Why is armor designed this way?

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Accro + phase accro do have the advantage of being pretty cost efficient, but it comes at a price.
I think that it does fit range gameplay pretty well.


The interesting thing is that they are fitting best were they shouldn't. Due to how armor works, getting penalized with losing half of it hurts much less for an armor build and the mitigation given by Dodge is well above it.

Right now I'm using a Raider with Hybrid Eva/Ar and Onslaught, he will later get 25% evasion chance in melee and 15% for ranged and still gets some 20% or so spell dodge from items and the raider tree and a bit of regular dodge. At least that is the plan.

If you use Dodge with Lightning Coil and some Endurance Charges it is really good, mainly because of how much Elemental Mitigation it provides which is the more dangerous type of damage in general anyway, not to mention that it works similarly well on direct chaos hits. The more punishing thing often is that without going to the scion cluster those builds often run out of life nodes to take. Going over 200% increased HP is hardly possible, so you have to get good jewels and are locked out of many uniques because they provide no HP. As soon as you are using a bow or a 2h weapon and are able to use Kaoms most of those issues vanish, because you are hardly ever oneshot (of course some bosses can, but again Evasion is the best here, because even if manually evading those attacks fails, you do have a backup diceroll).

And yes if you look just at the primary defenses, ES, Evasion and Armor, they all have glaring holes, however while you don't need much investment to fix ES, exspecially considering how close VP and GR are to CI it is a whole lot different for Armor and Evasion.
"
Snorkle_uk wrote:
Heres what I think is going on, if armour was a consistent % reduction it would either be broken strong or worse than it is right now.


Say you have a load of armour, then with ur endurance up you show 75% phys reduction, now we all know if thats what ur showing on your lvl90 character than yeah, against the average lvl82 white mob youll be getting 75%, but against the big hits that matter its going to be substantially lower.

Thing to consider though is that chars with no armour like evasion and es builds exist and must be viable, and that while armour should mitigate phys it shouldnt make you immortal to it. I hope we can agree on those 2 points at least.


So look at ele resist. You run around in maps with 75% capped all res on all your chars. What would happen to you if you ran around with 0% elemental resists? Youd get totally fucked, you woudl take 4x the damage of the 75% builds, a hit that deals 2k damage to them would deal 8k damage to you, thats the difference between not caring at all about the hit and being outright 1 shot.

So if an armour character has 75% phys resist and the evasion character has 0%, the evasion dude is going to get obliterated by stuff that the armour char wont even care about. Oh you just got hit for 10k phys damage in 1 hit? Ok, well I took 2.5k of my 6.5k life pool, popped a flask and just carried on dancing. So you couldnt let them actually have 75% phys reduction like the stats show in the char sheet, you would have to bring that down to something reasonable where its taking off a lot of the damage but its not the equiv of phys becoming "armour chars has 75% all resist and evasion chars have 0% all resist".

So you would have to nerf the % down to something more reasonable, say when you have your armour and your endurance up you are mitigating 45% of the damage, not 75%, otherwise that gap is wayyyyy too big. But heres the thing, thats already what it does against the big hits, you might not be getting the 75%, 80%, 90% you are showing against those hits, but you are getting the 40%, 45%. So if you make it a flat % reduction, you end up having to balance it down to the same sort of reduction were getting already from the big hits, but then the little hits where you really are getting 75, 80, 90 etc, youre now nerfed against those hits and you start having 40, 45% against those too.


I dunno, thats how Im seeing it anyway for what its worth.



I think armour could be a little more effective tbh, its just a little too hard to stack, too investment intensive. If they made the formula a touch more forgiving then that tackles it in a round about way.


I completely agree that it shouldnt be at a 75% reduction, that would be ridiculous

But it should be balanced like you said to about 30-45% DR with a decent investment in it, that way melee builds on the left side of the tree can focus on armor instead of having to stretch to acrobatics.

And it would also enable us to make tanks, with a high investment, a low dps char that can tank without dying, currently, whatever tank you want to make with high armor 78/78 block will enocunter a situation where a 1 shot will happen(even by using legacy kaoms and stacking 11-12k life on a shield char) you may still get 1 shot, which in my opinion shuldnt be possible on a tank, you should be able to die but at least in forms of burst damage, not straight up 1 hit kills or 0.2 second bursts of dmg. And of course most of these 1 shots come from physical damage, thats where a change in armor would help

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Last edited by VictorDoom#6290 on Mar 19, 2017, 5:23:56 AM
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VictorDoom wrote:
whatever tank you want to make with high armor 78/78 block will enocunter a situation where a 1 shot will happen(even by using legacy kaoms and stacking 11-12k life on a shield char) you may still get 1 shot, which in my opinion shuldnt be possible on a tank, you should be able to die but at least in forms of burst damage, not straight up 1 hit kills or 0.2 second bursts of dmg. And of course most of these 1 shots come from physical damage, thats where a change in armor would help

