Armor is bad, and it should feel bad.

I'm not sure how the calculation from endurance charges actually works, but it isn't the one on the spreadsheet in the OP. Otherwise, you get mitigation values above 100% if you raise armor to believable levels (like 15000, easily achieved with granite flask with +100% armor). It's possible it just caps out at 0, but I'm guessing that endurance charges aren't just flat mitigation added on top of the mitigation of armor.

Regarding whether armor is useful. First of all, armor is obviously worthwhile against lots of smaller mobs. So it clearly has a legitimate use. But even disregarding that, all armor needs to do against massive critical hits is make them not one shot you. If armor did that, armor was worth it. Basically, there is a range of damage (depending on your health and armor value) where this is the case. Usually around the 4k-6k amount. If that's an amount of damage that you forsee yourself taking, then armor is definitely worth it to keep you alive through one big crit.
"
nexx80 wrote:
Im very curious what they are gonna do because imo it's very hard to balance it in this game systems. Normally ranged should have less survivability because they are able to kill things from distance/kite but in this game where any class has access to pretty much everything it's not that simple.


You can make short-range attacks give survivability directly, e.g. by stunning monsters or inflicting some kind of debuff on them, or giving the player a temporary boost to stats (like Concentrate in Diablo II). But really the easiest way is to make melee attacks do much more damage than ranged, so ranged players are forced to invest in a lot of offensive power while melee characters are free to invest in defence.
Last edited by Incompetent#3573 on Feb 10, 2013, 5:46:23 PM
So wait wait wait wait...

You mean the harder you get hit...the less damage reduction you gain?

....

Design fail 101

Don't think there is any other game out there that fucks melee harder than PoE.

go GGG!
Last edited by funshynebare#2742 on Feb 10, 2013, 5:56:09 PM
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Incompetent wrote:
But really the easiest way is to make melee attacks do much more damage than ranged, so ranged players are forced to invest in a lot of offensive power while melee characters are free to invest in defence.

This.

Properly balanced, melee with a reasonable investment in offensive passives and gear should be able to one-shot his way through all white mobs. This makes for "stealth" characters who are kind of frail but try to wiggle in close, as soon as they get there the problem is solved. If they go tanky instead, they should probably be two-shotting things unless they utterly neglect offense.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
well when u encounter a situation like mine u know the game is fucked.

cant handle act3 merciless pack of blues my level or even slightly below @61.... 2h axe aoe style with 1.8k hp max armor max res. 15% lifesteal 1.2k flatdps. they just dps thru with 90% dmg reduction... this game very fucking random

what kind of nonsense is this...u make sick toon and it still sucks major dick
Last edited by ezezezez#4573 on Feb 10, 2013, 6:17:58 PM
In the interim just play with ES gear and ignore all armor, it's not like it scales with strength.

You get to double your health pool, click hp regen-> ES regen and you also have distributed sources of healing.

My poorly geared, lvl 62, hardcore witch has 1600 hp and 1500 ES. I go toe to toe with mobs, so I can position my freezing pulse cone proper. Occasionally I have to back up a bit to let my ES recharge, and on very rare occasions I go into the 80% hp range and start panicking O_O.
Arbitrary placeholder decisions should never be embraced as final.
Am I the only one who thinks all of the gear you guys are talking about sucks?

The armor value on all of those is horrible.

Talking shield and armor?



and I am in hardcore, I don't get any second chances.
Last edited by iniquitouslegion#7086 on Feb 10, 2013, 9:36:29 PM
/signed.

100% Agree with the topic.

Thare are 2 ways to go from the beggining(imo) = damage or tank.

The damage works fine and majority of player pick that path.


The way of tanking is very weak, not only because you do low dps(and killing regen life\life leech mob is a pain in the ass), but because you take retarded amounts of physycal damage from pretty much anything.


Brutus\Kole is a complete joke for melee tank, because i can't stand in melee with them for more than 2 seconds even with 4 endurance charges up.(900 hp hits ftw!)

And this is on cruel. I probably won't try merciless in a while.
- Deleted -
Last edited by DestroTheGod#5470 on Oct 11, 2013, 3:42:26 PM
They should just put a buff on melee skills in the game. After you cast cleave or sweep or dual strike(and so on) you get 1 second of 20% real damage reduction. Can be physical only. This will mean that only people actually using these melee only skills will get the benefit since they are the only ones actually in melee range.

Other games have standard damage reduction for melee classes. Since this game doesn't really have those, assign it to melee only skills.

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