"Enemies have -x% to Total Physical Damage Reduction against your Hits" sounds way too clunky.
"That's not possible because penetration applies to resistances, and there is no physical resistance in PoE to penetrate. There's Physical Damage Reduction, which acts differently from a Resistance in several ways. That necessitates a different mechanic to interact with it. I suspect longer-term, if we end up using this mechanic more broadly, it will end up being "keyworded" similar to penetration but with its own distinct term to reflect the fact it has its own distinct mechanics. In the meantime, the description specifies exactly what it is mechanically doing. | |
Too much info is better than too little. I'll take a long clunky name that signifies exactly what said mechanic does over a vaguely worded one.
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" My vote is on "overpower." "Your hits overpower x% of Physical Damage Reduction." Edit: Huh, didn't know "overpowered" already existed as a debuff. Meh. Last edited by Baelturath#4188 on Dec 10, 2019, 5:39:15 PM
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" That's still not accurate to how this mechanic works, though. If a monster has 20% total physical mitigation to a hit, and you have 20% Overpower, it means you're still only doing 86% damage to it. This is mathematically different from the way the new system actually works, where "Enemies have -20% to total physical damage reduction against your hits" would then lead to you doing 100% of your base damage. The way that it is worded is an exact, explicit description of what the mechanic is and how it works. ANYTHING you change makes the description inaccurate to some degree, and inaccurate is much worse than verbose. |
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" Does this mean that the mod will have no affect on the reflected damage from Thousand Teeth Temu or Crown of the Pale King? I was planning a build that would use those two uniques and their '%reflected damage regained as life' as it's main form of HP recovery, but it seems like the announced increase in monster armor will greatly reduce the phys reflect damage i'll be dealing. If i can't find a way to penetrate the increased armor, i might have to scrap the build. Last edited by Kinertia#0729 on Dec 10, 2019, 7:00:05 PM
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" Ok very fair, idk why my mind blanked when I wrote this and forgot what penetration already is and does :). Didn’t mean to sound so snarky in my post, either. I will say the current terminology could imply “physical damage reduction” going below zero - I know it doesn’t work that way and is not a resistance, but since resistances do it may get confusing. But I hope they come up with a canned term soon as Mark said. I get why they’re doing this, but I can’t help but feel like a true physical resistance would be a more elegant way to go. Itemization and other restrictions (not affected by Kitava’s curse, for example) could make it work similarly to how things are now. Armour could have its own vs hits phys damage reduction, but current sources of flat phys damage reduction (end charges, basalt flask) could affect phys res instead. We could then have “armour sunder” and “physical penetration” stats which would be terminologically accurate. More important than the phrasing, physical damage could be treated more consistently with the other 4 types, rather than being a weird outlier. Certainly that’s not something I’d expect GGG to roll out as a footnote to a league, and perhaps it’d cause other issues I’m not thinking of, but I believe it’s worth considering. We're all in this leaky boat together, people.
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" I'd like to suggest word 'negation' - "Your Hits Negates N% of Enemy Total Physical Damage Reduction". retired from forum because of censorship and discrimination
(also poe2 bad) |
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"Correct. This is a modifier to your hits, and like other such modifiers, it will not apply to reflected damage. | |
one maybe unrelated note:
this stat has been sprinkled VERY thinly over the passive tree. now it is mostly coupled with the undesirable notables noone ever took (like Armour cluster near to Blood Magic and the like) there is a big chance that noone is going to use it this league. noone is going to play melee anyway and bows.. bows convert phys stuff to better stuff if previous base max AR value on mobs in T16 was around 1000 and we got 2500% buff that means 25k AR on some mobs (and that translates to ROUGHLY 2.5k phys reduction per hit - 10% of AR value (simplification on corner case)) that means that it is simply smart to convert all phys to ele, stack ele pen and -res and ignore this stat completely. or use Bleed guess what option shall prevail Last edited by sidtherat#1310 on Dec 11, 2019, 1:17:45 AM
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