Dexterity should provide 1% all resists per 10 points.

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tikitaki wrote:

It's actually the opposite. Armour scales inversely. I suggest you look into the formula.

Armour is extremely efficient in "smallish" quantities -- meaning the going from 0 to 5,000 is a big difference, 5,000 to 10,000 is also a big difference, but not as big as going to 5k.



Now I think you be pulling my leg a bit, no way in hell you're serious :)



Well, you're on the far right, your armor is essentially non-existent as far as big hits are concerned and those are the ones you were complaining about.

Versus a 3000 hit:
1000 armor mitigates 2%
5000 armor mitigates 12%

You do get more reduction per armor increase on smaller hits but you can leech smaller hits back, armor is great for small hits but a ranged character has no real need of that. I sure hope you aren't sitting around long enough to receive ten hits over your arse? And if ranged enemies are the ones giving you grief ondar's guile would do you more good then IR, I'd rather have the chance to evade one in four of any attacks then absorb 30%-something of weak ones and wear a nightgown as far as the strong ones are concerned, and it would help just as well vs your reflected damage.
Wish the armchair developers would go back to developing armchairs.

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Last edited by raics#7540 on Oct 3, 2013, 1:21:19 PM
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raics wrote:
"
tikitaki wrote:

It's actually the opposite. Armour scales inversely. I suggest you look into the formula.

Armour is extremely efficient in "smallish" quantities -- meaning the going from 0 to 5,000 is a big difference, 5,000 to 10,000 is also a big difference, but not as big as going to 5k.



Now I think you be pulling my leg a bit, no way in hell you're serious. See this graph?



I do see the graph. It plots damage reduction with armour held static.

Meaning, that's the wrong graph to illustrate your point.

What you would need to display is a plot of damage reduction vs armour with the incoming damage held constant.


"
raics wrote:
Well, you're on the far right, your armor is essentially non-existent as far as big hits are concerned and those are the ones you were complaining about.

Versus a 3000 hit:
1000 armor mitigates 2%
5000 armor mitigates 12%


12% is not non-existant. That's a substantial amount. Basically it means my HP is 12% higher when taking hits of 3,000. That's a great benefit.

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raics wrote:
You do get more reduction per armor increase on smaller hits but you can leech smaller hits back, armor is great for small hits but a ranged character has no real need of that.


The problem is, small hits stop being small hits when you take all my armour away.

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raics wrote:
and if ranged enemies are the ones giving you grief ondar's guile would do you more good then IR


Testes this. Works like shit. Almost died. Random hits are just too large, especially those medium sized hits from flicker/leap slam bosses - or even just random crits from mobs with dmg modifiers.

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raics wrote:
and it would help just as well vs your reflected damage.


I already addressed reflect damage with evasion in a previous post. Mathematically it's awful. I would need something like 15,000 evasion+ (this is actually probably nowhere near enough) to reasonably "counter" reflect with evasion alone, a number that is just not going to happen while being CI.

10,000 evasion + ondar's gave me about a 40% chance to dodge my own attacks. Not very good -- awful, in fact.
Last edited by tikitaki#3010 on Oct 3, 2013, 1:29:48 PM
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tikitaki wrote:

12% is not non-existant. That's a substantial amount. Basically it means my HP is 12% higher when taking hits of 3,000. That's a great benefit.


That's a crap amount, you can replace it with 3 end charges.

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tikitaki wrote:

The problem is, small hits stop being small hits when you take all my armour away.


You play ranged, man, you shouldn't really get swarmed on regular basis, or ever. And you probably leech a fair bit, instantly.

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tikitaki wrote:

Testes this. Works like shit. Almost died. Random hits are just too large, especially those medium sized hits from flicker/leap slam bosses.


Don't really see how can it be that big of a difference, 3000 instead of 2600 isn't all that much more and if you soak ten 1000 hits you're dead, armor or no. And it isn't random, you probably could evade one in four or every other attack if attacked by ranged.

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tikitaki wrote:

10,000 evasion + ondar's gave me about a 40% chance to dodge my own attacks. Not very good -- awful, in fact.


That actually isn't bad at all, you probably don't have much acc? Armor could hardly be much more helpful then that. How much damage do you do anyway? And scratch all that if using lioneyes, you can't miss with it.
Wish the armchair developers would go back to developing armchairs.

