Can someone explain the spell block nerf to me pls?

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Oblitus wrote:
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Phaeded wrote:
What one shot mechanics are unblockable? I'm curious.

It doesn't matter if it is blockable if it is one shot. You either can avoid it or eventually die.

TBH, I have no idea which ones are blockable and which are not. They aren't exactly signed. So I prefer to stick to manual dodging. I've played with 7979 block buildaverage death rate wasn't really different from what I have with no block. Block requires crap uniques, and spectromancer already has her share of them.


Yep I had a 79/79 glad and it was nice blocking lot, and increased softcore survivability. But it needed heavy investment in shield nodes, and had like 2000-3000 LESS HP than my comparable melee toons with no block. So it really wasn't any MORE survivable, nd one-shots are still one-shots. One WILL slip by your block, and you'll die like any other 4500k hp- 5500k hp toon. Of course, this was justr my experience, maybe other people got to 80/80 without such a big hp gimp.
Last edited by viovesco#2198 on Aug 30, 2018, 7:49:17 PM
Dicking around, I was able to put together a very high block build for every class. There is nothing dead about spell block.

This was the Witch, for example.
https://pastebin.com/vtXWMy5L
A necromancer with 200% minion damage, 24% minion attack speed, both applying to the character, 199% life, and 75/75 block while using rumi's, 50/64 without.

Avoiding using Rumi's is difficult though, you'd need to swap from rathpith to a buckler with 40/12 block on it, corrupt your stone of Laz for block, use rainbow stride and two reckless defenses.
https://pastebin.com/76gmU92k

This is a PoB for an existing 'Max Block' Specter Necromancer from Bestiary HC that I optimized with some gear I picked up during Incursion SC. This is the reason spell block was nerfed. A quick rundown:

- 11.9k EHP (7.5k Life with 2.9k MoM and 1.5k ES buffer)
- 75/71 Block / Spell Block with Rumi's + Bone Offering up
- Stibnite Flask w/ 5 uses at 6.00 sec/use for 30s of sustained 50% flat chance to avoid attacks
- Basalt Flask for 15% flat physical damage reduction
- Fortify for another 20% flat global damage reduction
- Enfeeble for more incoming damage reduction and enemy accuracy reduction (10% reduced boss accuracy)
- ~9% life regen/s and Word of Light on gloves for another 6% life regen/s when crit
- 375 flat life gained on block (literally immortal during mapping)
- Optimization for Vaal Summon Skeleton or +3 Flame Golems instead of Zombies provides considerable DPS, enough to do T16 maps and <5m Uber Elder
- Solar Guards as your Spectres make mapping reasonable if not enjoyable
- Near Immortal Animated Guardian buffing you and your minion army

I killed my first Shaper in Bestiary HC with less gear on this build (Stone of Lazhwar and Magna Eclipsis instead of current amulet/shield) and managed to take Uber Elder to the final phase on my first attempt before ultimately dying to a really dumb mistake (shield charging directly into 3 shaper balls with Shaper at ~10% HP). I even survived a Shaper slam with 3k life remaining and could probably survive an Elder slam as long as I had fortify and the basalt flask up. As far as I know, those attack are the two highest single damage instances currently in the game that a player can take.

Doing some quick calculations, assuming boss enemies have a 92% chance to hit with enfeeble on them (level 84 enemy in PoB in Shaper config), then any attack has the following chance to hit (stibnite blind enabled):

(0.92)*(0.5)*(0.25) = 11.5% chance to hit with attacks

For spells, this would be:

(1.00)*(0.29) = 29% chance to hit with spells

Now, the magic happens when you build a character with high enough EHP that a single damage instance is not enough to kill you. This means that an enemy must hit you with at minimum two damaging instances with at least one of those being over 50% of your EHP after mitigation is applied. When you consider this, then a 2-shot kill has the following chance of connecting:

(0.115)^2 = 1.3225% chance to hit with two attacks in a row

or for spells:

(0.29)^2 = 8.41% chance to hit with two spells in a row

Reading that again, 1.3% and 8.4% for two attacks/spells to even hit you. Generally, in the time it takes for two extreme damage instances to even happen, you as a player have time to hit a life flask at least once, probably even two or three times, meaning both hits probably need to do at least 75% of your EHP for you to die. The only attacks currently programmed into the game that do that much single instance damage occur in a single encounter (Uber Elder) and probably don't happen that often in quick succession.

