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If you have physical damage reduction from other sources that are not armour, then it works.
No.
PDR is against hits. Its calculated from armour and a single mod on a shield adding additional %
And that mod only goes to 8% at t1.
Its explicitly explained here when you hover over pdr
"But provides no benefits to other damage types"
Other damage types and physical being the first one. As there are physical damage over time puddles on the ground. Which is exempt from PDR.
So even if what you were saying was true, which it is not, you would only able to get a shield mod of 8% reduction in pdr outside of armour. Which would have no noticeable effect.
We are talking about 2 different things here
https://poe2db.tw/us/Shields_str#ModifiersCalc
"Additional Physical Damage Reduction"
That has nothing to do with Armour. Its also not only shield Hewn Mask Unique for example.
You can get it as an enchant on Body Armour.
Also stop act all mighty and knowledgable when you spread missinformation.
Last edited by Alzucard#2422 on Sep 16, 2025, 5:28:58 PM
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Posted byAlzucard#2422on Sep 16, 2025, 4:01:31 PM
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If you have physical damage reduction from other sources that are not armour, then it works.
No.
PDR is against hits. Its calculated from armour and a single mod on a shield adding additional %
And that mod only goes to 8% at t1.
Its explicitly explained here when you hover over pdr
"But provides no benefits to other damage types"
Other damage types and physical being the first one. As there are physical damage over time puddles on the ground. Which is exempt from PDR.
So even if what you were saying was true, which it is not, you would only able to get a shield mod of 8% reduction in pdr outside of armour. Which would have no noticeable effect.
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Crazy that some people delete boss in 5 seconds and think it's some supreme skill and it's intended experience. No, ideally that fight should last more than 1 minute and boss should be able to do all mechanics. If you just skipped mechanics and say what an easy fight unironicaly, then you're complete clown.
When we look at this area it seems like perfectly designed for ranged class so you can run away and shoot at it, always keeping damage pressure while avoiding damage, cannot really be done on true melee class.
Do I want it easier? Not exactly, make it even and just make it harder for ranged noobs so we don't play two different games.
Few things incorrect here.
Ranged has to deal with the same mechanics in this fight as melee.
The boss teleports on top of you if you attempt to range and dps him, its an actual slam as well which would probably kill most ranged users. And the green balls that leave puddles on the ground you still cant stand in for long regardless if ranged or not.
They come for your characters position. You still have to position those puddles, and move from them accordingly.
It is in everyones best interest in this fight to work from top to the back placing puddles as you go. Not placing puddles at range, and then trying to work around in circles in the arena.
This fight would actually be harder for your parameters as well of a "more than 1 minute boss fight".
He has several large area attacks that if you are further from him make them considerably harder to move out from. He has a full dot cloud arena mechanic that even prevents you from moving from a small circle around him as well.
I would suggest people learn the fight before dismissing things as "melee just has it rough against this boss" as clearly there are fundamentals missing not only in the mechanics of this fight. But also in positioning stress on a ranged character in this fight versus a melee.
This is the longest incorrection I've ever seen someone try to do, my friend
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Posted byMathiasSoul#7397on Sep 16, 2025, 4:07:00 PM
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Some actual correct info here:
Additional Physical Damage Reduction functions separately from armour.
The Armour tooltip explains Armour, not Additional Physical Damage Reduction.
Armour only applies to HITS
Additional Physical Damage Reduction applies to HITS and DAMAGE OVER TIME and functions as a flat reduction rather than the based-on-damage-received style of Armour. This is why even 8% is incredibly valuable.
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With Encase in Jade at 10 stacks from Jade Heritage, you get 10% PDR
Hollow Mask gives 15%
Shield can give up to 8%
Body Armour Corrupt can grant 5%
This means that with all sources of PDR in the game, you can get a total of 38% reduced physical damage received.
This would reduce the DoT from Kulemak from 800/sec (approximately) down to 496. With a max hit pool of 2,200, this means you go from surviving for 3 seconds to having a full extra two seconds to survive and get out.
PDR is valuable as hell.
Last edited by MathiasSoul#7397 on Sep 16, 2025, 4:21:05 PM
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Posted byMathiasSoul#7397on Sep 16, 2025, 4:20:09 PM
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And if you still wanna argue the point, give it a quick google:

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Posted byMathiasSoul#7397on Sep 16, 2025, 4:23:36 PM
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Some actual correct info here:
Additional Physical Damage Reduction functions separately from armour.
The Armour tooltip explains Armour, not Additional Physical Damage Reduction.
Armour only applies to HITS
Additional Physical Damage Reduction applies to HITS and DAMAGE OVER TIME and functions as a flat reduction rather than the based-on-damage-received style of Armour. This is why even 8% is incredibly valuable.
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With Encase in Jade at 10 stacks from Jade Heritage, you get 10% PDR
Hollow Mask gives 15%
Shield can give up to 8%
Body Armour Corrupt can grant 5%
This means that with all sources of PDR in the game, you can get a total of 38% reduced physical damage received.
