State of Armor/life builds

Ive suggested things with charges before, and what I heard back is that they dont like changing charges or allowing them to do other stuff, basically because it becomes very hard to balance them with so many uniques that grant + charges and modify charges blah blah. It basically becomes extremely hard to balance and stops them adding items that do something for the way normal charges work because they have to take into account that they can be used another way blah blah. It seemed like a no go for good reasons.

Problem with putting it on axe/mace notables is that people would take them just for max res, even when not using those weapons which becomes sort of silly in a way.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
I'd really like it if they just changed armor to a flat % reduction that doesn't give a crap what the damage of the enemy is hitting for: it still offers the same percent reduction whether its 10 or 1000000.
This is how most other RPG's do it, and its the one that works the best.


Gonna invent a new node here after reading this.


First node of the cluster

Aging equipment :

4%hp
15% more armor

Then instead of a circle or line it branches out to 3 other nodes behind it.

Phoenix marked helmet :

10% increased armor

20% of fire elemental damage is reduced by armor

Drowned body armor :

10% increased armor

20% of cold elemental damage is reduced by armor

Grounded boots :

10% increased armor

20% of lightning damage is reduced by armor

Something like this would be hard to abuse imo by other builds since it is not simply a +% based reduction, but a reduction based on another line of defense usually associated with the left side of the passive tree.

(but abuses will always appear)

Peace,

-Boem-


Freedom is not worth having if it does not include the freedom to make mistakes
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aleksandor wrote:
I'd really like it if they just changed armor to a flat % reduction that doesn't give a crap what the damage of the enemy is hitting for: it still offers the same percent reduction whether its 10 or 1000000.
This is how most other RPG's do it, and its the one that works the best.




This works when the numbers of everything are constrained to nominal limits and in here they aren't at all. How do you balance enemy physical damage for example when a 95% DR 10k hp tank is standing next to a 50% DR 5k hp non tank? The tank has an effective 200k hp compared to the non tank's 10k effective hp, anything that would scratch the tank one shots the non tank. Those other rpgs do this ad the result is that they turn back into trinity rpgs of tank/dps/healer...
"
Boem wrote:
Spoiler
Gonna invent a new node here after reading this.


First node of the cluster

Aging equipment :

4%hp
15% more armor

Then instead of a circle or line it branches out to 3 other nodes behind it.

Phoenix marked helmet :

10% increased armor

20% of fire elemental damage is reduced by armor

Drowned body armor :

10% increased armor

20% of cold elemental damage is reduced by armor

Grounded boots :

10% increased armor

20% of lightning damage is reduced by armor

Something like this would be hard to abuse imo by other builds since it is not simply a +% based reduction, but a reduction based on another line of defense usually associated with the left side of the passive tree.

(but abuses will always appear)

Peace,

-Boem-

I was going to suggest Iron Soul. Replaces Iron Reflexes on the tree--"50% less armour; armour reduces elemental damage."

Or something to that tune. Full armour but no longer reduces phys... Something..
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Jiero wrote:

This works when the numbers of everything are constrained to nominal limits and in here they aren't at all. How do you balance enemy physical damage for example when a 95% DR 10k hp tank is standing next to a 50% DR 5k hp non tank? The tank has an effective 200k hp compared to the non tank's 10k effective hp, anything that would scratch the tank one shots the non tank. Those other rpgs do this ad the result is that they turn back into trinity rpgs of tank/dps/healer...


this is how block and resists works tho. No diminishing returns at all

you could put a 75% cap on armour and it would be exactly the same
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Last edited by Amiag#0234 on Sep 25, 2014, 10:42:00 PM
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Jiero wrote:
"
aleksandor wrote:
I'd really like it if they just changed armor to a flat % reduction that doesn't give a crap what the damage of the enemy is hitting for: it still offers the same percent reduction whether its 10 or 1000000.
This is how most other RPG's do it, and its the one that works the best.




