Inquisitor Ascendancy "Augury of Penitence" buffs within.
old:
Nearby Enemies take 16% increased Elemental Damage Nearby Enemies deal 8% less Elemental Damage new: Nearby Enemies take 32% increased Elemental Damage Nearby Enemies deal 16% less Elemental Damage (X%) less recovery from regeneration except while on consecrated ground (you cannot create consecrated ground yourself/you didn't create yourself/from allies/from nearby party members/no restriction/other restriction) edit:8:40pm it could literally just say 'you cannot create consecrated ground', added above as a known option. something else to consider: (X% increased recovery rate for each nearby enemy on consecrated ground you didn't create yourself, up to Y%) some assembly required. (value(s), consecrated ground source condition) edited to reworked proposal reasoning:
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At 8% less dealt, after 75% res the value of the targets damage as lost life without other mitigations would be 23%, if 90% res its 9.2%, on a blocked hit with glancing blows (less dealt>resmitigation>takendmg%>final) its 14.95%.
To the best of my knowledge, glancing blows and fortify are both the same calculation as "less damage taken from hits" blocked or general, with both its 10.35%. Buffed to 16% less this becomes 21%, but with the drawback of less effective regen recovery rate except under perfect regen conditions with semi-conditional consecrated ground, but not ALL recovery rates, just the ones whos dynamic is already present, if 90% res its 8.4%, blocked its 13.65%, and with fortify it would be 9.45%. Which in effect means the total boon to maximum hit taken I'm asking for here would be a whopping .9% improvement under ideal circumstances solo and .6% improvement to you and all allies in a party, accounting further for map mods we see that reduced recovery rate, -max res, reduced block/armor are still highly effective. As well as being only 1000x easier to implement and understand how it relates to everything, whilst still being suitable and "fitting in" with the meta and balance schematic. Nor does it present an opportunity for excessive abuse that would make it too appealing. Inquisitor pairing would be made more appealing, thus giving Inquisitor as a whole a compounding increase in build-diversity shares. (think immediately doubled from 4% to 8%) I hope this meets approval of those willing to join the discussion. old flawed proposal:
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old:
Nearby Enemies take 16% increased Elemental Damage Nearby Enemies deal 8% less Elemental Damage new: Nearby Enemies take 16% increased Elemental Damage Nearby Enemies deal 8% less Elemental Damage 20% increased effect of (Fortify & Glancing Blows/Glancing Blows) on you while wielding a staff 2% (less/reduced) Damage-Over-Time taken for each of the requirements you've fulfilled recently while wielding a staff reminder text: requirements for this effect are elemental spell critical hit, elemental attack critical hit, gained fortify, blocked attack (elemental damage), blocked spell (elemental damage). some assembly required. (increased effect-target, DoT mitigation-efficacy, conditional requirements-blocked hit damage type) Of note: Augury of Penitence changelog (gamepedia source) the last time this ascendancy got buffed was prophecy ![]() Last edited by ArcanicFlame#1719 on Apr 25, 2021, 8:53:54 PM Last bumped on Apr 25, 2021, 4:47:35 PM
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Inquisitor has nothing to do with fortify or DoT or staves in general
Glancing blows is already nearby their start and it'd be pointless to add it to an ascendancy for them (be like adding vaal pact onto slayer) and past that the node itself is already pretty strong enemies take 16% increased damage is nice and combos with the other 15% from sanctuary. And enemies dealing less ele damage is pretty good, not many sources of enemies deal less damage (not to be confused with you take less damage or reduced damage as it applies before any of that go into affect.) Last edited by IonDrako#4482 on Apr 23, 2021, 1:47:09 AM
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" I'll stop you right there, because it sounds like you just stated that your logic hinges on sanctuary being involved, thus diminishing the strength of your closing argument to null or no greater then 50% of what you initially thought. Mine would otherwise retain it's but i shall level the playing field: my argument involves a specific LACK of 'Sanctuary' which leads to a "no-regen build", and through causality a need to seek out DoT mitigations and avoidance. Your first statement refutes my suggestion on an "X has nothing to do with Y" merit because I have not provided you with the context necessary for you to come to any other conclusion. Which I have grown tired of providing on-demand or ready-made, and as such my fault it's a disorganized mess, GGG's fault more-so, consider it fixed. I can contend all your points, but I wont go into details very much, just the references to the information you should need to to draw your own conclusions. Additionally, I have not said to integrate Glancing Blows into Inquisitor, just providing a modifier to the already otherwise allocated keystone