Porcupine Goliath Damage is too much

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Nozlol12 wrote:
Look i didnt start this thread to get an explanation of the things one can do to mitigate the damage, I know all these things and that is not the point.

My point was that if my character is build in such a way that it can deal with everything else in the game including ubers. i shouldnt have to change my build and playstyle to have to deal with 1 mobtype in a couple of maps...

Actually, that is exactly what you should do. A (cough, cough) well-balanced game forces players into making compromises which work well in some situations and worse in others. Someone else's (totally different) compromise solution has its strong and weak points in other game situations.

If this were not the case there would be exactly one best character build and everything else is strictly worse. That would be really shitty.
May your maps be bountiful, exile
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Baron01 wrote:
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Fruz wrote:

This makes as much sense as suggesting to use blind against unstable wetas in Delves because they have attacks ( and are melee ! ).


Porcupines being melee woes is irrelevant to this topic seriously, it's only about their on-death effect.


I'm not sure you are agreeing with me or not since your statements are confusing and contradictory in first and second sentence.

They are not, porcupines being melee monsters is irrelevant to this topic, therefore arrow dancing's drawback is irrelevant against the Porcupines' on death effect.

If you are not a melee characters, and therefore are not dealing too much with threats at melee range, you should totally consider arrow dodging depending on your tree, that would help a lot against porcupines as the on death effect is a projectile.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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SisterBlister wrote:
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Nozlol12 wrote:
Look i didnt start this thread to get an explanation of the things one can do to mitigate the damage, I know all these things and that is not the point.

My point was that if my character is build in such a way that it can deal with everything else in the game including ubers. i shouldnt have to change my build and playstyle to have to deal with 1 mobtype in a couple of maps...

Actually, that is exactly what you should do. A (cough, cough) well-balanced game forces players into making compromises which work well in some situations and worse in others. Someone else's (totally different) compromise solution has its strong and weak points in other game situations.

If this were not the case there would be exactly one best character build and everything else is strictly worse. That would be really shitty.


Well said, especially when we had such a striking example of this last league when something like 60% of all ladder-topping builds were Winter Orb Tricksters.
Last edited by ARealLifeCaribbeanPirate#2605 on Aug 14, 2019, 12:55:43 PM
Its the only pack of monster were it seems my dodging/evasion stats does not work. It feels so binary, so I have to pay attention.

I dont know what they changed but it seem that the on death effect has 100% accuracy and can't miss.
Last edited by ffogell#6809 on Aug 14, 2019, 1:59:01 PM
I agree w @ SisterBlister regarding balance. If there would be a way to mitigate against ALL damage types 100%, then everyone would play a variant of this. Whisp showed off one (see his YT channel), but it comes at the cost of DPS. Also, some Delve builds are still a thing. But to a lesser extent than it was during Delve League, because of some nerfs.

@ ffogell RE: Dodge.

As I linked to poedb.tw before: It is a (phys) projectile attack: https://poedb.tw/us/mon.php?n=Porcupine+Goliath

As far as I am aware from the wording, you can not dodge projectile attacks. This stat is unavailable. You can only "dodge" attacks and spells.

You can only 'block projectile attacks' (its an item affix). And evade projectile attacks via evasion.

https://pathofexile.gamepedia.com/Blocking

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Block Chance against Projectiles

Any modifier that has X% additional Block Chance against Projectiles will apply to projectile attacks and can be made to also apply to projectile spells with the appropriate X% of Block Chance applied to Spells statistics.


Ergo, if you have can not get those stats, you have to stack layers of physical mitigation: "reduced", "less". Or skills that reduce or lessen all damage types, like (Vaal) Molten Shell, Steel Skin, Arctic Armour.

And or add another stack of evasion through two flasks: Jade and Stibnite with good rolls. FYI: use the menagerie to help with crafting a good one suited to your needs.
Last edited by RPGNoobANKA#0714 on Aug 14, 2019, 3:54:52 PM
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RPGNoobANKA wrote:
I agree w @ SisterBlister regarding balance. If there would be a way to mitigate against ALL damage types 100%, then everyone would play a variant of this. Whisp showed off one (see his YT channel), but it comes at the cost of DPS. Also, some Delve builds are still a thing. But to a lesser extent than it was during Delve League, because of some nerfs.

