Mind over Matter and Stun interaction

Hi, I am currently running MOM Hierophant with 40% of damage taken goes to mana + another 1-7% from power charges.

I thought that if almost half of damage taken will go to mana it will increase stun and elemental status aligments tresholds. But it doesn't look like that. Even if the damage to HP wasn't too high stun for me as for self cast character was the real killer! Also sometimes I am getting shock from sparkers with 80% lightning res and 40+% MOM with 4.5K HP pool WTF?

Can anyone explain me how it works?

It looks like these days even life character with decent defences need a stun immunity. :( You can take a look at my character - Arcantor.
Last edited by Lobo#4398 on Oct 11, 2016, 9:46:10 AM
Last bumped on Oct 12, 2016, 6:45:33 AM
Where/how the damage is taken doesn't really matter to stun calculations. You could have Heirophant 40% MoM, +7% with Aylardex, in a Lightning Coil with a Taste of Hate up and take a whole 3% of damage as physical damage...but the hit you suffered still deals [X] total damage, and that total damage is compared to whatever your build says your stun threshold is to see if you're stunned or not. Where the damage goes after that is immaterial.
She/Her
OK, so MOM doesn't increase stun/shock/freeze tresholds. How disappointing. :(
Nope. It only increases your effective health by 30~47% and doubles 'health' Leech rate for any dual Leech sources like Warlord's Mark. No biggie or anything :P
She/Her
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1453R wrote:
Nope. It only increases your effective health by 30~47%


30% of damage being taken by mana is a 43% increase to effective health vs hits (as long as you have enough mana available).

47% of damage being taken by mana is an 89% increase to effective health vs hits (as long as you have enough mana available).

If you can't see why - imagine how 50% would work. You take half as much damage to your life, so you'll last twice as long.
Face it, all of your suggestions are worse than this idea:
http://www.pathofexile.com/forum/view-thread/657756
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dudiobugtron wrote:
"
1453R wrote:
Nope. It only increases your effective health by 30~47%


30% of damage being taken by mana is a 43% increase to effective health vs hits (as long as you have enough mana available).

47% of damage being taken by mana is an 89% increase to effective health vs hits (as long as you have enough mana available).

If you can't see why - imagine how 50% would work. You take half as much damage to your life, so you'll last twice as long.


True enough, my bad. I was thinking in terms of sheer HP expansion, I suppose.

Really, though - Mind Over Matter is an incredibly powerful defensive option I wish I saw more of. Not only do you get those massive boosts to EHP, but it doubles up on 'life' leech and regen. Mana regen is often way more powerful than life by default. Gearing is easier; 'mana' mods are also basically health mods.

Getting 15k ES and all that leech scaling is all well and good, but these days especially it's incredibly expensive. Getting 5k health and 3k mana, MOM, and applying your life and mana leech both to 'health', though? Dirt cheap, and can often work just as well for most things you'd care to do on the dirt-cheap.
She/Her
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1453R wrote:
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dudiobugtron wrote:

If you can't see why - imagine how 50% would work. You take half as much damage to your life, so you'll last twice as long.


True enough, my bad. I was thinking in terms of sheer HP expansion, I suppose.


Honestly, none of the forum posters around here seem to care at all about eHP calculations. Maybe I'm just still mad about my Armour post, lol. If the community doesn't care, though, I wouldn't worry too much about it. 50% more eHP, 100% more eHP, it's whatever.

If you wanted to stay completely accurate, you would probably want to call things for what they are: call redirects redirects, and reductions reductions.
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1453R wrote:

Really, though - Mind Over Matter is an incredibly powerful defensive option I wish I saw more of. Not only do you get those massive boosts to EHP, but it doubles up on 'life' leech and regen. Mana regen is often way more powerful than life by default. Gearing is easier; 'mana' mods are also basically health mods.

Getting 15k ES and all that leech scaling is all well and good, but these days especially it's incredibly expensive. Getting 5k health and 3k mana, MOM, and applying your life and mana leech both to 'health', though? Dirt cheap, and can often work just as well for most things you'd care to do on the dirt-cheap.


That's what I am currently doing. Up to 47% MOM, Warlords Mark wich allows me to leech from multiple damage sources (Arc, Orb of Storm, Herald of Thunder, Vaal Storm Call ...all penetrates at least 25% lightning resistance). Herald of Thunder in a boots has another 2% life and mana leech. Also I am looking forward to get Vinktar's flask with another global 10% lightning penetration and insane life and mana leech.

Currently I have around 4700 HP, 1600 ES, 1900 unreserved mana. I also have insane mana regen which comes from Rallying Cry, while using 2 spirited response jewels so even with 47% MOM I am basicaly taking only up to 27%. Also helmet enchant which increase Rallying Cry buff effect by 75% is something to play with in the end game. Hopefully it will increase spirited response effect to 35%. I have no problem to sustain mana what so ever.

Build is good for mapping only problems cause tougher bosses. Vaal Stom Call is pretty sick as single target damage with its 82% lightning penetration (92% with Vinktar's flask) but it's a vaal skill. I will probably solve the lack of single target damage with another Agnerod South staff on weapon swap socketed with Storm Call - Spell Echo - Less Duration - Concentrated Effect - Lightning Penetration - Controled Destruction/Life Leech. Another problem to solve is power charge generation or reliable way of leeching life during boss fights. And of course increase HP pool.

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