effect parameter, tied to Augury of Penitence and inhibited with a staff condition, in short its just a pre-existing casual association with evidence i can present and precedent to support. Furthermore, nobody in the first place asked for the glancing blows changes from 3.11 and 3.12 summarized thus: pointless, introduction as basic passive tree content, removal from the lethal pride seed pool, placement on passive tree, relocation on passive tree, big nerf(s), and if they did they must have a history of poor decision making skills and flawed design suggestions. But GGG went ahead and did that on their own about a year ago in a failed attempt to nerf abused recovery on block primarily with bone offering and shield mod(s). Which was an untuned completely biased misguided balance change that took little consideration of staves and had no plan for how to account for 15% more damage taken parameter as a result of the nerf in situations where shields and abused interactions aren't concerned & that is a widely accepted fact. Then they patted themselves on the back, moved on, and ignored all pleas to provide staves with alternate mitigation values or options as equally inherent to staves as "it blocks". Or generally any direct buff, none since Legion unless you count flat weapon damage buff applied to some weapon base types, which iirc Stormwall DID see a small dps boost from but that balance change wasn't intentionally about anything specific. Finally i can prove beyond a shadow of a doubt with one link that 'Augury of Penitence' is weaker then all of these NOTORIOUS weak-bois: 3.14 day 1 server stability GGG Public relations PoE texture streaming implementation as of 3.14 Of course also data indicating its position as second weakest of all Inquisitor ascendancies, only on account of them adding "Instruments of Zeal" used in all of 1% of inquisitor builds. Your quote, soon to be filled with holes, and devoid of praise for Augury of Penitence strong enough to validate your perspective or repudiate my semi-objective stance on its power-rating in the overarching balance schematic:
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" Battlemage for reference and Instruments of Virtue, refers to weapon damage, and attack damage (maximum utilization>sub-optimal utilization is key!): https://pathofexile.fandom.com/wiki/Battlemage https://pathofexile.fandom.com/wiki/Instruments_of_Virtue Templar (Inquisitor parent class) staff weapon bias (100% notables within region/close proximity to region!): ![]() Inquisitor ascendancy devoid of innate regen (who knew 'Sanctuary' & 'Pious Path' weren't mandatory?): ![]() Instruments of virtue attack damage multiplier enabler (also an olive branch peace offering from GGG for glancing blows nerf, historically has not shown to be an effective counter-balance, close but just not working as intended fully): Non-Inquisitor Sources of Battlemage (its only 2 staves): ![]() Ideal staff (high base dmg & elemental convert built-in=important!): List(s) of alternatives (browse at your leisure!): https://pathofexile.fandom.com/wiki/List_of_unique_staves https://pathofexile.fandom.com/wiki/List_of_unique_warstaves - Correlation to Fortify by extension (quantum chaos theory domino effect underway!): https://poedb.tw/us/Overlord Fortify support for reference (note trigger restriction): Fortify support influenced/unique modifiers for reference (still trigger-restricted!): https://poedb.tw/us/search.php?q=+ModGroup%3A+WeaponSupportUber+fortify https://www.pathofexile.com/trade/search/Standard/gkglOTQ Gems restricted from interacting with Fortify support (ones of note, reckoning excluded due to shield restriction, note riposte is a block based trigger, first impasse in build progression bypassed and superseded by 'Overlord'!): - Note the anoint and the helmet (staff build, shield notable passive, up to 75% inc spell dmg & 112% inc attack damage): https://pathofexile.fandom.com/wiki/Arcane_Swiftness Method of leveraging Vengeance (ubiquitous=broad application!): Original Glancing Blows acquisition method (PROPER WAY=LEGACY=ANOTHER BAD CHANGE): Additional Riposte interactivity: - (Recently buffed) Skill gem compared to 'Augury of Penitence'
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(nearly 2x as effective as augury of penitence dmg multiplier vs sirus/shaper/guardian
3.6x vs normal bosses 5.5x effect if curse is otherwise 100% effective For half the time you've been in contact with the target as presumed by its remaining life, with a broader scope of damage types (any) 1.2x the mitigation except against hexproof enemies and isolated single hit damage thus we see even against sirus this skill provides more then the ascendancy by a quantifiable margin around 1.2x, aggregated overall from 1.2x, 1.8x, and 2.25x, punishment is at least 1.75x more proficient then Augury of penitence at providing similar stats where applicable, with minimal restraint) https://poedb.tw/us/Punishment#Punishment Nearest equivalent interaction in terms of efficacy compared to punishment (overkill & strong damage scaling)(two part combo-dependent interaction compared to punishment independent general provision)(also utilized): - Extreme over-engineering BEYOND the over-engineered overkill/damage taken/explode interaction (think of the cascade potential!)