Fossil mod, enemies have -9 fire resistance has no effect on pob

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Completed 25 ChallengesGoldDragon32 wrote:
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Does the fossil mod work like 9 fire pen? Or just makes their fire res -9 total? Couldn't find anything about it online, I couldn't find how the "have" mechanic works.


Nearby enemies have -9 to Fire Resistance and Nearby Enemies have -9 Fire Resistance are two very different things. The to is very important.

And AFAIK, those kind of mods should work very similarly to resist penetration in most cases. The exception would be enemies that have over the resistance cap (Mostly only happens in the case of bosses in areas with Resistance Mods), in which case penetration is superior to reducing resistances. Also, Damage over time can't gain resist penetration, so in those cases reducing enemy resistance is superior.


So all nearby enemies just have -9 resistance to fire right? So pen can't get any lower, just of like loreweave


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Completed 26 ChallengesDraegnarrr wrote:
what does melee have to do with pen? If you do elemental damage you need pen, if you do phys you don't




Bc nearby
ty men
Last edited by I0wa on Oct 3, 2018, 2:56:19 PM
edit, nm read the wrong thing.
Last edited by LowBudget780 on Oct 3, 2018, 3:36:39 PM
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Completed 30 ChallengesNephalim wrote:

What item or skill will set enemy resistances to a certain value? I can't think of any.


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
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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Completed 25 ChallengesGoldDragon32 wrote:
Nearby enemies have -9 to Fire Resistance and Nearby Enemies have -9 Fire Resistance are two very different things.
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
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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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.


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
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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Mark_GGG wrote:
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Completed 25 ChallengesGoldDragon32 wrote:
Nearby enemies have -9 to Fire Resistance and Nearby Enemies have -9 Fire Resistance are two very different things.
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).


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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