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◄[www.moddb.com/mods/one-vision1]►
I guess it's pointless arguing with you since your reading comprehension is rather low.

Taking damage in PoE comes in bursts.

Most of the time I take no damage. When something *BAD* happens - I'll take a lot of damage. An example is desyncing into something, or having a boss monster rail on me.

In these situations armour can easily save your life. Evasion at the cost of armour can get you killed.

It's cute that you brought up endurance charges. Perhaps I should be running enduring cry on my archer? lol.

Look: you obviously don't play hardcore league. I do. I utilize strategies that keep my character alive. Armour is mandatory. It's true 5k isn't a lot, but my gear isn't optimal either. I will have more armour with better gear -- and it absolutely helps more than evasion.

This is the reality of hardcore league. Dispute it, do theory all you want, but you won't change the reality of it.

People play this way because it works.

If you think evasion would work better, then you should make an evasion archer in hardcore and prove everybody wrong. So far, people play evasion in hardcore mostly for bragging rights....Because it's known to be shitty, and succeeding with shitty builds is in a sense, brag-worthy.

It's like saying "hey look guys! I'm still alive even though my character is shitty and gimped!"

"
That actually isn't bad at all, you probably don't have much acc? Armor could hardly be much more helpful then that. How much damage do you do anyway? And scratch all that if using lioneyes, you can't miss with it.


Only dodging my own reflected damage 40% of the time with Ondar's Guile and 10,000 evasion (which I couldn't easily get) "isn't bad?"

Please tell me more. lolz.
Last edited by tikitaki#3010 on Oct 3, 2013, 1:58:12 PM
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tikitaki wrote:

Look: you obviously don't play hardcore league. I do. I utilize strategies that keep my character alive. Armour is mandatory. It's true 5k isn't a lot, but my gear isn't optimal either. I will have more armour with better gear -- and it absolutely helps more than evasion.


I really don't, at least not anymore. Did play in CB but the game was, sadly, a lot different back then so my experiences would be heavily biased (I'd claim the game was easier then it is and desync almost non-existant, for instance). It really was different back then, I used to race too, even played pvp a bit until everyone and their uncle started to turn arenas into minefields, but well, shit happens.

However, I do play solo self-found no trading whatsoever except for gems, so I'd claim gear upgrading is a daunting task too and many wouldn't agree, people are like that. We try to be objective but it fails us most of the time. Also, it was a fairly long time ago since I played a dirty cowardly bastard... I mean a dignified, sporty and fair ranged character. See, bias talking again... anyway, I know for a fact evasion can work for a character that gets pounded on a regular basis so there's really no reason it can't work on one that doesn't, sorry but I just don't see it.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
How can your 10k evasion only give you 20% chance (gathered from your 40% chance when using Ondar's Guile)? My melee ranger has just over 10k evasion and tooltip shows 50% chance for my level 84 character, which puts me at capped 95% chance when Ondar's Guile comes into play. I think you are arguing something without knowing the facts.

Guild Leader The Amazon Basin <BASIN>
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"
Wooser69 wrote:
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.

strength new
+1 life per 2 str, +1% melee physical damage per 5 str
+100 str: +50 life and +20% melee physical damage


dexterity new
+1 accuracy per 2 dex, +1% projectile physical damage per 5 dex
+100 dex: +50 accuracy and +20% projectile physical damage


inteligence new
+1 mana per 2 int, +1% spell damage per 5 int
+100 int: +50 mana and +20% spell damage


defenses new
armor, ES and evasion scaled by level, not by stats
Last edited by PHRandom#0174 on Oct 3, 2013, 2:36:40 PM
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mark1030 wrote:
How can your 10k evasion only give you 20% chance (gathered from your 40% chance when using Ondar's Guile)? My melee ranger has just over 10k evasion and tooltip shows 50% chance for my level 84 character, which puts me at capped 95% chance when Ondar's Guile comes into play. I think you are arguing something without knowing the facts.



Tooltip chance to evade is calculates against a monster of "average" accuracy.

When you are evading your own reflected damage, your evasion is checked against your own accuracy -- meaning the tooltip says nothing. You have to calculate it manually if you want to know.

In this case, I have 2,200 accuracy. So plugging those numbers in and adding on Ondar's Guile gives me about a 60% chance to hit myself (40% chance to evade)
Last edited by tikitaki#3010 on Oct 3, 2013, 2:15:08 PM

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