(first listed is legacy, for non-legacy replace 'Confident Combatant' with 'Sadist", some variation may apply): - Glancing blows nerf Discussion(s), filthy casuals mostly, but not wrong when they say the nerf to glancing blows mandates the keystone is now "intended SOLELY and EXCLUSIVELY for on block recovery, RIP staves, RIP mitigation". Which sets a precedent where if you abuse a mechanical interaction for long enough to get it nerfed, it gets nerfed in a way that meets with only the abusers approval. https://www.reddit.com/r/PathOfExileBuilds/comments/it56zh/what_do_you_think_about_the_nerfed_glancing_blows/ https://www.pathofexile.com/forum/view-thread/2984914/page/2#p23657737 - I could go on, but lets wrap this up, I have ALREADY done the legwork, but this makes it easy to see,
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"On your left" *cue Chris Evans in full Captain America attire*
filter by passive (in yellow)-ascendancy augury of penitence is at 12% of builds, filter by passive-any glancing blows is 29%, note shields @ 73%, staff: 8% build skill & skill archetype: hardcaster BB, COC ice nova note inquisitor's only up to level 97 almost a week in, only 4% of all character ascendancy is inquisitor, 3% in ritual, the top character in all of ultimatum is a meme build attack inquisitor 33m dps with a shield and bare-knuckle, top inquisitor in ritual managed 123m with full over-geared and double corrupted hard cast ball light w/high crit-multi, page one requirement for any ascendancy post-league: 180m dps): https://poe.ninja/ritual/builds?class=Inquisitor Even though going to such great lengths as the following is just a meme waiting to happen, sure do this and un-legacy kiloava too:
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![]() Which all that isn't to say my build is somehow great or even saying it can do more then 30m dps by day 6 in a league, 123m dps in a league by the end, or 180m dps at all. Honestly I have no idea what my dps is, best guess by my PoB it can be as high as 15m sirus dps while he's under 50% life with configuration conditions at max, or as low as 3m dps if everything is turned off or down to bare minimum. On clear we can guarantee the base minimum of around 12-14m dps up to maybe mid 20's accounting for shotgun, before explode/overkill/linear scaling/headhunter blows up the screen and cascades to adjacent off-screen packs. The point is that its off-brand interactions and mechanics, good viability, nearly league-feasible, once nerfed by coincidence carrying extreme consequences and now long overdue for buffs to rectify those issues and restore respectability to Glancing Blows as not simply an enabler for large quantities of on-block recovery effects, in practice going near-linear, but as a mitigatory option from an opposing angle that does not coincide. That is to say, i've had to explain this several times now because its so unknown, but if i drew you a diagram of mechanical interaction in PoE overall as a spectrum depicting the full scope range and depth, i could literally point to the parts where "recovery" vs "mitigation" differentiate THEMSELVES NATURALLY with granularity, conditions, circumstances, restrictions, and alternatives, and where following the pattern discerned leads to conclusions about loosely based thematic archetype correlation in PoE and the exceptions to the rules perceived in regards to understanding implications and end results at-a-glance where critically imperative and immediately relevant. In other words if i went to the trouble of drawing it up, i would be right with no less then 1 image, but here i am with a page long post in my thread defending my proposal. It's all thanks to people abusing the hell out of whatever's new, fresh, OP, simple, generic, mainstream, meta, in league and generally being a flavor of the month gamer done with poe after 2 weeks every 4 months like clockwork. Yea that's right 'Exsanguinate' gamers i'm talkin about you. also here have a meme: ![]() Last edited by ArcanicFlame#1719 on Apr 23, 2021, 4:24:43 PM
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Couple holes in your rebuttal
First GGG have repeatedly tried to remove weapon restrictions from ascendancies (Why things like deadeye call for *projectile attacks and why a lot of the melee nodes had weapon restrictions removed a bit back.) So your hope for them to somehow tie staves to an ascendancy are going to fall on deaf ears. Honestly if you're going crit you're better off taking Sanctuary and using zealotry or some other source of putting conc ground under enemies. Augury of Penitence feels more like a node you'd take if you aren't going crit or can't use the ignore resistance node (Like while using Abhorrent Interrogation) I find the battle mage node in general kinda bad since the best staves for it they changed to give battlemage already (and with how their game plays in general scaling for spells and attacks would be a brain dead move) the node after battle mage is more interesting with the fanaticism charges but can be annoying to upkeep and requires a 4 point investment. With fortify you can try and argue for it all you want but the only ascendancy we have that has and most likely will have fortify related