I am really surprised by all the comments in this thread saying, "You need to sacrifice DPS to do max block," or "the top area of the tree is totally unusable for spell block" when I built this Necro with only two "crappy" uniques holding up that block chance (Advancing Fortress and Rumi's flask). It uses no Reckless Defense jewels at all, no investment into block in my skill tree, and it still hits 75/71.

Something like this would probably have been ridiculously broken in Delve. If you play the build properly, you shouldn't ever even be in the position to take two extreme damage instances in a row as they tend to be very telegraphed. Even if you do find yourself in that instance, you'll probably just block or evade the attack. I know I blocked three Shaper balls in a row on that first Shaper kill. Almost any other build would have been DoA in the same scenario.
Last edited by LovieNeverDies#4699 on Aug 30, 2018, 10:06:03 PM
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LovieNeverDies wrote:
https://pastebin.com/76gmU92k

This is a PoB for an existing 'Max Block' Specter Necromancer from Bestiary HC that I optimized with some gear I picked up during Incursion SC. This is the reason spell block was nerfed. A quick rundown:

- 11.9k EHP (7.5k Life with 2.9k MoM and 1.5k ES buffer)
- 75/71 Block / Spell Block with Rumi's + Bone Offering up
- Stibnite Flask w/ 5 uses at 6.00 sec/use for 30s of sustained 50% flat chance to avoid attacks
- Basalt Flask for 15% flat physical damage reduction
- Fortify for another 20% flat global damage reduction
- Enfeeble for more incoming damage reduction and enemy accuracy reduction (10% reduced boss accuracy)
- ~9% life regen/s and Word of Light on gloves for another 6% life regen/s when crit
- 375 flat life gained on block (literally immortal during mapping)
- Optimization for Vaal Summon Skeleton or +3 Flame Golems instead of Zombies provides considerable DPS, enough to do T16 maps and <5m Uber Elder
- Solar Guards as your Spectres make mapping reasonable if not enjoyable
- Near Immortal Animated Guardian buffing you and your minion army

I killed my first Shaper in Bestiary HC with less gear on this build (Stone of Lazhwar and Magna Eclipsis instead of current amulet/shield) and managed to take Uber Elder to the final phase on my first attempt before ultimately dying to a really dumb mistake (shield charging directly into 3 shaper balls with Shaper at ~10% HP). I even survived a Shaper slam with 3k life remaining and could probably survive an Elder slam as long as I had fortify and the basalt flask up. As far as I know, those attack are the two highest single damage instances currently in the game that a player can take.

Doing some quick calculations, assuming boss enemies have a 92% chance to hit with enfeeble on them (level 84 enemy in PoB in Shaper config), then any attack has the following chance to hit (stibnite blind enabled):

(0.92)*(0.5)*(0.25) = 11.5% chance to hit with attacks

For spells, this would be:

(1.00)*(0.29) = 29% chance to hit with spells

Now, the magic happens when you build a character with high enough EHP that a single damage instance is not enough to kill you. This means that an enemy must hit you with at minimum two damaging instances with at least one of those being over 50% of your EHP after mitigation is applied. When you consider this, then a 2-shot kill has the following chance of connecting:

(0.115)^2 = 1.3225% chance to hit with two attacks in a row

or for spells:

(0.29)^2 = 8.41% chance to hit with two spells in a row

Reading that again, 1.3% and 8.4% for two attacks/spells to even hit you. Generally, in the time it takes for two extreme damage instances to even happen, you as a player have time to hit a life flask at least once, probably even two or three times, meaning both hits probably need to do at least 75% of your EHP for you to die. The only attacks currently programmed into the game that do that much single instance damage occur in a single encounter (Uber Elder) and probably don't happen that often in quick succession.

I am really surprised by all the comments in this thread saying, "You need to sacrifice DPS to do max block," or "the top area of the tree is totally unusable for spell block" when I built this Necro with only two "crappy" uniques holding up that block chance (Advancing Fortress and Rumi's flask). It uses no Reckless Defense jewels at all, no investment into block in my skill tree, and it still hits 75/71.

Something like this would probably have been ridiculously broken in Delve. If you play the build properly, you shouldn't ever even be in the position to take two extreme damage instances in a row as they tend to be very telegraphed. Even if you do find yourself in that instance, you'll probably just block or evade the attack. I know I blocked three Shaper balls in a row on that first Shaper kill. Almost any other build would have been DoA in the same scenario.



Hmm that's really interesting. always amazes me what people come up with. I played some years ago but stopped and have only been back a few months. And the theorycrafting has gone completely bananas compared to 3 or 4 years ago.

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