Transcendence Keystone, lets chat

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6_din_49 wrote:
Can someone run some calculations, on what this passive offers vs mixed damage? For example against a hit with 2500phys + 7500ele dmg, assuming you have loreweave (78% res in both scenarios) and 10k armor, are you better with this passive, or without it?

With 75% res, it's clearly the same thing, as after resists, it's 2500phys + 2500ele dmg, so the effect of armor is the same. But would be interesting to find the point when this is actually good, against mixed damage (eg. for maps with 2 mods of phys as extra ele dmg).


With fixed 78% resistances via a loreweave you take an extra 90 damage by specing into this passive.

The situation with those numbers is obviously much much worse if you don't have a loreweave as in this siuation you'd actually take an extra 395 total damage.

Those are the calculations at 10k armor, 78% resistances, 2500 phys/7500 elemental hit anyways

PS. If you take 7500 raw elemental damage with 75% resistances that is actually 1,875 damage not 2500.
Last edited by Gravedancer#3729 on Jun 5, 2020, 4:14:30 PM
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Gravedancer wrote:
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6_din_49 wrote:
Can someone run some calculations, on what this passive offers vs mixed damage? For example against a hit with 2500phys + 7500ele dmg, assuming you have loreweave (78% res in both scenarios) and 10k armor, are you better with this passive, or without it?

With 75% res, it's clearly the same thing, as after resists, it's 2500phys + 2500ele dmg, so the effect of armor is the same. But would be interesting to find the point when this is actually good, against mixed damage (eg. for maps with 2 mods of phys as extra ele dmg).


With fixed 78% resistances via a loreweave you take an extra 90 damage by specing into this passive.

The situation with those numbers is obviously much much worse if you don't have a loreweave as in this siuation you'd actually take an extra 395 total damage.

Those are the calculations at 10k armor, 78% resistances, 2500 phys/7500 elemental hit anyways

PS. If you take 7500 raw elemental damage with 75% resistances that is actually 1,875 damage not 2500.
Thanks!

So clearly this passive is only good with physical damage taken conversion.
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6_din_49 wrote:
"
Gravedancer wrote:
"
6_din_49 wrote:
Can someone run some calculations, on what this passive offers vs mixed damage? For example against a hit with 2500phys + 7500ele dmg, assuming you have loreweave (78% res in both scenarios) and 10k armor, are you better with this passive, or without it?

With 75% res, it's clearly the same thing, as after resists, it's 2500phys + 2500ele dmg, so the effect of armor is the same. But would be interesting to find the point when this is actually good, against mixed damage (eg. for maps with 2 mods of phys as extra ele dmg).


With fixed 78% resistances via a loreweave you take an extra 90 damage by specing into this passive.

The situation with those numbers is obviously much much worse if you don't have a loreweave as in this siuation you'd actually take an extra 395 total damage.

Those are the calculations at 10k armor, 78% resistances, 2500 phys/7500 elemental hit anyways

PS. If you take 7500 raw elemental damage with 75% resistances that is actually 1,875 damage not 2500.
Thanks!

So clearly this passive is only good with physical damage taken conversion.


That conclusion doesn't logically follow because you're just *presuming* the proportion of physical damage taken to elemental.

If you're in a situation where the vast, vast majority of what will actually be able to hit you (like certain bosses whose only physical attacks are slow, telegraphed slams) is elemental, then the keystone is good.

But obviously it gets much better with incoming damage conversion.
ok, correct myself, double physical damage taken as elemental can still be crafted

https://www.pathofexile.com/trade/search/Delirium/rGmEqQGCQ

But at league condition the incursion mod was nerfed from 9-10 to 3-5. AND it is RNG to hit influence T1 damage taken as


Take into account legacy item

legacy Taste of Hate 30% phys to cold (and further scale with flask effect)

legacy helmet Incursion 10% phys to element, plus influence T1 mod 10% phys to element

double vaaled shield: 8% phys to element, and super RNG to hit also 8% as chaos


30+10+10+8+8 = 66

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Last edited by neohongkong#0222 on Jun 5, 2020, 5:07:07 PM
Not only juggernauts can benefit from this and still have phys mitigation.
Golementalists can also get massive phys reduction from their chaos golems.

I think this will be a go to node for golementalists, even if they dont have a lot of armor, it will still help a LOT vrs the "many small elemental hits" that this game dishes out.
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neohongkong wrote:
ok, correct myself, double physical damage taken as elemental can still be crafted

https://www.pathofexile.com/trade/search/Delirium/rGmEqQGCQ

But at league condition the incursion mod was nerfed from 9-10 to 3-5. AND it is RNG to hit influence T1 damage taken as


Take into account legacy item

legacy Taste of Hate 30% phys to cold (and further scale with flask effect)

legacy helmet Incursion 10% phys to element, plus influence T1 mod 10% phys to element

double vaaled shield: 8% phys to element, and super RNG to hit also 8% as chaos


30+10+10+8+8 = 66

You can also add some Purity Watcher's eye to this combo.
It should be armour also applies to elemental
but only work for melee builds
Need more brains, exile?
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6_din_49 wrote:
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neohongkong wrote:
ok, correct myself, double physical damage taken as elemental can still be crafted

https://www.pathofexile.com/trade/search/Delirium/rGmEqQGCQ

But at league condition the incursion mod was nerfed from 9-10 to 3-5. AND it is RNG to hit influence T1 damage taken as


Take into account legacy item

legacy Taste of Hate 30% phys to cold (and further scale with flask effect)

legacy helmet Incursion 10% phys to element, plus influence T1 mod 10% phys to element

double vaaled shield: 8% phys to element, and super RNG to hit also 8% as chaos


30+10+10+8+8 = 66

You can also add some Purity Watcher's eye to this combo.


Yes, it would be crazy if hitting triple taken as Watcher's Eye

66+ 3*12 = over 100%

"Inferior" choice would be a combo of Purity of Cold/Fire/Lightning damage taken as mod plus Purity of Elements taken as mod
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Last edited by neohongkong#0222 on Jun 5, 2020, 11:36:42 PM
Okay... color me a little confused reading this.

No one seems to be noting that with this keystone your max res is 80%, right? To ALL elements? Right? Throw in a couple of other nodes that give +1 to various elements, you could get 81% to fire, for example.

So why would you want 78% with Loreweave that you have to find six linked to your preferred colors.

Converting phys to will also help, most certainly.

But I think this is more aimed at builds that have only incedental armour rather than armour focus. With resists capped at 80% (discounting map mobds) and then mitigated by, let's say, 8% by a few bits and pieces of armour... that's pretty sizable.

Sure, you'd have to figure out how to avoid those big phys hits, therein lies the rub.
Patch Notes 3.15:
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Fixed a bug where players adapted to 3.15. This bug cannot be corrected, so we have implemented a 90% reduction in item access as a punishment.
It is -5% not +5% max res. So, instead of stacking max res to reach back to 75%, wise option is using Loreweave , which ignore the max res penalty and set your max res at 80/78%. You need to stack uncapped res to over 78%
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