nodes is champion. What you're saying would almost be like giving marauder elusive related nodes. Also Glancing blows won't be making a comeback from the current state anytime soon and giving an ascendancy a weapon related buff to that mechanic would probably never happen in this game. You mostly only use staves if you are either using a unique staff or absolutely need that second 6 link and what you're asking for is more of an attempt at a bandaid fix for staves when they really need to be more looked into in general. And yeah Augury of Penitence is just an all around decent generic node, something you could fit into a decent number of builds. Going from 15% to 31% enemies take increased damage is pretty good since it's actually not an easy stat to get a ton of (like if you're going righteous fire you could get ash for another 20% but like for a modifier that applies at the end of damage calc getting more of it is always pretty good) and again that last part of enemies deal 8% less elemental damage is pretty good defensively as there really is very little of that in the game. |
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We've corroborated, debated, and in some cases agreed, specifically that appropriate action should be taken where staff fixes are concerned foremost, however we are not immediately finding common ground on what determines appropriate due to creative differences that were not of our making.
I shall endeavor to show that you may be interested in joining me and creating common ground together! So....unilateral executive decisions, creative liberties, secret philosophy, and an unspoken content agenda that half of 2 people are cognizant of and have access to and rights over, and neither of them are us. No shot poe doesn't die a rigged mess mixed with bland and sad before poe2 even hits open testing. GGG taking action is not outright confirmation its the right action, that's apparent. But as always with industrializing, you find a lot of consumer satisfaction, feedback, and suggestions, taking a backseat to "we can't be wrong, you can't be right, its our ass on the line, not yours". When ascendancy references to association with a weapon type are purposely scrubbed from existence, the association is still pretty clearly interpreted if still applicable within reason, and new associations may still be formed. Fidelity is not lost if still true in fact can remain true DESPITE being 'lost'. Feature parity ignoring and overriding the reality means that, (like with battlemage) they end up doing things that bring the association into focus almost accidentally because they lost sight of the representation and/or expunged it from record. Simply because something is not immediately inferred, tripping themselves up isn't a good look, but they wear it well and wear it often, even finding NEW ways to surprise us like burning money on Shroud stream promotion time and then admitting you held it in too high a regard with respect to literally everything else, overshadowing every action taken at the time. Intent, attention span, and priorities of GGG notwithstanding, read what you just wrote and tell me outright you believe that isn't the same exact thing in the long run. " " Now tell me that doesn't look like you are saying there's a staff restriction on Instruments of Virtue, i'll wait. ![]() Then tell me you've never heard a hard-cast inquisitor complain about the lost cast speed from instruments of virtue and giving up the ascendancy node or the nonsense they may have gone through to actually make use of instruments of zeal in any fashion for a build. Or tell me you believe the retconned weapon stats weren't all just so they could make a 'Weaponmaster' ascendancy for PoE2 that has all weapon type specific gimmicks and stats other ascendancies have lost over it. I'd be miffed, because they'd probably retcon battlemage for it post-haste. So its mostly all bad for a known inquisitor build, you don't approve of half of it, its mostly good for Stormwall, seems good for me and up to me to me to provide it a fair presentation of its value, and zeal is shit remove it from the game please i can't even... " I don't want to have anything to do with that shit-show thanks, i just ran the numbers and looked at the options and if mines didn't care about "you cast yourself" it could've been OK at best with stormblast mine and orb of storms as a weapon switch gag, wait a minute, weapon switch? There goes the dash right out the window. Good luck with that, i'll keep vengeance riposte and continue asking for augury of penitence buffs, i suppose the other option is find out if triggered attacks generate fanatic charges. Looked it up, nope, "counter-attacks are not considered attacks" "cannot proc attack triggers". https://www.pathofexile.com/forum/view-thread/3012182/page/1#p23771407 https://www.reddit.com/r/pathofexile/comments/kw1z7w/mechanics_can_triggered_attack_skills_like/ Which begs another question, one that i still don't have an accurate answer for, only guesses and potential tooltip lies so heartless you might cry:
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Now i know PoB can be (is) wrong, but they JUST did an update which contained among other things "better simulation of triggered attacks".
