State of Armor/life builds

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Snorkle_uk wrote:
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.


that cant happen with armour as there are no flat % bonuses. Beside stuff like endu charges and lightning coil already gives %phys reduction
Dogs Summoner - http://www.pathofexile.com/forum/view-thread/885199
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Boem wrote:
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-




Best idea I read in this thread. Numbers can be tweaked if too strong but there is no way a single lightning coil should be better than 20K armor stacking everywhere not to mention u usually sport >80% lightning res to make it's effectiveness greater (i run 84%). Armor should have way more mitigation or do more. I like the do more nodes idea best.

I remember when I first came here everyone was telling me how great armor was. So I stacked. took Iron reflex. Grace. was not impressed. Not only lost evasion it's worse than lightning coil with high res and rest of my gear could be ES or EV. Seems armor fad has faded this past year. Needs some love.

Phys still needs to hit harder tho. How is it right ppl can run around with no armor while everyone must stack resits at least to 75%?
Git R Dun!
Last edited by Aim_Deep#3474 on Sep 27, 2014, 6:10:21 AM
any armor buff can and will buff Iron Reflexes the most as this is the way to get most armor anyway - double aura + double flask
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MortalKombat3 wrote:
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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


The difference is that an es build can afford to go all the way to the left to just pick these and the aura cluster while a life build on the left side can't afford to go to the shadow start to pick crit nodes without losing too much survivability (armour/life).
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aleksandor wrote:
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Jiero wrote:
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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...




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.




I hope you already know that all that will happen if they turn armor into the system that resists have is that it will become all or nothing must stack skyhigh or die in one hit just like how elemental is. A physical attack that did 7k now would be amped to like 30k under a resist like system and it would be stack or die essentially breaking what little remains of the armor system unless yet again you stack a defense as high as possible. Evade builds will be screwed as the damage will get to absurd levels on them to the point any devourer, ethereal knives or evangelist will be a instant death to any non-insanely high stacked armor user... or make lightning coil, MoM/eb, IC, block, charges pretty much required to not die in a single hit. Essentially they WILL immensely overtune all the damage to the point it would break the system to the point of rampant 1 hit kills and then evade might as well not exist except for iron reflex use.


edit - and if it's diminishing returns, then pretty much no one will survive any physical hit except for those using IC, MoM/EB, artic armor, endurance charges, block, blind, etc.... GL surviving a 20k physical damage hit with current hp values and a 50% reduction value that suffers from severe dimishing returns to improve!
Last edited by Jiero#2499 on Sep 27, 2014, 9:12:46 AM
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LSN wrote:
The difference is that an es build can afford to go all the way to the left to just pick these and the aura cluster

That statement I see here repeated multiple times is just wrong. It is not that ES "can afford", in many cases "it has to", not having its own means to mitigate or avoid physical. 7-10K ES is nothing, it will be gone in two big physical hits.
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LSN wrote:
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MortalKombat3 wrote:


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


The difference is that an es build can afford to go all the way to the left to just pick these and the aura cluster while a life build on the left side can't afford to go to the shadow start to pick crit nodes without losing too much survivability (armour/life).


Well, ES build still loses quite a LOT going there. Aside from 3 one-handed crit clusters and Unwavering Stance, there are almost no useful nodes for ES character.
On other hand, life nodes are everywhere.

With close-to-perfect gear CI character can reach higher HP pool, than life one, but without ability to recover HP with flasks and without ability to resist status effects well.

For me, it look like you need super-powerful ES gear, Atziri Acuity, etc, etc to make CI shine. Considering efforts required, i'd say CI builds are NOT owerpowered.
IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504

There is no knowledge
That is not power
They are anything but overpowered. Relying on 7-10K hitpoints to not get oneshot and IC CwDT to not get 2-3 shot by any phys damage pack is neither fun nor OP.
I just rechecked and reasked my friend to be sure.


He is at 550k reave damage with 8k ES (lvl 94). The 6 points left to 100 will go into ES.


Of course this is something that you can reach with life builds and anyway physical damage reduction is way more important than elemental damage reduction (hint for you: not).



My lvl 91 cyclone duelist is at 4300 life and 65-70k dps right now (romiras adds damage). Cyclone is not even real aoe skill like reave. I had to skip alot of life nodes to get half decent damage up. I am sure I could get to 5500 life and then had like 45k dps at best.

In fact elemental damage is all over the place and the ES guy has about double the eHP vs elemental damage with about 8 times more aoe damage than my single target cyclone damage.
Quite the balance.

The only thing more ridiculous than the balance in this game are the guys on the forums who talk themselves into everything is fine and balanced.



@thread creator:
Of course you have to take damage into account when talking about life build defences. On the one hand a high damage prevents you from getting hit the most time and on the other hand of course you can spec 100% into life/armour or ES with completely neglecting the damage of your char, which means nothing in the end.
In fact the only thing that matters when comparing the defences of life and ES builds is the amount of damage that both can acquire while maintaining a certain survivability. Other than that you cannot really compare them at all.

This state of balance justifies even more ranting on the developers and ppl in charge than what I did.
Last edited by LSN#3878 on Sep 27, 2014, 1:11:18 PM
Dude, without shenanigans like instant leech, CwDT and stacking auras ES does not sustain. It doesn't matter whether it is 8K or 15K. Why wouldn't you play ES if it is so OP?

I'm also sure you and your friend have similar builds with similar investment, just one is hp/cyclone and the other - CI/reave. Comparing them surely tells a lot.

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