Damage Reduction added to Melee Damage nodes?

I was reading a different suggestion about something similar and, rather than post and either derail the thread or have it lost, I decided to post it here.



The idea here is to add a 1% reduced physical damage to melee weapon damage nodes.


Normal melee nodes would grant 1% and Notables would grant 2%.


Melee Damage would grant a 1% reduction to physical damage while wielding any melee weapon.

1H, 2H, or Dual Wield specific nodes would grant their bonuses only while wielding the appropriate class of weapon.

Sword, Axe, Club, Claw, Dagger, ect. type weapons apply their bonuses only while wielding the appropriate type of weapon as well.


The Physical Damage Reduction would check both types of weapons and apply the higher value (so wielding 2 claws wouldn't give you more than wielding, say, a dagger and a claw).



The physical damage reduction would apply after armor and evasion.


Thoughts?
Last edited by Manofdusk#6305 on Mar 21, 2013, 1:02:12 AM
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Decent idea. Nothing wrong with it, though I view it as incomplete, as melee ought to be viable without taking the various weapon passives. Although if we had a clean sheet, could work fine. I've also thought for a while that the various melee weap specializations ought to have a damage buff.
well, unless it's tied to melee weapons, it would be something that ranged characters could take advantage of.

If a Marauder sunk 52 points into 1H Mace specialization, he'd end up with 46% Reduced Physical Damage taken after Armor and Evasion.

A Dual Wield Claw Shadow could get 65% by spending 104 points on it.



Naturally, you'd still need life as well as defensive stats (and taking too many nodes like in the shadow's case could be detrimental)
Melee normally doesn't die to *Physical* damage -- it's usually *Elemental* damage; specifically damage from spells.

Evasion, on the other hand, is a whole other problem; one I tried to address by allowing Evasion w/ Low Armour characters to reduce bonus damage taken from critical strikes in this suggestion -- https://www.pathofexile.com/forum/view-thread/277531

Well, there are already nodes that reduce critical damage taken in the Mara tree.


That said, I'd like to see more of them.


I'm not at endgame yet but the vast majority of my deaths have been to physical damage.




I'm not totally sure how to reduce elemental damage further without adding another elemental resistance cap.... but Elemental Adaptation and Purity can get you up to an 85% damage cap and you can cap them without gear if you spec that way.


I think one thing we need is a Thorns spell like in the Barracks.
"
generalmx wrote:
Melee normally doesn't die to *Physical* damage -- it's usually *Elemental* damage; specifically damage from spells.

Evasion, on the other hand, is a whole other problem; one I tried to address by allowing Evasion w/ Low Armour characters to reduce bonus damage taken from critical strikes in this suggestion -- https://www.pathofexile.com/forum/view-thread/277531



I have never died to elemental damage with about a dozen end-game melee toons from CB to OB, almost always physical and sometimes a bit of chaos. It's a million times easier to get good elemental resistance than it is to get good physical DR (especially when you throw in criticals).

Oh and I do support something like OP's suggestion.
An interesting idea. I kind of like it. It would add a bit more reason to take weapon damage nodes.
Could be a small 3-4 % damage reduction overall (not just against physical) but only on Weapon Damage Notables, so it doesn't get too high reduction.

Notables such as:

Cranium Crusher
Butchery
Reaver
Reckless Abandon
Executioner

Legendary Swordsman
Cruel Blade
Razor's Edge
Deft Blade
Blade Master

Splitting Strikes
Headsman
Cleaving
Slice and Dice

Smashing Blows
Galvanic Hammer
Bone Smasher
Skull Cracking

Eagle Talons
Claws of The Pride

Flaying
NightStalker

Gallantry
Bravado
Swagger
Gemini
Arena Lord

BattleStaff Training


etc etc and so forth
Alexis
*smiles*

=@[.]@= boggled
=~[.]^= naughty wink

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