Why Glancing Blow nerf is a LAZY nerf

The trade off is that your block doesn't really block, you take 65% of the damage. (not 50%)

Glancing Blows is now ONLY useful if you have recovery on block effects (or other on block effects). It is no longer useful for damage mitigation - its sole purpose now is to buff block chance.

The issue with this is that the keystone is basically built around a few rare influenced mods, and staves (especially melee staves) do indeed suffer as a result.

I get why GGG made this change: everyone and their mother took Glancing Blows in 3.11, and for on-block stuff it was just broken. Unfortunately, the consequence has been that Glancing Blows now only serves chars with expensive shields, and its basic concept of providing an alternative way to mitigate damage through block has been gutted.
We're all in this leaky boat together, people.
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demon9675 wrote:
Glancing Blows is now ONLY useful if you have recovery on block effects (or other on block effects). It is no longer useful for damage mitigation - its sole purpose now is to buff block chance.

The issue with this is that the keystone is basically built around a few rare influenced mods, and staves (especially melee staves) do indeed suffer as a result.

I get why GGG made this change: everyone and their mother took Glancing Blows in 3.11, and for on-block stuff it was just broken. Unfortunately, the consequence has been that Glancing Blows now only serves chars with expensive shields, and its basic concept of providing an alternative way to mitigate damage through block has been gutted.


For those who didn't get it, THIS!!!

Why would it be placed near a Stave cluster and on the Templar area if its not meant to be used for Staves? One of its purpose, which is to be used for Staves is heavily gutted.
When you use GB with life on block there's an average damage cut-off point where you break even compared to real block with half the block chance. When the hits are below this point you gain a bit, but if the average hits are larger than the cut off you're taking more damage compared to not having GB. This is why GB is already not a must-have with life on block.
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Aderahl wrote:
When you use GB with life on block there's an average damage cut-off point where you break even compared to real block with half the block chance. When the hits are below this point you gain a bit, but if the average hits are larger than the cut off you're taking more damage compared to not having GB. This is why GB is already not a must-have with life on block.


The whole point of taking GB is to smooth out incoming damage especially the larger hits to prevent 1 shots. It just happens that you can be almost immune to shotgun damage if you also have life gain on block, so yes it's a must have. It doesn't matter what the paper math says, none of these benefits are reliable with only half the block chance with real block.
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Aderahl wrote:
When you use GB with life on block there's an average damage cut-off point where you break even compared to real block with half the block chance. When the hits are below this point you gain a bit, but if the average hits are larger than the cut off you're taking more damage compared to not having GB. This is why GB is already not a must-have with life on block.


Lets not talk about it in practice. Lets talk about the intent. Why does it have two wheels of shield and staff near? Its because both shield and staff users should be able to benefit from it. Now shield users have a way to counteract the nerf and for them the 65% damage taken has become a little liability. For staff users, the 50% damage taken is already a liability before. Making it 65% and its almost unusable for them.
My understanding of end-game mechanics lags that of many posters in this thread. So if this post seems a bit newbish then, well, that's probably because it is.

I'm running a self casting character with a staff and glancing blows who is moving deeper into mapping. I'm finding the reduced incoming damage from glancing blows helpful for reducing the frequency of one-shot defeats, but of less value for mitigating incoming damage from many projectiles. Overall I find the mitigation from glancing blows quite helpful for reducing defeats because I need to be make bigger mistakes before defeat ensues. I also save a handful of skill points that would otherwise go to block, which enables more investment into damage passives.

Also, does the unique amulet "The Anvil" ...



... make glancing blows more viable for staff users, or are the on-block effects so minor that it doesn't really matter?

FWIW, wearing The Anvil would push max block to attacks on my character up to 81% (+3 max block from gladiator tree for Ascendant, +3 max block from The Anvil), with 116% attack block in total if wearing The Anvil (to hopefully partially mitigate the effects of the "of rust" affix on maps).

I have a personal stake in understanding because it directly affects a character I'm playing. But, there is a larger question about how (if at all) staff characters can find ways to make glancing blows in its current form not be a bad choice.
Now that prestige classes will finally leave lab in 4.0, will GGG get it right this time or will they find new ways to repeat old mistakes?
Last edited by EnjoyTheJourney#0109 on Nov 1, 2020, 9:48:36 PM
Thank you for the suggestion. After checking a bit into how it might work, it seems that by devoting 2 more passives to block than is currently the case 81% block to attacks is possible when Rumi is up, even if there is no block on any jewels or any other items.

When damage is completely blocked, then the "on block" life recovery from The Anvil seems less negligible in its effects.

My character is in an SSF league, and so a search for how to efficiently / quickly get a Rumi's flask will ensue.
Now that prestige classes will finally leave lab in 4.0, will GGG get it right this time or will they find new ways to repeat old mistakes?
"
EnjoyTheJourney wrote:
My understanding of end-game mechanics lags that of many posters in this thread. So if this post seems a bit newbish then, well, that's probably because it is.

I'm running a self casting character with a staff and glancing blows who is moving deeper into mapping. I'm finding the reduced incoming damage from glancing blows helpful for reducing the frequency of one-shot defeats, but of less value for mitigating incoming damage from many projectiles. Overall I find the mitigation from glancing blows quite helpful for reducing defeats because I need to be make bigger mistakes before defeat ensues. I also save a handful of skill points that would otherwise go to block, which enables more investment into damage passives.

Also, does the unique amulet "The Anvil" ...



... make glancing blows more viable for staff users, or are the on-block effects so minor that it doesn't really matter?

FWIW, wearing The Anvil would push max block to attacks on my character up to 81% (+3 max block from gladiator tree for Ascendant, +3 max block from The Anvil), with 116% attack block in total if wearing The Anvil (to hopefully partially mitigate the effects of the "of rust" affix on maps).

I have a personal stake in understanding because it directly affects a character I'm playing. But, there is a larger question about how (if at all) staff characters can find ways to make glancing blows in its current form not be a bad choice.


Red tier maps with delirium orbs will make you feel the difference between 50% and 65% damage taken from Glancing Blows. The thing is, there are a lot of counter measures for a shield user. And they are not even deprived of block nodes in the tree. Staff users took all the blow with the nerf.
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phoenixinobi wrote:
Staff users took all the blow with the nerf.


Yes and at the same time Glancing Blows is still very good with shields on low block investment with Energy shield or (to a lesser degree) life on block effect.
Last edited by zzang#1847 on Nov 2, 2020, 4:00:39 PM

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