All indications i have had for the better part of my time here are that "Counter-attacks are not attacks" and "cannot proc attack triggers" doesn't apply to supports for attacks not restricted by "cannot support triggered skills", as long as the tooltip FOR the support ON the skill's tooltip does not specify something like "use" because as far as i know references to it "not able to proc attack" not being on the skill tooltip means the support effect doesn't give a rats ass, because ITS tooltip ALSO doesn't state "except counter-attacks". ![]() ![]() But that's more problems, and feedback for another post but lets fuckin get into all of it all at once here: Then my proposal is bloody perfect because its mine, tuned for me, and that seems like identical reasoning to GGG with respect to their own choices on various matters in the first place, and half the time it seems like our expectations are lining up somewhat, except for recently that's for sure, probably gotten all moody. F to pay respects to harvest crafting 'determinism', and the 'crafting' definition. (i wont call gambling on item outcomes crafting no matter what they try and tell me about blindfolding myself to EX slam an item on a 5mod crafted base, that's quads and quads of failed projects guaranteed, success is measured in completions, not effort exhausted.) But at least i can keep it straight that regardless of what the outcome(s) are the game currently isn't clear about jack-shit, if made clear it comes down as a perceived nerf and unfairly treats those who were misled about the content, if reworked its so they can make future content to keep people coming back for "new shit" forgetting what they've lost in the process like straight sheeple full on NPC in a skinsuit, if buffed its for an archetype they fancy making available not existing ones inadvertently affected previously, and if its not one thing or another, either can also still be both and neither, and vice versa, we're going beyond Schrodinger levels ever thought possible now thanks to GGG and PoE. But they own the joint and I just mop up the content like a janitor and end up with buffs every patch I don't want. But I'm here for the science in the first place and the entertainment as a subtle undertone, so of course I'd recommend fitting changes, follow things through to their logical conclusions, and end up ahead of the curve or on the bleeding edge. Meanwhile: " Well yes but also, no, at least not anymore though it was a long road filled with searching for generalized effects that only care about incoming and outgoing without much regard for type and source, or granular to specifically our benefit more-so then others. In the end it became about ridiculous amounts of flat damage (battlemage, buffs to base dmg of certain spells, buffs to base dmg for certain weapon base types, weapon enchants, increased effect of added damage on spells & vaal spells, so on), buffed crown of eyes from "also apply 100%" to 150%, high more dmg multipliers that can apply to triggered attacks so that you can be somewhat of a hybrid fit for the feature-set not just "its a bald pantless assassin build with its damage spread more evenly for a lower dps ceiling" *cue meme*, increases to enemy damage taken, and literally any gimmick you can get to work with that framework in mind. Then you hope its enough for bossing without linear scaling and can survive whatever hits you need to be able to maximize your builds exposure to its ideal rhythm, whilst seeking methods of gaining secondary damage you can use for clear to build on the foundation you've got. " Alas, Glancing Blows legacy = lethal pride timeless jewel = increased effect of fortify seed roll, which you cannot divine a legacy item to acquire without bricking it, which at the very least fucking change if i understand correctly, because that'd be GREAT (like explode chest) or just un-legacy the damn keystone. " Again with this?
