Fossil mod, enemies have -9 fire resistance has no effect on pob
" So all nearby enemies just have -9 resistance to fire right? So pen can't get any lower, just of like loreweave " ![]() Bc nearby ty men Last edited by I0wa on Oct 3, 2018, 2:56:19 PM
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edit, nm read the wrong thing.
Last edited by LowBudget780 on Oct 3, 2018, 3:36:39 PM
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" Inquisitor's Elemental Judgement does this in an indirect way. It ignores resistances, so basically the same as the enemy has 0% resistances. "Critical Strikes ignore Enemy Monster Elemental Resistances" https://pathofexile.gamepedia.com/Inevitable_Judgement Last edited by Nubatron on Oct 3, 2018, 3:20:44 PM
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If an enemy has 0 resistances (as most normal and magic monsters do), they will have -9% while in the radius of the effect. That doesn't mean that they're SET to -9%, if they originally have 10% resistance, then they'll end up with 1%.
This looks like it stacks additively with penetration, since penetration causes hits to treat enemies as if their resist was lower than it actually is. Important difference: penetration calculates based on capped resistances, so at max 75%, while the helmet effect appears to calculate based on uncapped resistances, which can be over 75%. Against monsters this makes close to no difference, but that might be something to keep in mind for hall of grandmasters or PVP (PVP in 2k18 lol). Regarding the whole "melee" and "nearby" stuff, "nearby" is not a defined keyword in path of exile. Sometimes it's so small that even your average cyclone reaches farther and sometimes it covers almost the entire screen, so it's difficult to tell here. You DO want penetration anyways though, unless you're using a damage over time based build (RF for example). The -9% might be a lot for damage over time builds since they can't use penetration, but anything that CAN use it usually wants a lot more. More than 40% penetration isn't that uncommon these days, it's a powerful damage boost after all. I make dumb builds, therefore I am.
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"No they aren't. The only difference there is that the first one is the correct description used in-game, and the second is a slight typo of it (which might have existed in game at some point by mistake, but as far as I can tell, currently does not). There is certainly no mechanical difference highlighted by the use or lack of "to" in the description. I suspect what you're actually thinking of would be "Nearby Enemies' Fire Resistance is -9%" which would set it to a specirfic value (this modifier is hypothetical and cannot exist for technical reasons). Last edited by Mark_GGG on Oct 4, 2018, 12:03:12 AM
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I had to add the modifier as a custom one due to lacking fossil support in PoB, but the chaos one certainly works for me (I had to unequip my helmet to calculate damage from chaining effects outside of the range). I can check the wording I used to make it work the next time I'm on my PC.
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" There are 5 boxes in the Configuration screen to manually enter these values in PoB. Last edited by LowBudget780 on Oct 4, 2018, 8:58:46 AM
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Ahhh i've got it now OP was thinking it set enemy resists to -9 making it about the most OP mod of all time, at least i understand now why the issue of pen was mentioned lol
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" Thanks Mark. It's good you that you could clear up this confusion :) | |
{custom}Nearby Enemies have -9% to Chaos Resistance
Is the exact working text from the item in my PoB. I reckon this should work with Fire as well. |
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