12k physical hit from a monster ????
And in what situation exactly ? With you wearing a 50% abyssus an no physical mitigation at all maybe ?
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 Mar 19, 2017, 5:35:12 AM
double post sorry.
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Highest level char in Closed Beta, Wytchfindergeneral
Last edited by VictorDoom#6290 on Mar 19, 2017, 5:41:41 AM
"
Fruz wrote:
"
VictorDoom wrote:
whatever tank you want to make with high armor 78/78 block will enocunter a situation where a 1 shot will happen(even by using legacy kaoms and stacking 11-12k life on a shield char) you may still get 1 shot, which in my opinion shuldnt be possible on a tank, you should be able to die but at least in forms of burst damage, not straight up 1 hit kills or 0.2 second bursts of dmg. And of course most of these 1 shots come from physical damage, thats where a change in armor would help

12k physical hit from a monster ????
And in what situation exactly ? With you wearing a 50% abyssus an no physical mitigation at all maybe ?


shaper slam, malachai slam in core are gonna 1 shot you through 11k life, without abyssus, with fortify( i know because it happened to me at 11k life, fortify, juggernaut, i was curious if i could tank the slams with such a huge investment, you cant).
And apart from bosses there are situations where the stars align and for example you will get charged by a bunch of charge/leap mobs at the same time, not block some of them and die
I carve and sell real animal skulls, check out my work here: https://www.instagram.com/victorseiche/
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Last edited by VictorDoom#6290 on Mar 19, 2017, 5:44:01 AM
So you mean telegraphed hits that are supposed to be dodged ?
Those are different, those should be avoided, NOT be tanked (or so is the design policy here at least ).

Having a character that can survive anything in the game removes all need to do anything that would require thinking or such, we don't need that imo, really not.
So no thank you.


And if you get charged by a bunch of mobs ... there is an inatention mistake on your end there, it isn't instant ( it can be quick, but if it is that quick, part of it comes from the mods of the area and you should be aware that it can happen ).
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 Mar 19, 2017, 5:46:02 AM
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Fruz wrote:
So you mean telegraphed hits that are supposed to be dodged ?
Those are different, those should be avoided, NOT be tanked.

Having a character that can survive anything in the game removes all need to do anything that would require thinking or such, we don't need that imo, really not.
So no thank you.



And if you get charge by a bunch of mobs ... there is an inatention mistake on your end there, it isn't instant ( it can be quick, but if it is that quick, part of it comes from the mods of the area and you should be aware that it can happen ).


Considering that you invest most of your tree in defenses, life, charges, and end up with low dps, i think you should be able to tank 1shots and some telegraphed attacks designed to kill melee vaalpact(aka slams), and be able to die to mistakes where you end up in a situation where youre dead to burst damage, you can still die to shapers beam for example since its dot or any other high dot/ele dmg attack for example atziris blast would still kill you probably, or shapers ball things, so its not like youre immortal in any way to all telegraphed or high dmg 1 shots

Why wouldnt you be able to tank them? theyre suppoused to kill high dps leech vaalpact users since the game can only kill them through a 1 shot, but why should it be the same for a low dps tank? it clears slow and the only point of it is that it can tank, would be nice to be able to go both ways, currently the tank method smply doesnt work properly, its way better to go high damage with mediocre defenses and melt everything fast, while staying just as alive as a tank with vaalpact/high leech
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Last edited by VictorDoom#6290 on Mar 19, 2017, 5:59:30 AM
Because those fights are supposedly dangerous.
If you basically cannot die anymore .... it's not dangerous anymore.

The balance is at such point that most of the dps power can come from couple of items + gems, while still investing mostly in defenses ( what most melee do now, basically ), so we already do build defenses mostly, while having correct+ dps values.


The aberration atm is the fact that full ES + full dps gives basically more survivability than building a tank ....
I don't even know why we have plenty of [reduced life regenerated] map mods and we don't have the leech equivalent ... it's completely retarded.
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 Mar 19, 2017, 6:07:42 AM
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VictorDoom wrote:
It would be nice to see it balanced in such a way that we dont have to look at charts to figure out how much armor we need for a certain amount of damage, also, life builds would get a nice buff from it having a constant reduction for all hits.

I don't think that changing to %DR is necessary to achieve those goals. Changing the nature of armor from antiprogressive scaling to flat scaling is far too big a change.

A simpler change that meets your desires would be changing armor to flat DR, like old Arctic Armour used to be. Still has the same nature of making small hits negligible while not providing much against huge hits.