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We've been through this, past, present, and future states are all quantum tangents, I'm working with an enhanced brain from the future, and everyone else has primordial ooze in their skull cavity, at best.
Or clones of the same incompetent person at worst, in holographic disguises, but at least its better then body snatchers and constant paranoia. This is probably for me our 3nd time have this conversation, but you're still experiencing the first. ![]() "Experiencing any déjà vu, exile?" "Still sane, exile?" Perhaps its because the FIRST TIME somebody mentioned glancing blows changes it was in the same changelog as "here have 'Harvest', exile.'", or the expansion patch immediately after, which was immediately followed by harvest going core, and now this. Behold the metaphysical attachment between two things that transcends time, space, and consciousness! "Say good bye to harvest, exile" me: "bitch please, where's my mitigation you owe me you fucking crazy redhead, i ain't delirious, but you're fucking demented". And yet, Zana. Wont. Just. DIE. Already. SIRUS WAS A HERO FOR TRYING TO KILL HER, KIRAC IS SCUM FOR SAVING HER, and you cannot change my mind. Its just MORE arbitrary retcon with balance justifications that continue to bite them in the ass and drive away players invested in the experience they had. People only agree alongside after the fact because they know no developer has ever been willing to admit that reverting a change with a negative outcome results in tangible progress, because they all operate with "only progress is progressive" mentality that keeps moving the project "forward". Usually until they spot a nice shelf to put their IP on and then they buy a trophy case for their office, or sell the product to some unwitting buyer. Ascendancy nature in regards to weapons has been discussed here and is an ongoing debate topic, now we are getting into the accessibility of various named mechanics across ascendancy and class divides! Its tailwind on boots all over again! oh no! Quickly consolidate modifiers and nerf base parameter! GGG by tomorrow:
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" but moving on: " I AM LOOKING, LOOKING, LOOKING, BRUH ITS ME YOU ARE TALKING ABOUT. EVERY. PERSPECTIVE. CONSIDERED. WEIGHED. EXTRAPOLATED. PATCHES. ANALYZED. DATING BACK AS FAR AS LEGION WHEN THIS ALL STARTED FOR ME, AND COINCIDENTALLY WHERE AND WHEN THIS TOPIC ORIGINATES FROM! I can only introduce band-aid fixes because that's the BEST i've managed to receive from a suggestion, if we're talking introducing conclusive changes, i promise you the band-aid is so over-engineered it solves all problems, it had to be, any suggestion or feedback that introduces some kind of a change had to be enough independently for what it relates to in case it actually managed to make it through QA testing from biased in-house underpaid employees and special interests groups! Personally i don't know anybody else besides me who asked them to un-nerf static strike duration like this in the static strike feedback thread: https://www.pathofexile.com/forum/view-thread/1127392/page/12 ![]() FTFY (fixed that for you): "
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Intimidate for attacks 10% inc taken
Unnerve for spells 10% inc taken Sanctuary for consecrated ground inquisitor 15% inc taken Withered for chaos damage 6% inc taken per stack up to 90% inc taken Withered replacement effect for elemental damage 4% inc taken per stack up to 60% inc taken War banner physical damage up to 12% level 21 Stormblast mine 3% per mine near enemies up to 150% Bonechill support for cold damage and cold DoT (would this not double apply?) Augury of penitence for general inquisitor 16% inc ele taken Punishment for any damage against hexable targets up to 89% inc taken Covered in ash for fire damage 20% inc fire taken (infernal cry) Maim from flesh and stone for Physical damage (not overwhelm!) 16% inc phys taken maim from maim support 14% increased phys taken Shock for any damage up to 50% inc taken based on light damage Overshock for any damage 10% inc taken based on light damage beyond typical shock yoke of suffering 5% per ailment on the target from you, up to 45% You'll have to excuse me if i forgot any amongst the great many of them, browse those and tell me augury of penitence lives up to your expectations as an ascendancy, then tell me you could even pick it out from the lot of em. Course also overwhelm physical damage reduction (cannot go negative! 11 nodes on the passive tree! 14 if impale is included! 