Resolute Technique versus Crit Meta (GGG)

40% unconditional MORE damage GLOBALLY is insane for one passive. Doing the same on a crit build woudl require very big investment in gear and passives.

Other than that, i agree that Resolute Technique is not in a good place, but this is not Resolute Technique's fault NEITHER crit's fault IMO. REsolute technique was never a keystone to scale damage. Crit was about doing that. It was passive for TANKS, to get consistent damage and never have to care about accuracy or crit passives or gear, in order to focus on their tankinesss, and get some consistent damage.

The problem is that this game does not have viable tanks AT ALL, and because of people reaching so high DPS, end game bosses are tuned to have absurd amounts of HP, where a tank(which is not actually that tanky and will die anyway due to how the game is designed), will not even be able to kill them. Back in Open Beta, and early release, 15-20K DPS(that tanks had) was indeed considered decent, and they could do end game bosses with it(along with tanking them indefinetely). Now with 15K DPS, guardians, or the shaper will need 15 minutes of straight tanking(when playing solo, forget it on parties) to die, and your chances of being killed are actually pretty high(as in, almost sure thing).

Make tanks viable, and resolute technique is good again. However, with the current meta this is next to impossble, and as i said before, even if tanking all content becomes possible, the damage on RT is most times pathetic compared to the HP of end game bosses. In a thread about the issue awhile ago i had propsed:

Resolute Tecnique:

- Your hits cannot be evaded
- Never Deal critical strikes
- Your chance to hit(100%) is rolled on every hit you deal, and applies more damage at 20% of the value of the rolled number(if you roll 80 you get 16% more damage on that attack).


I beleive that is quite good for ONE passive, which also let's you forget about crit and accuracy in passives and gear.
https://www.pathofexile.com/forum/view-thread/417287 - Poutsos Flicker Nuke Shadow
Last edited by Poutsos#0458 on Nov 23, 2016, 5:53:19 AM
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Poutsos wrote:
40% unconditional MORE damage GLOBALLY is insane for one passive. Doing the same on a crit build woudl require very big investment in gear and passives.


I thought the crit multiplier was multiplicative... like a "more" modifier. Am I wrong?
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SudianX wrote:
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Poutsos wrote:
40% unconditional MORE damage GLOBALLY is insane for one passive. Doing the same on a crit build woudl require very big investment in gear and passives.


I thought the crit multiplier was multiplicative... like a "more" modifier. Am I wrong?

If you have for example +200% crit mult, your damage will be = damage * (1.5+2)

Crit is already quite an invstement gear and passive wise ( if you want to crit regularly enough ), I think that he meant by a "very big investment" means further increase that damage, for which you paid for already.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Last edited by Fruz#6137 on Nov 23, 2016, 7:19:05 AM
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I_NO wrote:
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sidtherat wrote:
fixing system issues with ONE passive is not elegant. it is just breaking the system further

RT is not a problem. crit is. or rather tying everything good with crit: flask charges, status aliments, most 'on ..' effects are 'on crit' effect. and only on crit effects matter in boss fights

taking away guaranteed status aliments from crit would already go a long way. cutting crit nodes so that you cannot easily reach 90% crit with semi-investment would be another step.


Thank god you don't work for GGG.

I'm curious what you think is wrong here, I_NO. Crit builds dominate the meta because of flask charge generation (largely a Pathfinder problem, but I'm not sure why we have the Surgeon's mod at all), instant status ailments, and, though sid didn't say it, Vaal Pact (the only viable solution to basic reflect for super powerful non-chaos non-totem/trap/mine/minion builds, but a solution that is just too potent; I really wish they'd remove reflect then work on balance).

I would also like to see a decoupling of status ailments from crit, but cutting crit nodes, well, at least caster crit nodes, sounds overkill.
Dreamfeather Elemental Cleave Ranger: http://www.pathofexile.com/forum/view-thread/1087616
Last edited by Tempada#2630 on Nov 23, 2016, 7:28:35 AM
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Fruz wrote:
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SudianX wrote:
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Poutsos wrote:
40% unconditional MORE damage GLOBALLY is insane for one passive. Doing the same on a crit build woudl require very big investment in gear and passives.


I thought the crit multiplier was multiplicative... like a "more" modifier. Am I wrong?

If you have for example +200% crit mult, your damage will be = damage * (1.5+2)

Crit is already quite an invstement gear and passive wise ( if you want to crit regularly enough ), I think that he meant by a "very big investment" means further increase that damage, for which you paid for already.


Poutsos is probably referring to it being a global modifier and as such it's double dipping nature, not only on initial scaling but secondary as-well.

It's part of what makes the berserker %more damage so potent.

As for the thread itself, rather lazy fix for RT, nothing fun/cool key-stone worthy just some generic "have some deeps".

Resolute technique
Always hit
Never deal critical strikes
gain 1% more attack speed per 200 accuracy

I guess this falls under the same generic "have some deeps", but at least it has a mechanical component to it and makes useless passive tree patting relevant to RT users.

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
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Boem wrote:

Poutsos is probably referring to it being a global modifier and as such it's double dipping nature, not only on initial scaling but secondary as-well.

I think so too; that’s what I meant by "futher increasing that damage".

About more attack speed .... well I already think that we got too much of it, RT saves the player from the trouble of caring about accuracy.
There could be some cool mechanics involving it still but ... I think that it'd better if it could stay that way, completeing forgetting it with RT.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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Fruz wrote:
If you have for example +200% crit mult, your damage will be = damage * (1.5+2)


The correct equation, I believe, should be 1.5*(1+n/100) where n is your % increase. So the equation should be 1.5*(1+2), not 1.5+2.

So the total would be a 450% multiplier over your non-crit.
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ihasmario wrote:
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Fruz wrote:
If you have for example +200% crit mult, your damage will be = damage * (1.5+2)


The correct equation, I believe, should be 1.5*(1+n/100) where n is your % increase. So the equation should be 1.5*(1+2), not 1.5+2.

So the total would be a 450% multiplier over your non-crit.


The equation is :
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CriticalStrikeDamage = Damage * (BaseCriticalStrikeMultiplier + AdditionalCriticalStrikeMultiplier)

( From the wiki )
150% is the base crit multiplier.

I have no idea where you got your values from.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Last edited by Fruz#6137 on Nov 23, 2016, 9:03:07 AM
I have another idea to improve RT how about:

- Your hits cannot be evaded
- Never Deal critical strikes
- Your hits are Lucky when damaging Enemies
Crit is OP but i don't think resolute technique is, really wouldn't be adding a more multiplier to it :p.

I saw another poster mentioned elemental status effects being 100% on crit was dumb which I can agree with, shock/ignite/freeze nodes on the tree are borderline redundant as 2 of them require hitting hard to apply for any duration (lul crit) and one of them scales insanely off damage (lul crit) like basically crits double dip on elemental status effects. That might be ok if it wasn't so easy to get high crit percentages.

Ignite gets used in non-crit builds but the other two don't except as a knock-on from gearing, there is definitely something to be looked at there should they ever wish to rebalance crit. Its difficult to fix on the tree itself as buffing the duration nodes to where they'd work for non-crit reliably would be extremely OP for crit builds that picked them up lol.

Edit: Love the above posters suggestion of attacks are lucky for resolute technique, that'd be a nice increase that didn't overpower stuff.
Last edited by Draegnarrr#2823 on Nov 23, 2016, 9:54:15 AM

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