Dexterity should provide 1% all resists per 10 points.

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Novalisk wrote:
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ScrotieMcB wrote:

The solution is simple: just flip them. Add evasion as a flat amount, add accuracy rating as a percent.

Might need to change some of the Accuracy nodes in the tree, would probably need to remove Iron Reflexes completely (and good riddance!)... but that would make it no longer feel like a garbage stat. Everyone like evading attacks.


I really like changing the evasion bonus to a flat amount, as long as it still doesn't affect IR.


Best if that piece of crap got removed.

You know, Iron... REFLEXES, and no bonus from DEX, where had reflexes gone to?
Wish the armchair developers would go back to developing armchairs.

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ATM frenzy charges to me seems the most underwhelming of all,unless u use frenzy or flicker strike.And also the passive that "buffs" frenzy is crap.It gives 4% evasion but it doesnt stack like endurace charges do,that just add that amount over your overall damage reduction.I d like that buff to add evasion the same way that endurance charges give DR.Since this is hard because evasion is calculated over mob's accuracy,i think that 4% doge per frenzy would be better.
https://www.pathofexile.com/forum/view-thread/417287 - Poutsos Flicker Nuke Shadow
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Poutsos wrote:
ATM frenzy charges to me seems the most underwhelming of all,unless u use frenzy or flicker strike.And also the passive that "buffs" frenzy is crap.It gives 4% evasion but it doesnt stack like endurace charges do,that just add that amount over your overall damage reduction.I d like that buff to add evasion the same way that endurance charges give DR.Since this is hard because evasion is calculated over mob's accuracy,i think that 4% doge per frenzy would be better.


Hell no, dodge is random.

And it would be no harder to implement then physical reduction, that one is dynamically calculated compared to incoming damage, evasion percentage is calculated compared to incoming attack rating. Same deal, really.

And I'd like to see it give that flat eva percentage naturally. Attack and cast speed aren't really two bonuses, hybrids are pretty much dead so people benefit from either attack or cast speed. Of course, it might be in order to tone it a bit down, to 4% like endurance.

And, while on that it might be fine to rework power charges to give something else besides crit chance, maybe multi. 40% chance, 4% multi, or even better, 4% flat crit chance per charge similar to crit weakness, instead of 40% global that depends on weapon, might open up new possibilites.
Wish the armchair developers would go back to developing armchairs.

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Last edited by raics#7540 on Sep 30, 2013, 2:19:57 PM
I don't think any of these suggestions have addressed the core problem of dexterity/evasion builds - damage mitigation.

Evasion is damage AVOIDANCE, but when a hit actually lands, a dex-based character will take the full brunt of the physical damage (if no armor). And this is the primary reason why evasion builds need tons of life to soak up that damage. And it's not like evasion builds will be able to duke it out 1:1 all the time; they will get swarmed. When being swarmed, multiple attacks in succession will eat up the entropy like nothing, resulting in lots of damage taken very quickly. Of course, evasion builds don't rely simply on evasion - block or dodge or both are usually a must to supplement evasion builds although it doesn't address the fundamental issue that when damage is taken it hurts big time.

Best solution:

10 Dex grants 20 accuracy rating, 2% increased evasion rating, 1% increase to maximum life.

An evasion build can EASILY build up to 300-380 Dex, granting 30-38% increase to life. And before you say that's OP, take a look at Strength and Intelligence and the bonuses they grant. A Strength-based character can get up to 300-380 Str, granting 150-190 flat life. That's A LOT in comparison to what Dex builds can get. And Intelligence-based builds have 2% increase to maximum ES per 10 Int, which on top of ES-equipment churns out much higher ES figures.
For Ranger build tips, tactics, and critiques, visit this thread:
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Last edited by Islidox#7754 on Sep 30, 2013, 7:26:37 PM
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Dexterity should provide 1% all resists per 10 points

Great idea, make a game that is too easy easier. *facepalm*
My mains have 81, 86, 81 resists even in elemental weakness maps and they have still 2 or 3 items without any resists, so wtf? Drop the damn mf shit and grab some decent gear instead of talking such bs like "Dexterity should provide 1% all resists per 10 points"
"Yes, it is perfectly fair. It just sucks ass."
posted by Thaelyn on 12. August 2013 17:33
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raics wrote:
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.
Hit the deck, Imoen!


