Maximum Defensive Curse?

As a casual player who is generally more concerned with survival in high end maps, I've been wondering if it is possible to make a "No opposition allowed" blasphemy setup.
However, as an aforementioned casual player, the following thought experiment is pie-in-the-sky thinking for me as I can't even afford one corrupted lvl4 Empower/Enhance.

The thought (although calculations may be different):

Step1: Have one of each lvl4 empower/enhance/(enlighten) (enlighten is just there for reservation purposes and/or to fill out the 6 link)

Step2: Have a 6link staff with +1 to gems

Step3: Have 20% lvl20 versions of Blasphemy/Enfeeble/Temporal Chains (corrupted into lvl 21 or 23% quality increases the rest of the calculations accordingly)

ATTENTION: I am going to assume that all curse-quality effects are integrated under "curse effect" and are modified by blasphemy since that seems the most likely scenario.

Interactions:
Staff makes empower into lvl5 giving all other gems +4
Staff gives all other gems +1 for a total of +5
This makes Enhance into lvl9 meaning 64%. So each of the relevant gems now has 84% quality.

Blasphemy:(level is irrelevant, we want the quality effect)
84% quality: 42% increased curse effect
87% quality: 43,5% increased curse effect (23% corrupted pre-enhance)

Temporal chains:(lvl25)
Slow: 32%(lvl)+42%(Q)= 74% time 1.42(Blasphemy)= 105.08%
If quality on chains is not multiplied by Blasphemy it comes out to 87.44% (I'll start putting these in [])
- No idea what this actually means with greater than 100% as usually that would be standing still eternally-

Enfeeble:(lvl25)
Accuracy Reduction: 42%(lvl)+42%(Q)=84% times 1.42 = 119.28% [101.64]
Crit Multi Reduction: 33%*1.42=46.86%
Crit Chance Reduction: 25%(flat)+42%(Q)= 67% *1.42 = 95.14% [77.5%]
Less Damage: 33%*1.42=46.86%

With a corrupted 23% blasphemy to start, the same for enfeeble and using the above assumption about blasphemy also affecting the curse quality you'd even be able to get:
Less Crit chance: 68.5*1.435=98.3% (Soooo close)

As for reservation: 1.15*1.25*70%=100.625% (so just above usable)

Hence the possible inclusion of Enlighten, which at level 9 would be 68% .> 68,425%.

If you have ideas on how to make this even more effective or know it doesn't work like that ingame, please post and tell me.

EDIT: Right. I completely forgot about the passive curse effect increase nodes, that makes things even better.
Last edited by Reozul#5672 on Nov 24, 2016, 5:17:01 PM
Last bumped on Nov 24, 2016, 8:06:57 PM
https://www.youtube.com/watch?v=v8OrZuyktUY

That said, this has now been patched - all of Temp Chains and Enfeeble's effects are capped at 75%.
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viperesque wrote:
https://www.youtube.com/watch?v=v8OrZuyktUY

That said, this has now been patched - all of Temp Chains and Enfeeble's effects are capped at 75%.


well bugger! and it was sounding so promising
That's what I get for not reading the curse-gem patchnotes at the end of the article.




As such, I think the following could work for negative effects like curses and would allow design to be more lax with specific numbers.

What if negative percentage effects of curses were expressed in 'increments' such as Reduces accuracy by X increments.

Each increment would decrease the value left by the previous increment by 1% so the actual suppressing would be 'Now has 0.99^(X) in that stat'.

Most Curses top out normally at about 40. This would mean a change from 60% remaining to 67% remaining. It would also allow them to use shinier numbers and the upside would be making it rather unlikely that any effect ever become fully nullified (if we assume things are rounded down etc).

The slow effect in my example above would therefore slow for 105 increments resulting in the enemy moving at 35% of normal speed. Even at 200 increments it would still be 13.4%.

I guess it would be less user friendly though
Last edited by Reozul#5672 on Nov 24, 2016, 8:02:17 PM
Supports apply their effects to Skill Gems, not to other Supports. Enhance does not affect Blasphemy.

Enfeeble grants Reduced Crit Chance, not Less Crit Chance. Additionally, Crit has a low-end cap of 5% anyways, and to my knowledge monsters tend to have just the base 5% anyways. All in all, the Crit reduction is generally pointless and even in Crit maps or w/e it's pretty wimpy. Enfeeble more than makes up for it with Accuracy/Less Damage/-Crit Mult though, lol.

Don't forget to use a Dying Breath.
Last edited by Vipermagi#0984 on Nov 24, 2016, 8:08:00 PM

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