This works when the numbers of everything are constrained to nominal limits and in here they aren't at all. How do you balance enemy physical damage for example when a 95% DR 10k hp tank is standing next to a 50% DR 5k hp non tank? The tank has an effective 200k hp compared to the non tank's 10k effective hp, anything that would scratch the tank one shots the non tank. Those other rpgs do this ad the result is that they turn back into trinity rpgs of tank/dps/healer...




Not really, so long as Armor follows a diminishing returns formula where it costs twice as much to Increase from 50% to 51% as it did to increase from 0% to 1%. So long as the damage reduction never accelerates like it does with Resistances and Blocking, it should be easy to Keep reigned in.
After all, if you're pumping armor, you're not pumping Life, so Effective health should even out properly, since the % increase in DR will keep being throttled back as you stack it.



Granted, they'd have to reevaluate Determination and Armor nodes, but armor being reliable isn't a bad thing.


ya when you look how impossible it became to balance elemental damage on mobs when people had an 8% difference in flat ele resist balancing phys damage mobs against 0 armour vs 30,000 armour would be such a nightmare.

I honestly think armour does its job very well, playing a 2k armour build vs a 20k armour build is night and day against a physical hit even with the crushing mechanic, which actually exists to balance the damage done by large monsters and make the game more even, and i think it works. Thats my opinion anyway. Ive played builds with 24k armour (no granite flask) and its a very effective form of defense for what it does.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
Armour isn't bad. It just doesn't do anything against what matters most at the moment. Armour itself could be left alone quite happily if elemental wasn't what kills you.

Elemental defenses for the left side of the tree need dealing with however. Mose base resists on nodes for easier gearing, possible max resists on marauders iron skin, nodes that specifically only work for life users against elemental, like "gain x% of elemental damage taken as life", spell block while dual wielding, spell resistance on 2hander nodes...

Actually spell resistances would be great, as it'd be a separate resist that applies after elemental resists, so even at max capped ele resist, having 1% of spell resist wouldn't be super effective. Instead you'd need 4% spell resist to meet the effectiveness of even 1% max ele res. Like physical damage resist, there would be no penalty per difficulty.

Maybe if it were possible to make it tree-only (like max % life is, other than some uniques) and only on the left side of the tree spell resist would be a pretty simple solution; this is considering elemental damage from attacks are often dealt with by evasion or non-spell block.
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LSN wrote:
Nothing new about this. Dagger/es builds are the best melee tanks and damage dealers at the same time on purpose.

While shadow (right side) has got ci, eb and all the high attack speed increased base crit weapons (claws, wands, daggers), the left side with templar, marauder and duelist is just inferior in all categories.

Game is designed around the shadow/witch/ranger class on purpose, and those three classes cover all the game needs anyway, which is witch = spellcaster, shadow = melee tank and ranger = physical/elemental projectile. The devs obviously don't like or want to bring balance to the other classes, I wonder if they even recognized yet that there is a balance problem. If they did the following should not have happened: While dagger builds were op before the forsaken master patch and every other melee weapon build was lacking behind them, they got further buffed to be even stronger than before now and outclass any of the life melee classes that clearly that it became stupid to play one of these.

Templar, marauder and duelist? As you have mentioned, in fact they were further weakened in order to make players choices easy. I guess those of us who once picked one of them can be considered stupid, as we believed that GGG has got a bit of sense and understanding for balance.

For the next balance patch I suppose that blood magic should be moved to the right side (next to ci and eb), so that shadows and witches wont have to go the far distance to the left side in order to support their one million damage aoe builds on low life with 9 auras. We do not want to limit their fun.


You're wrong there. Strength part of the tree has 3 AWESOME crit clusters, which are VERY desirable for shadows and witches anyway. Same for Unwavering Stance.
Also Strength part got almost all life regeneration nodes, and tons of life nodes as well.

Armour itself is a bit weak, probably.... if not used with close-to-max block
IGN: MortalKombat
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Last edited by MortalKombat3#6961 on Sep 27, 2014, 3:15:23 AM

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