Dexterity should provide 1% all resists per 10 points.

Dexterity is a junk stat to most builds, only taken to meet requirements for some of the more powerful skills and supports. Otherwise, it's not actually useful on its own.

Strength? Provides base life and damage you can convert into spell or projectile damage if melee isn't useful to you.
Intelligence? Provides base mana and energy shield that is effectively life % to any ES user, which can also be converted into even more mana.
Dexterity? Provides:
1. Accuracy. Useful to attack users who do not use resolute technique. Useless to any spell user, or anyone who uses a weapon that cannot be evaded.
2. Evasion %. Useful only to evasion based builds, now that it is cut out from iron reflexes. Pure evasion builds are few and far between. 1% evasion is also much more common than the 1% energy shield provided from INT.

:(

Strength and intelligence have uses to almost every build, for much more than just meeting item/gem requirements. Base life and mana are useful to every build and the ones that don't need one rely on the other. Strengths damage bonus is flexible to fit with many different kinds of damage. Energy shield % is often found in nodes of 6 to 16, evasion in 8 to 30 and it's nowhere near as necessary to survive.

So my point is, dexterity is missing any real use to a lot of builds beyond requirements. It should get something to complete the 'trifecta' of necessary stats. My suggestion is 1% all resist per 5 10 points, to go alongside (or instead of) the 1% evasion.

This way there'd be a defensive side of dexterity that is useful to all builds, as everyone needs resists. 1% all resist would mean a 30 dexterity node would be equal to half that of the 6% all resist nodes you can find throughout the tree, while giving a bonus of 60 accuracy. By comparison, 30 intelligence gives 6% ES and 15 mana.

Accuracy would still be build specific, but to help a build survive like base life, ES or mana do resists makes the most sense. Much moreso than evasion %. Though now might be a nice time to suggest having a way to convert accuracy into other stats through keystones or supports, or a keystone that makes spells require accuracy but attack speed applies as cast speed to them, etc.


And if you think resists aren't "dextrous" enough... just imagine your character is trying to dodge the full brunt of all the incoming spells and flaming swords. Mechanically it'd fit better than anything else so whatever.

TL;DR: Just read the title and first sentance lol.


EDIT: 1% per 10 dex would be decent too, though not exactly amazing. But I guess as others have said, comparing anything to the bonuses you get from INT will lead to power creep.
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Last edited by Wooser69#4318 on Sep 30, 2013, 7:29:24 AM
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Not a bad idea at all, dex part of the tree does seem to be lacking in resists.

And about dexterity and resists, we did have a reflex saving throw (dex-dependant) in D&D that reduced the impact of most elemental spells by half, especially splash damage ones.
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Last edited by raics#7540 on Sep 29, 2013, 3:52:25 PM
Crazy Talk. It's not unheard of to get 400 dexterity. That would setyou at 20% all resists on Merc.
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I like the suggestion, but imo it would be OP.
100 dex points would be 20 bonus resist, 300 dex (standard eveasion build get's this, ore even more) gets 60 bonus resist. Resist is a very hard to come by luxury on items, and cutting the need of 60 all resis from items would give A LOT of buff (itemwize) to evasion based characters.

Maybe if it was 0.5 per 5 dex making it 10 for 100 dex. But i seriously believe adding all resis is a far to high modifier for dex.

Personaly i would scale the accuracy gain from dex a bit higher to make it more rewarding.

If anything a % mana regen could be added to dex (the dex tree has a low amount of mana, and considering all the attack speed available in that tree, an increase in mana regen could be nice here)
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It's a good idea, except it means that getting maxed resists will be much easier. Too easy for GGG's liking, I imagine. It would also mean rebalancing a lot of the game content (especially Normal) so that the fact that your resists are higher doesn't make the game too easy.

Also note that the problem you are trying to solve (dex sucks, dex is weaker than the other stats, it's not worth getting dex except for item/gem reqs, etc...) doesn't appear to be one that GGG are trying very hard to solve.
Face it, all of your suggestions are worse than this idea:
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Also note that the problem you are trying to solve (dex sucks, dex is weaker than the other stats, it's not worth getting dex except for item/gem reqs, etc...) doesn't appear to be one that GGG are trying very hard to solve.


That's because dex is ok in its current form.
There is only one OP stat atm and it is inteligence, because of the multitude of bonuses you get.

+% es
+ flat mana
+ mana regen
This results in more aura's/ more skill usage, and it is located in the tree that needs the least mana.

Also note that these bonuses are stable.
Unlike str = % physical dps is nice, but if you fail to hit it loses effectiveness.

And dex = more acc is cool, but again, if you fail to hit it's useles.

Nerf intelligence = fix str/dex
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Why would being dexterous make you more resistant to the elements? No, it makes no sense.

But I will agree, I take issue with the bonuses dex grants when compared to the bonuses str/int grant.

Str grants life and melee physical damage. Int grants energy shield and mana. Neither of these bonuses directly oppose one another. Increased melee physical damage does not directly compete against increased life, nor does increased mana directly compete against energy shield.

But then there's Dex, which grants evasion and accuracy. Evasion is only useful for defending against an opponent's accuracy. Accuracy is only useful for overcoming an opponent's evasion. IMO accuracy should be replaced with some other bonus, like 0.15% increased base critical strike chance per 10 dex (or...some other bonus). In this way more dex is not directly competitive with more dex, just as more str/int are not directly competitive with more str/int, but rather compliment other elements of a build which can be.
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Plus, for my proposed replacement to accuracy, I think a pure dex based spell caster could be an awesome/fun niche build, just as pure str based spell casters can be.
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Last edited by CanHasPants#3515 on Sep 29, 2013, 4:34:47 PM
Rangers forte in many games has been elemental defense (its Templar in poe) but crit chance can be a good alternative for accuracy (or accuracy grants a %crit global chance)

Ele defense or crits won't be be a substitute for life/es though.
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I say it would make a great keystone of some sorts.

gain 4%physical/elemental mana drain, remove's mana regeneration and gives 0.5 all resist per 5 dex.

"the hunter drinks,while the pray is hunted"

maybe another downside, but it would be a nice 30 all resis keystone at a cost imo.
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I have 363 dex and all of it is utterly and completely wothless due to RT and IR.

Please give this useless stat better use.
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