Fortress pulse-explosion

The mod "All Monster damage from Hits always Ignites" (this is a different one than the one I tested before) also consistently causes Ignite, obviously not caused by crits based on how often I got Ignited.

So so far I have strong evidence for 2x Monster mods affecting the Pulse.
No wonder it's lost, it's in the middle of the jungle!
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Zrevnur#2026 wrote:
The mod "All Monster damage from Hits always Ignites" (this is a different one than the one I tested before) also consistently causes Ignite, obviously not caused by crits based on how often I got Ignited.

So so far I have strong evidence for 2x Monster mods affecting the Pulse.


Cool. I literally don't care anymore, because I tanked 30 straight minutes of T16 pulses wearing a Veil of the Night.

If your build has trouble surviving something which deals mostly elemental damage which my build can go AFK and survive forever with literally zero resistances, it's a build issue, full stop.
Also affects Pulse: "Monsters Hinder on Hit with Spells"

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Zrevnur#2026 wrote:
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Zrevnur#2026 wrote:
Supposedly likely mostly phys spell damage. It doesnt even break (my <300) ES on one of my current builds with ~20k armour, >20% hard, 46% suppressed.
On this build it seems to be doing ~150 (non-chaos, dont know if any chaos also) damage per Blast on T16 without relevant mods. (If no Guard/Heart of Flame are up.)
Also noticed that at least the entrance area doesnt seem to get blasted, I had to move upward a bit to get hit for the testing.

I lucked into a Fortress with "Monsters deal 119% extra Physical Damage as Fire", this was only T14 instead of the previous T16. Average Pulse did ~195 Damage to ES. This strongly suggests that "Monsters deal 119% extra Physical Damage as Fire" also affects the Pulse.
No wonder it's lost, it's in the middle of the jungle!
Last edited by Zrevnur#2026 on Dec 21, 2025, 6:28:36 PM
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Zrevnur#2026 wrote:
Also affects Pulse: "Monsters Hinder on Hit with Spells"

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Zrevnur#2026 wrote:
"
Zrevnur#2026 wrote:
Supposedly likely mostly phys spell damage. It doesnt even break (my <300) ES on one of my current builds with ~20k armour, >20% hard, 46% suppressed.
On this build it seems to be doing ~150 (non-chaos, dont know if any chaos also) damage per Blast on T16 without relevant mods. (If no Guard/Heart of Flame are up.)
Also noticed that at least the entrance area doesnt seem to get blasted, I had to move upward a bit to get hit for the testing.

I lucked into a Fortress with "Monsters deal 119% extra Physical Damage as Fire", this was only T14 instead of the previous T16. Average Pulse did ~195 Damage to ES. This strongly suggests that "Monsters deal 119% extra Physical Damage as Fire" also affects the Pulse.


That explains why the 8-mod t16 with multiple damage mods and extra damage as chaos oneshot me that one time. So the pulse is most definitely affected by multiple map mods.
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Toforto#2372 wrote:
That explains why the 8-mod t16 with multiple damage mods and extra damage as chaos oneshot me that one time. So the pulse is most definitely affected by multiple map mods.



So what does this ultimately tell us?
Quite simply, your character is not yet prepared to engage with this content and needs to be revisited, either by investing more heavily into defensive layers or by transitioning into a more cohesive and optimized build altogether.

What you are experiencing is a straightforward skill and build check.
An underoptimized character will inevitably be punished, and that punishment manifests as frequent deaths.
When a character is only marginally tuned for basic mapping, it should be an immediate indicator that the issue lies with the build being undertuned and overextended, not with the content itself being overtuned.

Attempting to brute force progression through repeated corpse rushing does not change that reality. The content is simply exceeding your character’s survivability threshold, and until that gap is addressed, the outcome will remain the same.

This is hardly a new or groundbreaking revelation. Map difficulty has always scaled with its modifiers, so it is only natural that stacking more dangerous mods results in a significantly harsher encounter.
That difficulty spike only becomes an issue when you are playing an unoptimized build that effectively folds to the ground the moment an enemy sneezes in your character’s general direction.

This kind of basic understanding should be second nature for anyone who has been around for multiple leagues.
Windows 11, 9950X3D, RTX 4090, 96GB DDR5, 14,100 MB/s SSD, 15,360x2160p @240Hz Ultra 4K Gaming & Workspace Powerhouse
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So what does this ultimately tell us?


That the hive fortress pulse should not be affected by any map mods, because it becomes overtuned when it is and it can randomly oneshot people.
Bait used to be believable
The opposite of knowledge is not illiteracy, but the illusion of knowledge.
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Toforto#2372 wrote:
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So what does this ultimately tell us?


That the hive fortress pulse should not be affected by any map mods, because it becomes overtuned when it is and it can randomly oneshot people.


It isn’t overtuned. It only "randomly" one-shots characters that run around with effectively no defenses, and in that case, it’s doing exactly what it should.
Windows 11, 9950X3D, RTX 4090, 96GB DDR5, 14,100 MB/s SSD, 15,360x2160p @240Hz Ultra 4K Gaming & Workspace Powerhouse
How is this thread still going?

“Freedom is what we do with what is done to us.”
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Toforto#2372 wrote:
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So what does this ultimately tell us?


That the hive fortress pulse should not be affected by any map mods, because it becomes overtuned when it is and it can randomly oneshot people.


+999999999999
POE2 should be the ruthless vision experience and POE1 should be the zoom power fantasy sandbox to capture both audiences.
I petition to return all the fun stuff that was removed or nerfed over the years back into POE1.

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