This would reduce the DoT from Kulemak from 800/sec (approximately) down to 496. With a max hit pool of 2,200, this means you go from surviving for 3 seconds to having a full extra two seconds to survive and get out.
PDR is valuable as hell.
You cna actually corrupt Hewn Maks to 18%
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Posted byAlzucard#2422on Sep 16, 2025, 5:29:40 PM
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"
Some actual correct info here:
Additional Physical Damage Reduction functions separately from armour.
The Armour tooltip explains Armour, not Additional Physical Damage Reduction.
Armour only applies to HITS
Additional Physical Damage Reduction applies to HITS and DAMAGE OVER TIME and functions as a flat reduction rather than the based-on-damage-received style of Armour. This is why even 8% is incredibly valuable.
-
With Encase in Jade at 10 stacks from Jade Heritage, you get 10% PDR
Hollow Mask gives 15%
Shield can give up to 8%
Body Armour Corrupt can grant 5%
This means that with all sources of PDR in the game, you can get a total of 38% reduced physical damage received.
This would reduce the DoT from Kulemak from 800/sec (approximately) down to 496. With a max hit pool of 2,200, this means you go from surviving for 3 seconds to having a full extra two seconds to survive and get out.
PDR is valuable as hell.
I stand corrected on additional physical damage you two. I was under the assumption of something else. This goes for Mathias you and Alzucard
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However this entire thing about PDR is a big tangent/distraction from OPS thread and main issue. About melee just having it hard in this fight and range just breezes through.
Especially when we look at the bulk of what you posted Mathias, these things are utilized mostly on the melee crowd of players.
It is on the armour stuff after all. So if anyone actually had these things, it would be melee users mostly. Not all but mostly.
And the mask has ... kind of been outphased. You lose several THOUSAND elemental reduction now with the addition of the elemental applied from armour mod. Its just too good of a mod to give up along with all the otherstats. Just so you can gain 500-700 phys max hit.
Everyone has to move out of these puddles. Regardless of the archetype they play.
Range cannot stay at range against this boss either, he will one shot slam you from the sky with a teleport, along with you having to dodge the regular dot balls.
With the dot balls better positioned behind the boss as you go.
(This is all under the assumption of what OP and another poster want, a longer fight or something) If I cant have ... pretty modest dps, you have to apply this to range as well.
In a longer fight you would want to position these puddles correctly. Not randomly be at range dodging the slam, dodging the beam, which takes up the entire lane and youll have to be behind him, coming back in for the storm mechanic, and then have puddles just randomly everywhere.
The boss is best fought up close on every archetype in the game.
So the whole message of "Kulemak is shit on melee" suggesting some other archetype has an easier time, does not hold up.
Mash the clean Last edited by Mashgesture#2912 on Sep 16, 2025, 6:28:44 PM
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Posted byMashgesture#2912on Sep 16, 2025, 6:22:46 PM
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I stand corrected on additional physical damage you two. I was under the assumption of something else. This goes for Mathias you and Alzucard
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However this entire thing about PDR is a big tangent/distraction from OPS thread and main issue. About melee just having it hard in this fight and range just breezes through.
Especially when we look at the bulk of what you posted Mathias, these things are utilized mostly on the melee crowd of players.
It is on the armour stuff after all. So if anyone actually had these things, it would be melee users mostly. Not all but mostly.
And the mask has ... kind of been outphased. You lose several THOUSAND elemental reduction now with the addition of the elemental applied from armour mod. Its just too good of a mod to give up along with all the otherstats. Just so you can gain 500-700 phys max hit.
Everyone has to move out of these puddles. Regardless of the archetype they play.
Range cannot stay at range against this boss either, he will one shot slam you from the sky with a teleport, along with you having to dodge the regular dot balls.
With the dot balls better positioned behind the boss as you go.
(This is all under the assumption of what OP and another poster want, a longer fight or something) If I cant have ... pretty modest dps, you have to apply this to range as well.
In a longer fight you would want to position these puddles correctly. Not randomly be at range dodging the slam, dodging the beam, which takes up the entire lane and youll have to be behind him, coming back in for the storm mechanic, and then have puddles just randomly everywhere.
The boss is best fought up close on every archetype in the game.
So the whole message of "Kulemak is shit on melee" suggesting some other archetype has an easier time, does not hold up.
I never said ranged does not have to moe out of the Puddles, but Range can deal dmg while dodging puddles if the boss is standing on top of one melee cant really deal dmg range can.
Range doesnt need to diengage the boss. And put the desecrated Ground elsewhere. To be able to damage the Boss. The whole premise is that rnage has a way easier time dealing witht he boss. Its a really annoying boss to fight as a melee. The whole Desecrated Mechanic oe the boss hurts Melee magnitudes more than range. And its frankly the most dangerous part of the boss.
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Posted byAlzucard#2422on Sep 16, 2025, 7:28:27 PM
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