15 if 'Crush' is included) Reduced enemy res/penetrate res to iirc a max of -75%(-90%?) and gamepedia will tell you it has no limit but i recall they changed that in a recent patch. A feature we've lightly tip-toed around discussing because its a null value equal to true 0 due to inevitable judgement, a parameter to ignore a parameter is so ignored, we've been ignoring it and only offhandedly mentioned it a couple of time, but what's worth noting is that its the equivalent of getting maximum damage reduction overwhelmed, for elemental damage types, in an ascendancy node. If inevitable judgement works identically to maximum overwhelm for their respective types in a single component compared to this, with a mere crit condition, FOR A CRIT ARCHETYPE: ![]() Then i think we can safely say we can manage SOMETHING SOMEHOW, even if i have to go this far just to get the point across that it really doesn't matter if you say my hopes fall on deaf ears, i already considered if the following exists as GGG's personal ascendancy: "CONTENT ENFORCER" reminder text:
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"'Enforcement action on enemies will cause them to cease and desist'
'Everything not proclaimed friendly is an enemy, including concepts and ideas' 'Enforcement action is whatever I say it is, recently is however long I say it is, inquisitorial GGG business now stand aside' 'Cease and desist is a debuff that makes you go "this can't be in the game like this" whenever ANYONE sees it, forcing them to do a full redesign'" " More true then saying augury of penitence damage multiplier is literally anything other then one weak source amongst many other available sources, but granular in a way not very common and niche to WITHIN THE NICHE IT EXISTS ON, thus the specificity of "ele damage" which makes both stats SEEM less common. Now if we remove some granularity regarding damage type and style of inhibition by generalizing it all down to whether or not the end result is an outgoing damage reduction on the enemy side.
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Debilitate (punishment) (-less)
Augury of Penitence (-less) enfeeble (-less) blind (-accuracy) reduced enemy crit chance (-crit) stun (CC) knockback (CC) freeze (CC) chill (-action speed) temporal chains (-action speed) pantheon-Gruthkul (-attack speed) hinder (-movement speed, CC) maim (-movement speed, CC) logging out before enemy performs any action 100% less damage dealt (its free real estate!) (yea stop it please, you wonder why its so hard to find certain stats & that why, you could always just portal out/disconnect.) There're others i've forgotten i'm sure, true enough however effecting enemy outgoing damage is not easy and always getting harder, like flesh and stone reservation nerf. Usually involving CC except where not applicable or with nigh unreachable expectations. in regards to the build: Acquiring an aura like zealotry for an ascendancy is a slippery slope to finding yourself playing some form of aurabot or aurastacker, or realizing you could just play in a group and provide something 99.5% of the player-base doesn't, of the 4% who could only 12% do, thus not overlapping anywhere. Though such a concept gets easier with every patch as people become more enthusiastic about mainstream content with every patch, for obvious reasons, but such is the exact reason i take Augury, to provide that which WE are lacking, comrade.
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Forget this "exile" nonsense already, rip lore, POE2 lore is POE 1 all over again, really BACK TO EXILE AGAIN WRAECLAST?!
If its the same old lore it will be the same for balance, technical aspects, graphics, and cluttered visual noise. Where in PoE can i find "Sirus did nothing wrong" folks, sirus is the goal BECOME SIRUS, he ceased to be an exile and became the Awakener of Worlds, i'd settle for half that. I was fine with 'Nomad'. In turn i theoretically gain much more then I bargained with in the trade by an order of magnitude, instead of going with the cookie cutter approach like proposed. Basically considerations were made for both solo and group play, and you should be convinced by now, but i won't stop until i've convinced the other 999,999 players. - _ But i digress to a point where a return to the subject matter is permissible, if all is lost then i shall reorient and restart theory crafting on all fronts from the last sensible checkpoint and rebuild proposals accordingly, or maybe ill just do what i usually do in times like these. "Gaming nomad roaming the internet in search of bountiful harvest!"
Spoiler
Maybe Century: age of ashes and galahad 3093 wont be dead on arrival out of early access, maybe i'll roam that way instead of sticking around here being a thinktank for balancing virtually inanimate objects and animated virtual objects.
