The next thing that needs to be redesigned for the sake of balance

The elemental damage reduction formula.

As it is now, it is simply a massive difference in how certain dedicated builds can withstand bursts of elemental damage due to how the formula looks like.


Qarl pointed out in reddit that "Basically I have wanted snapshotting to be gone for a long time, as it makes balance basically impossible.". Just like snapshotting was an issue for making balancing easier, I think it is also evident that the elemental damage reduction formula causes big such issues.


What it should be changed to is a formula such as Diablo 3 and LoL: Damage reduction against elemental damage = x/(a + b*x) where x is some form of resistance stat and "a" and "b" are constants.

There is a reason for why both those games has that formula, it works and it is easy to balance around.

Of course, to prevent that people try to stack resistance stats on every gear, you can implement caps on how much of each resistance stat one can utilize.
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As for spell block: as long as there is no entropy function preventing unlucky streaks and having over 75% spell block is so hard that noone does it, it is fine with the new formula, because due to the nature of PoE, spell block won't help you in the cases where you got unlucky streaks and the unlucky streaks are common enough to make you worried.

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Last edited by mazul#2568 on Jun 16, 2014, 7:54:38 PM
Why not rework physical damage instead? :P
Last edited by Nightmare90#4217 on Jun 16, 2014, 7:56:29 PM
I agree. It also makes it difficult for minions to be able to take ele damage in a reasonable manner.
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Nightmare90 wrote:
Why not rework physical damage instead? :P


Physical damage "mitigation" is in a far better place than elemental damage "mitigation" in the current state of the game.


Given a base line of 75% res:
Using a flask adding 10% max res, yields (1 - 0.75)/(1-0.75-0.1) = 66.67% more effective hp.



Give a 2k damage physical hit, 3k armor from a granite flask yield at best (though not considering endurance charges) =>

3000/(3000 + 12*2000) = 0.111% dmg mitigation => 12.5% , more effective hp.


Even if we were to add effects such as "% extra armor", it won't reach the same extremely high "more effective hp" numbers that resist flask do.

So there are two ways to look at it: either the granite flasks are in a good position or the resist flasks are. I would argue that the resist flasks is the problem. At best I suggest they should give 30-40% more effective hp.


Now if someone has 10% max res from passives and aura, then suddenly the effect of the flask is: (1 - 0.75 - 0.1)/(1 - 0.75 - 0.1 - 0.1) = 200% more effective hp

That's beyond ridiculous "more effective hp" bonus from just using a flask. The problem is the elemental damage reduction formula, because that's the reason for why the flasks become so ridiculous. It causes a nightmare balance-wise and it was specially evident with how they had so big problems balancing the Invasion bosses.


The only problem I see with physical damage reduction is with Immortal Call. If "immunity" to physical damage is going to be a thing in PoE, it needs to be designed such that through the majority of a boss fight, it won't nullify the physical damage. That can be tweaked though without touching the physical damage mitigation formula.
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Last edited by mazul#2568 on Jun 16, 2014, 8:27:40 PM
Ther should be diminishing returns for esistances as ther are some for item rarity,

or like d3 does it the more oyu stack it the less efficient get the amount, then you could get 75% resistances but the next 10% resitance wouldnt be 10% but 2%
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Last edited by StormHunter#1808 on Jun 16, 2014, 8:31:22 PM
I guess 99% resistance isn't enough for some people.
Can you state how it creates balance issues exactly? The current system seems perfectly fine to me. Getting higher max res is a powerful thing characters can do but no where near mandatory.
It's much easier to face elemental reflect than physical. It's so easy to get 85%+ mitigation against elemental reflect. Now let's talk about hard physical crits for 3k+, show me how to mitigate 85% of these. Only 32k armour required so easy for ES char...

Not even talking about real crits for 10k, you can't even get close to 85%.

Last edited by CookieVortex#2622 on Jun 16, 2014, 8:57:59 PM
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I guess 99% resistance isn't enough for some people.


The problem lie's more in the fact how GGG is suppose to balance elemental bosses when people are running around with 100% immunity.

Look at the atziri fight, it has been reduced to a useless encounter for the specs running it.

All that dev effort, and people are "yawning" when facing her.

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
"
Boem wrote:
"
I guess 99% resistance isn't enough for some people.


The problem lie's more in the fact how GGG is suppose to balance elemental bosses when people are running around with 100% immunity.

Look at the atziri fight, it has been reduced to a useless encounter for the specs running it.

All that dev effort, and people are "yawning" when facing her.

Peace,

-Boem-


Yeah, and if you dont have like 95% resistances, you get one shotted.

75%? lol gtfo you dead one flameblast.

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