehensive feedback
First you say it's flat, then you say that flat is something different. Wat.
I think obviously what Moo means is to get rid of the stupid armor malus vs. high damage attacks. |
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" Everything you said is not true. Armor is based off incoming damaging, the level adjustment is just with the assumption that higher lvl mobs do higher damage so your average stat sheet DR will adjust accordingly. reduction = armour / (armour + 12*damage) So basically low damage hits do nothing while you eat the full damage of high damage hits. If the middle ground was a little less spikey, and you could get some/any DR on high damage hits, people wouldn't feel the need to stack life so high. You can do this by giving bigger % armor bonuses from tree nodes, bumping 30% ones to 50%. Giving more of them as well. Giving ways to jack up end DR. So whatever the reduction output is from above, give ways to make it higher either by % increase or flat DR. Kinda similar to how mara's reduced damage from crits works. Lower the multiplier. My issue with this is there's no way to link this to melee or a certain class so we are left with melee/ranged being equal in EHP still Then of course there's through skills, like every enemy you kill with this skill gives you 1% DR that stacks to whatever and lasts however long. There's many options but something just needs to happen. Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063 Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856 |
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Furthermore, there is a significant difference between "flattening the scale" and "using a flat scale." The former is to compress the extremes such that they are not so... extreme. The latter is to use a linear progression of returns. Nobody is discussing that.
Fake edit: Moos could have also been referring to the lack of carbonation in the armour formula. Devolving Wilds
Land “T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.” |
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" So everyone who uses zombies, skeles, and rejuv totems are melee summoners? Wow I didn't know nearly the entire population of PoE were summoners. You really can't be considered a "summoner" unless the majority of your dps comes from summons.[/quote] Yeah pretty much. Even if majority of your DPS does not come from summoner all your tanking is in summons. You are primarily a summoner. Which does work with melee, but it frankly works even better with range lol IGN Nordes
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"Have you ever tried converting this into numbers? Here, lemme help: You have 12k armour, and piety smack you for 2k damage mitigated = 2000*12000/(12000 + 12*2000) = 667 damage, 1 negated for every 18 armour Same armour and vaal smack you for 8k damage mitigated = 8000*12000/(12000 + 12*8000) = 889 damage, 1 negated for every 13.5 armour. Obviously a reduction better then the norm since the damage isnt meant to be tanked to begin with. You beef up your armour to 24000 then goes back: Piety: damage mitigated = 2000*24000/(24000 + 12*2000) = 1000 damage, 1 negated for every 24 armour. Wha, probably you shouldnt bother with piety now. Vaal damage mitigated = 8000*24000/(24000 + 12*8000) = 1600 damage, 1 negated for every 15 armour. Still pretty hard for your level, but it should fall into the tankable zone now, taking into account everything else not shown with just armour. Please pardon my bad english Última edição por rephikul#3337 em 24 de mar. de 2013 05:12:06
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" How is this flat though, double your armor against peity gave you 67% more reduction and against vaal only 55%. Doubling your armor is a huge investment unless you are just using granite flasks, which are a bandaid for this very problem. 2k armor from chest, 1k from helm, 500 from gloves, 500 from boots and hell 2k from a shield, you need 400% armor to reach 24k armor. With this huge investment and because you are left taking so much damage you still need life on top. The formula might be linear but the difference between what you need to mitigate small damage and the highest damage is a massive difference. I'd like to see that gap "flatten" so people are required to get less life to deal with shit like Vaal. Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063 Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856 |
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armor is fine imo. More powerfull armor = Less effective physical builds. If armor gets buffed it would destroy my build basically
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" If you buff the formula correct, which I actually think is a bad idea. If you put ways of buffing it through passives, specifically for melee builds, I don't think it would hurt physical builds in PVE. Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063 Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856 |
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" yup, it would only affect players, so your power siphon will still be good leon. I carve and sell real animal skulls, check out my work here: https://www.instagram.com/victorseiche/
https://www.facebook.com/victorseicheart/ World first Uber Atziri as 2h and 2h RT build: https://www.pathofexile.com/forum/view-thread/1058950 Highest level char in Closed Beta, Wytchfindergeneral |
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Why wouldn't it? I assume the enemies use the same formula. It's why when EK crits, its a beast.
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