Maybe i just decide to enjoy Star Wars Battlefront 2 space fighter assault some more if they are dead on arrival, or in any case. Maybe i figure PoE2 is dead on arrival, maybe it is, maybe my help is needed then? Maybe i not show up out of spite? Maybe i thought PoE1 would die out of early access years ago because act 1 was just so bleak, but then blizzard scared off their diablo customers with mobile game sequel talk and GGG slipped an advertisement in at the same time. Place ya bets, place ya bets, odds are 300 to 1 against PoE2, 250:1 galahad, 200:1 century age of ashes, 3:1 for star wars battle front 2 star fighter assault, odds GGG needs my help 1000:1, not offering assistance if they do: priceless. Gotta admit tho, the whole 'The Envoy' referring to us all as 'Nomad' and Harvest going core at the same time, in light of my motto, is some incredible irony that keeps me going despite recent events raining on everybody's parade. I do however implore you to see reason & heed my warning, take great care and consideration when making judgement calls regarding augury of penitence and speaking up in defense of it. Yes the specific modifier to outgoing enemy damage is rare but i wouldn't go around speaking so highly of it as a whole! Its rare in that it exists for the niche its on and tuned with this in mind, and its clearly only good solo for providing something you prioritize and have a majority of built up, or if the parameter values get doubled. That's a stronger selling point then saying "its good on paper" and "isn't X for when you can't get or take Y" in the same breath. You haven't once said "yea i would personally take it" because you know it would be a lie, despite the high praise you keep trying to find for it. In the end you'd have to reverse psychology everyone out of recovery and sanctuary, for me to stop taking an interest in augury. " ?????? Literally any, and up to every, increased damage taken stat is mandatory for inevitable judgement because you cannot scale from over-pen/reduced target res while using it on a crit build. Which means taking it when no-one else does is equally mandatory and besides has "rare" mitigations, for a build that prioritizes mitigations over recovery and avoidance its a sure-thing. If we've confirmed all of one thing "its good somebody bothered to give a damn". Perhaps also confirmed that with glancing blows nerfed after 4 patches, and harvest after one, they are quickening the turnaround on making things stupid and stupidly unmaking things. So i'm sure PoE2 will come out and quickly go to being nerfed in poe2.0.01a after about 15 minutes promptly setting up a paywall demanding we make our skill have MTX to proceed to level 2, then again at the end of every quest act, and so-forth up until maven and beyond. Since that's the only way you can nerf a WHOLE free to play game's worth of 'new' content at once. But about that ruthless blow support clarity.....if it works and that's unintended well shit, don't fucking change it. If it doesn't work fucking change SOMETHING, before zana asks me AGAIN if i'm going crazy. But i really didn't see any difference between damage on full life support and ruthless in testing against sirus that i can recall. At least its not WoW, p2p p2w like RIFT, *insert generic RPG IP ripoff*, a mobile game, a moba, a battle-royale, a ded arena shooter, p2w like WoT, a ded adobe flash game, using unity, a dead early-access title, a Korean browser RPG, grind fest, or uh....a buggy mess? Shit almost had it too cept for those last two since nerfed harvest is crap and the bugs are everywhere right now. Might as well port it to unity web player instead of make PoE2, since korean browser game grind fests are so popular there's one for every branded content they can get licenses for, or did those IP's finally die off? They reverted changes that made the game better and content more accessible, and less popular with mindless drones who claim they have obtained everything the game can offer too quickly & too often, which only brings harm to the average majority. I hope the mindless drones are happy. I haven't even touched that elephant in the room with more then a 10 foot pole, nor will i more then to say clearly they'll revert anything for the right demographic. (the room is shrinking, same with how the bar of expectations is lowering, and the content ceiling is in free-fall) Hope we're a bit closer to having a breakthrough. edit: it has, a completely reworked proposal is forthcoming, promptly. ~fin Last edited by ArcanicFlame#1719 on Apr 25, 2021, 8:34:42 PM
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reflect completely reworked and simplified proposal in OP, please refer to the OP for details. edit: OP editted again at 5:25PM in the reasoning section to expand on some ramifications. Last edited by ArcanicFlame#1719 on Apr 25, 2021, 5:26:36 PM
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