-resistances and penetration?

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IIPheXII wrote:
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HoockBr wrote:
Penetration is way stronger


If a monster have 75% max resistance and is overcapped by like 30% with map mods

Would u like to have 20% penetration or lets say 30% less resistances on nearby monsters?


-res is stronger just because it works with DoTs, minions and everything in general.


Penetration is applied on minions too, for example if u use Elementalist ascendancy with Mastermind Of Discord your minions will gain 25% elemental penetration when u use heralds.
Im using golemancer and my golems got over 60% fire penetration due to Fire Penetration support gem + Mastermind of Discord.





Also add dual curse Ele Weakness + Flammability + Elemental Equilibrium for over -130% enemy resistances.
Sometimes enemyes are curse immune due to maps mods and in this case penetration helps a lot.
"The sword of justice is swift and sharp"
Last edited by Nimoc#7012 on Aug 20, 2018, 11:49:46 AM
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Rakiii wrote:
Resistances on enemies are joke these days with all the -ele/pene/curse meta stuff.

Physical damage builds are far away from elemental based builds.

These -res/pene mods should be nerfed globally and resistances on enemies should be increased (especially on bosses) or make the bosses resistant to the mods similar with curses.

Who does remember uberdiablo in diablo 2 having 95 all elemental resistances with very limited possibility to reduce it?

There´re also very limited buffs for pure physical damage builds.



Part of the reason phys damage sucks so bad, is gem like Brutality isnt very good, it needs added flat damage to it, as is it sucks for giving up all other damage types.
IGN:Axe_Crazy
character screen is misleading there. your GOLEM SKILL has +25% elemental penetration but your GOLEM does not.

unfortunately since this is such a general misunderstanding it's hard to pin down an exact mark_ggg citation. here's one from 2012:
https://www.pathofexile.com/forum/view-thread/44402#p586520
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Mark_GGG wrote:
This is not going to change - you minions deal that damage, not you. Your minions do not have your passives, you do. So your fire damage passives will not apply to this damage, because you're not dealing it.
However in future this will be affected by your minion's stats, so if your minion (not you) has increased fire damage, or added cold damage, or chance to ignite, those will all apply (by the same token your 'minion damage' passives will apply, because those give 'increased damage' to your minions as you summon them). But for now none of these can apply because it can't be dealt as actual damage yet.

The same logic answers your question about the auras. You have your passives, your allies do not. Your allies have their own passives. Everyone gets the stats from the aura, and then their passives affect them, not anyone else.


and here's one from the Gameplay Compendium stickied in gameplay help and discussion:
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Rachel_GGG wrote:
Why does Summon Raging Spirits not have a tool-tip DPS? This makes it extremely difficult to judge how much damage you are doing with different passives and support gems.

You aren't doing any damage. This is the basic reason - that skill cannot possibly deal damage. It summons a minion, which, once it's been summoned and thus has it's own entirely separate set of stats that aren't part of that skill or directly calculatable from that skill, that minion uses an attack that does damage.

This is inherently not DPS of the Summon Raging Spirit skill, and cannot be displayed as such.
The calculation of damage accounts for well over 6000 lines of code. Duplicating all of that with different inputs in order to attempt to predict the damage output of a monster that doesn't exist yet and thus has no stats is infeasible and would lead to massive problems with having to maintain the two sets of calculations in parallel.

There are improvements planned for the character screen in the long term, but for now the fundamental fact that the minion's damage is not the skill's damage, and has nothing to do with the skill's damage, makes this effectively impossible.
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adghar wrote:
character screen is misleading there. your GOLEM SKILL has +25% elemental penetration but your GOLEM does not.

unfortunately since this is such a general misunderstanding it's hard to pin down an exact mark_ggg citation. here's one from 2012:
https://www.pathofexile.com/forum/view-thread/44402#p586520
"
Mark_GGG wrote:
This is not going to change - you minions deal that damage, not you. Your minions do not have your passives, you do. So your fire damage passives will not apply to this damage, because you're not dealing it.
However in future this will be affected by your minion's stats, so if your minion (not you) has increased fire damage, or added cold damage, or chance to ignite, those will all apply (by the same token your 'minion damage' passives will apply, because those give 'increased damage' to your minions as you summon them). But for now none of these can apply because it can't be dealt as actual damage yet.

The same logic answers your question about the auras. You have your passives, your allies do not. Your allies have their own passives. Everyone gets the stats from the aura, and then their passives affect them, not anyone else.


and here's one from the Gameplay Compendium stickied in gameplay help and discussion:
"
Rachel_GGG wrote:
Why does Summon Raging Spirits not have a tool-tip DPS? This makes it extremely difficult to judge how much damage you are doing with different passives and support gems.

You aren't doing any damage. This is the basic reason - that skill cannot possibly deal damage. It summons a minion, which, once it's been summoned and thus has it's own entirely separate set of stats that aren't part of that skill or directly calculatable from that skill, that minion uses an attack that does damage.

This is inherently not DPS of the Summon Raging Spirit skill, and cannot be displayed as such.
The calculation of damage accounts for well over 6000 lines of code. Duplicating all of that with different inputs in order to attempt to predict the damage output of a monster that doesn't exist yet and thus has no stats is infeasible and would lead to massive problems with having to maintain the two sets of calculations in parallel.

There are improvements planned for the character screen in the long term, but for now the fundamental fact that the minion's damage is not the skill's damage, and has nothing to do with the skill's damage, makes this effectively impossible.


Oh..then I better respec Mastermind of Discord as seems is not applied to minions.. :/
"The sword of justice is swift and sharp"
Last edited by Nimoc#7012 on Aug 20, 2018, 12:33:55 PM
It wasn't too long ago that physical damage builds were king for effective damage (elemental always managed good tooltip). The game goes through cycles. Always has, probably always will.
Last edited by de99ial#0161 on Aug 21, 2018, 12:41:46 AM

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