When will you finally fix the stupid overcomplicated elemental/chaos resistances system?
Is this a sarcastic dig about how armour and evasion are hard to understand?
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No one understands Armor or evasion to this day except hardcore nerds. I even understand res. Its so simple I made a build guide in gen 1 as a noob, who never went to college and drives dump trucks, with 100% all res was damage immune. except to Uber Atziri double flame blast - they tricked me with pen.
Anyway, 400,000 armor is what? I know its "good", or Better than 300,000. Both show 90% phys mitigation in PoB tho. But so does 60,000. So maybe it's all the same. Who knows? Your way sounds more complicated. I have a better idea how about we make Armor more like res. Like helm 5% armor. Body armor up to 10% Same 4% for endurance charge. You can get all the way up to 90% since they hate immune now. Now that I understand. Git R Dun! Last edited by Aim_Deep#3474 on Dec 17, 2021, 12:28:34 AM
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" I would set a damage in config in POB to something like 12-15k or so, so you can get see what the armor is doing for big hits. |
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I do my post was a little cheeky to highlight the absurd variance and how it looks the same to 100% of players in game and 99% who don't know what things hit for or to change the poB config. Everyone understands 90% of damage prevented.
Git R Dun!
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The current system is simple and effective. The Diablol 3 system you suggest sucks and leads into all same looking tripple resist gears.
I prefer the original Diablo 2/PoE approach with max resis allowing to go beyond 75% and a cap of 90%. Its simple and way easier to balance. All that is required is the will on GGGs side to tune down all the spells elemental damage accordingly as those are the most dangerous damage types nowadays. Last edited by zzang#1847 on Dec 17, 2021, 7:26:59 AM
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In one sentence, how on earth is the current system AT ALL complicated??
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OPs followup post was pure utter nonsense.
Also @ the dude that said a LINEAR progression gets more effective with each point at higher levels....uh.....that is not at all how it works. 1% = 1% no matter where it is on the resist graph. It is this exact mechanic that disproves the OPs entire argument. It's also the exact definition of a LINEAR function (the slope/effectiveness NEVER changes). Current System: 35% fire resist on gear + 35% resist from tree = 70% resist = 70% less damage from fire. Easy. Clear. idiot-proof. A flat reduction from kitava doesn't change ANY of this, it's just a mechanic you have to deal with in terms of total #% resist. It adds exactly ZERO extra complications to the system. OPs system: 1500 fire resist on gear = some % effect lets say 35%. 1500 on tree = 3000 total fire resist BUT because of the non-linear (idiotic) relationship, that results in 60% total fire resist rather than 70%. Complicated, unclear, dumb for both gearing and practical purposes. And each extra point becomes increasingly less effective aka useless. And GGG would KEEP the resist penalty, it would just be some flat # instead of a flat %, but the actual value of that # would be completely obscured and over-effective until you fully gear up your character. Unclear and overly complicated. Last edited by jsuslak313#7615 on Dec 17, 2021, 9:03:35 PM
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" The number is linear, but %-based linear damage reduction becomes relatively more powerful as you stack it. This effect becomes more pronounced the closer you get to 100%. That's why most games cap resist at 75%. Going from 75 to 81 is not 6% reduction, it's 24% dmg reduction. If we take your 27k avg damage example: 75% resist = 6750 dmg 81% resist = 5130 dmg That's 24% less dmg. See graph here: https://external-preview.redd.it/48H-iyFkM5x4FByKGZL4zaUTDgVuBzBXaCleFJ-ZgVA.jpg?auto=webp&s=31e82ed147ea36c3fe088c91f8b2adaa6365f4cb |
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" Depends on what base you're using to calculate your percentage - if you calculate it as a % of the total damage number then it is still 6%. If you calculate it based on the the effective damage number (the value after 75% damage mitigation from capped res has already been applied ie: 25%) then it is 24%, because 6% 'OF' 25% = 24%. It's just how relative percentages work. See how easy it is to calculate? Now please don't tell me that armor/evasion is this simple to figure out. The point is not if stacking res beyond 75 is powerful (it obviously is), but the simplicity of percentage based damage mitigation vs the nonsense calculation used for armor/evasion. Last edited by stalkingjackal#2441 on Dec 18, 2021, 2:59:46 PM
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the only change i would do to resistances is to remove +"x" to max resistance from tree / gear and make it so that we get +1 to max resistance from stacking normal resistances say +1 every 15% above 75% with a hard cap at 90%
cap of 75 with 75 of a given resistance we get a cap of 75 with 160 of a given resistance we get a cap of 80 with 240 of a given resistance we get a cap of 86 with 300 of a given resistance we get a cap of 90 (hard cap) another alternative to give those resistances some use is for them to grant 1% less damage taken every 15 resistance above the cap so having 90 above the cap would give an aditional 6% damage reduction to that type of damage. self found league fan http://www.pathofexile.com/forum/view-thread/324242/page/1 Last edited by caboom#7201 on Dec 19, 2021, 8:42:03 AM
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