It would be a sharper curve than it is now*, but it would also be completely transparent about how much your armor is helping you. And one can argue that it is truly a constant reduction.
*
Pretend you have "1k" armor (however much gear/tree investment is needed for that) and you're facing down two hits, a hit for 200 and a hit for 5000.

In the current system:
- "1k" armor is 1k armor.
- 200 damage: armor mitigates 33%, you take 133.
- 5000 damage: armor mitigates 1.9%, you take 4905.

In the suggested system:
- "1k" armor is a flat 100DR.
- 200 damage: armor mitigates 100, you take 100.
- 5000 damage: armor mitigates 100, you take 4900.
---

Also, as Snorkle said, we already have resists that work that way and it sucks. It ends up constricting the design space a lot when big physical hits can be mitigated by a factor of 4 or more between two players. Having it be "pure" damage lets GGG tune the numbers to something that is always relevant.

Lastly, it's much more interesting to have different kinds of defense mechanics than %DR everywhere. I'd rather see each kind of defense get its own unique curve and mechanics than slowly roll everything into one giant "defense rating" blob.

I'm still lamenting Blue Life tbch.
"
Fruz wrote:
Because those fights are supposedly dangerous.
If you basically cannot die anymore .... it's not dangerous anymore.

The balance is at such point that most of the dps power can come from couple of items + gems, while still investing mostly in defenses ( what most melee do now, basically ), so we already do build defenses mostly, while having correct+ dps values.


The aberration atm is the fact that full ES + full dps gives basically more survivability than building a tank ....
I don't even know why we have plenty of [reduced life regenerated] map mods and we don't have the leech equivalent ... it's completely retarded.


Well you can still die while tanking the 1 shots desgned for VP es stuff, through the dot, through high ele dmg, if armor is designed in such a way to give a proper defensve benefit then a tank, can acutally tank some things and not get straght up 1 shot.

Well i did both ways, as a 2h i went jugg with 11k life, huge regen, and i only had about 80k cyclone with pretty much bis gear, then i went slayer, 9k life, 350k dps, you can guess which gave me more surviavbility... the dps build.. which is kinda stupid youd think going "glasscannon" would make you squishy but you survive more cause of leech. Now im trying one in between, high life pool of 11k and slayer with vp, still a lot better than going jugg, stacking regen and charges, in any case its better to go high damage, which is kinda sad for people who want to make a tank char..

"
pneuma wrote:
"
VictorDoom wrote:
It would be nice to see it balanced in such a way that we dont have to look at charts to figure out how much armor we need for a certain amount of damage, also, life builds would get a nice buff from it having a constant reduction for all hits.

I don't think that changing to %DR is necessary to achieve those goals. Changing the nature of armor from antiprogressive scaling to flat scaling is far too big a change.

A simpler change that meets your desires would be changing armor to flat DR, like old Arctic Armour used to be. Still has the same nature of making small hits negligible while not providing much against huge hits.

It would be a sharper curve than it is now*, but it would also be completely transparent about how much your armor is helping you. And one can argue that it is truly a constant reduction.
*
Pretend you have "1k" armor (however much gear/tree investment is needed for that) and you're facing down two hits, a hit for 200 and a hit for 5000.

In the current system:
- "1k" armor is 1k armor.
- 200 damage: armor mitigates 33%, you take 133.
- 5000 damage: armor mitigates 1.9%, you take 4905.

In the suggested system:
- "1k" armor is a flat 100DR.
- 200 damage: armor mitigates 100, you take 100.
- 5000 damage: armor mitigates 100, you take 4900.
---

Also, as Snorkle said, we already have resists that work that way and it sucks. It ends up constricting the design space a lot when big physical hits can be mitigated by a factor of 4 or more between two players. Having it be "pure" damage lets GGG tune the numbers to something that is always relevant.

Lastly, it's much more interesting to have different kinds of defense mechanics than %DR everywhere. I'd rather see each kind of defense get its own unique curve and mechanics than slowly roll everything into one giant "defense rating" blob.

I'm still lamenting Blue Life tbch.


Thats actually an awesome way of doing it, straight up -dmg, of course it would be necesarry to tweak t in such a way that you can still take some dmg, so it would be nice to make it less effective for low hits(so they still somewhat damage you) and more effective for high hits(the opposite of whats going on now with it), and to tweak it in such a way that you cant really stack a huge amount of armor. But thats a really nice idea pneuma


I carve and sell real animal skulls, check out my work here: https://www.instagram.com/victorseiche/
https://www.facebook.com/victorseicheart/
World first Uber Atziri as 2h and 2h RT build: https://www.pathofexile.com/forum/view-thread/1058950
Highest level char in Closed Beta, Wytchfindergeneral
Last edited by VictorDoom#6290 on Mar 19, 2017, 6:24:15 AM

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