@ ffogell RE: Dodge.

As I linked to poedb.tw before: It is a (phys) projectile attack: https://poedb.tw/us/mon.php?n=Porcupine+Goliath

As far as I am aware from the wording, you can not dodge projectile attacks. This stat is unavailable. You can only "dodge" attacks and spells.

You can only 'block projectile attacks' (its an item affix). And evade projectile attacks via evasion.

https://pathofexile.gamepedia.com/Blocking

"
Block Chance against Projectiles

Any modifier that has X% additional Block Chance against Projectiles will apply to projectile attacks and can be made to also apply to projectile spells with the appropriate X% of Block Chance applied to Spells statistics.


Ergo, if you have can not get those stats, you have to stack layers of physical mitigation: "reduced", "less". Or skills that reduce or lessen all damage types, like (Vaal) Molten Shell, Steel Skin, Arctic Armour.

And or add another stack of evasion through two flasks: Jade and Stibnite with good rolls. FYI: use the menagerie to help with crafting a good one suited to your needs.


i´m pretty sure you can dodge attacks,the reason for this is the wording in poe.
if it doesnt explicit say "melee" or "projectile" attacks,it includes both of them.
the best examples are the passiv tree nodes "of attack dmg leeched" or "increased attack dmg/speed" without "melee/projectile" or other restrictions like swords/bows are mentioned, it works for both.
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ffogell wrote:
I dont know what they changed but it seem that the on death effect has 100% accuracy and can't miss.

I sometimes use a totem as a shield. Cast it between you and projectile bastards and it catches some of them...
May your maps be bountiful, exile
@ ciel289

Would like to have that confirmed by GGG, that your "dodge attack" and "block attack" chance do also apply to "projectile attacks"

If it is so, then we can add Vaal Clarity with its 34% attack dodge to the available ways of mitigation to the pool. Panic Button.

Example: LAYERS

~ 30% Dual Wield Block Chance (base is 15%, so you have to get more from other sources)
~ 35% Evasion
~ 34% attack dodge via Vaal Grace (use as a panic button, if one runs out of flasks = has no other way of mitigation)
= 99% mitigation against Projectile Attacks, alone.

And if you have only 35% evasion, you will have either Armour (or ES) - as an additional defensive layer.
Last edited by RPGNoobANKA#0714 on Aug 14, 2019, 5:31:05 PM
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RPGNoobANKA wrote:

Example: LAYERS

~ 30% Dual Wield Block Chance (base is 15%, so you have to get more from other sources)
~ 35% Evasion
~ 34% attack dodge via Vaal Grace (use as a panic button, if one runs out of flasks = has no other way of mitigation)
= 99% mitigation against Projectile Attacks, alone.


you add effects that stack multiplicatively

correct number is 70%

Last edited by UlfgardLeo#1382 on Aug 14, 2019, 6:02:07 PM
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UlfgardLeo wrote:
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RPGNoobANKA wrote:

Example: LAYERS

~ 30% Dual Wield Block Chance (base is 15%, so you have to get more from other sources)
~ 35% Evasion
~ 34% attack dodge via Vaal Grace (use as a panic button, if one runs out of flasks = has no other way of mitigation)
= 99% mitigation against Projectile Attacks, alone.


you add effects that stack multiplicatively

correct number is 70%



exactly this

hit calculation against players work like this:

the attack first rolls monster acc vs eva chance,if the attack passes this check it becomes a "hit"

now the player has a chance (if he gets the stat from items,buffs or passiv tree) to dodge the hit and after the hit passed this check the attack can be blocked

spells obviously skip the eva check and only spell equivalents work against them

for full hit calculation it doesnt matter if it checks dodge or block first the total chance to get hit in the end stays the same

poe´s wording is actually very exact,when you learn the basics
only bonuses with the same name that dont include more or less can stack additively

i.e. block will never stack with dodge,but dodge from vaal grace will stack with dodge from acrobatics

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