Ah damn, you beat me to it. Dexterity negating spell damage makes sense, and would help balance out Dexterity as a whole.
Maybe every 10 Dexterity you gain 1% chance to dodge spells? What exactly is the difference between dodging an arrow and dodging an Ice Spear? :P
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wicca369 wrote:

Maybe every 10 Dexterity you gain 1% chance to dodge spells? What exactly is the difference between dodging an arrow and dodging an Ice Spear? :P


Hell if I see it.

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Islidox wrote:
I don't think any of these suggestions have addressed the core problem of dexterity/evasion builds - damage mitigation.

Evasion is damage AVOIDANCE, but when a hit actually lands, a dex-based character will take the full brunt of the physical damage (if no armor).


Thankfully, there aren't too many enemies that can oneshot you, especially since enemies have next to no chance to land a crit onto a properly build evade tank. Especially if you use enfeeble, which I admit no self-respecting warrior should ever be required to do. The way I see it, crit reduction nodes that mara has should be more prolific.

And there were suggestions of 'defensive roll' being built in into evade. It would work like this:
'Every attack that would take over 50% of your health has a chance to get halved, starting at your evade percentage at 50% up to 100% chance of defensive roll for attacks that equal 90% of your health or more'

And we could have 'flat footed' penalties that halve evasion for ranged attackers getting hit by melee monsters (makes very much sense if you ever fired a bow, might be even worse for spells, haven't tried to cast any). And we could have STR armor multiplicatively reducing move speed and attack/cast speed greatly, passive nodes not increasing its thickness (hehe) but removing said penalties (very logical), but at the same time tuning armor to give you decent protection 'out of the box'. To make melees durable you need to make ranged more fragile first and that can't be accomplished by passive tree, we need more basic mechanics.

There are so many ways to balance this game if you aren't scared to change its foundations, think differently and try new stuff.
Wish the armchair developers would go back to developing armchairs.

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Last edited by raics#7540 on Oct 1, 2013, 2:55:13 AM
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Nephalim wrote:
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SL4Y3R wrote:
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Nephalim wrote:
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.


so because you forgo your classes primary defense, and *choose* RT, you should get a bonus?

Im not saying dex is great, but if you actually use acc and ev, its not that bad. Well, the acc part anyways. EV is still best for ranged versus melee though.

Although I have seen some decent EV block builds. With blind being a must.


But I am a maurader.

Why in the seven hells would you have 363 des as a marauder? That's your own damned fault that you've wasted points, not the game.

In response to something in the OP: as a Melee character I rely a lot on my high accuracy rating, which is greatly helped by having well over 300 dex. I don't take RT because contrary to most of this game I also want to crit.
Last edited by Cookieee#2527 on Oct 1, 2013, 4:40:09 AM
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Cookieee wrote:
I don't take RT because contrary to most of this game I also want to crit.


Not 'most players' by any stretch, since EVA/AR rehaul RT isn't nearly as popular as before.
Wish the armchair developers would go back to developing armchairs.

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◄[www.moddb.com/mods/one-vision1]►
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raics wrote:
since EVA/AR rehaul RT isn't nearly as popular as before


Hard to say, as there is no statistics. You have to spend quite a few points to make crits viable, so I bet that most high-level maps tanks are still using RT. I have no intention to respec from RT on my high-level maps characters but I have alts who crits.

And there is quite popular Facebraker build... I even started one, it's a lot of fun and I'm just 2 points to RT :)
Anticipation slowly dissipates...

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