I have stuck all this into a spreadsheet and done some mathematics and calculations, here are my findings
Spoiler
CAVEAT: This is jst numbers (and does include bosses), remember that there may be 40 'apes' for every 'rock giant' in the old fields which also matters in the end but this can not take into account
Breaking it down by Act (looking only at normal, as scales up in each but same effective basically), we have first, the totals
This shows that fire is the LEAST resisted element overall, and in act 3 it is also least resisted (where people end up farming a lot)
Moving on to some other interesting numbers aswell.
The number of mobs that resist all 3 elements is 66. There are 337 mob names overall (including bosses). So mobs that resist fire/cold/light (albeit not all equally) is just under 20%.
However 49 of those 66, 75% are in act 3 (including 3x)
Considering only 142 mobs are in act 3, this means that 34% of the mobs resist all elemental which is quite a lot.
Then there is the other entertaining fact. Who do you think is the mob with the HIGHEST resistances overall? Remember, this includes bosses, and heres a hint, its not Piety (14/14/14/14 for a sum of 56)
Spoiler
Undying Evangelist - 30/30/30/22 sum 112
Yes, this mob beats Dominus (22/22/30/22, sum 96)
This means you deal MORE damage to Dominus than an Evangelist, he just has more health
If anyone has any other numbers they want me to grab from this spreadsheet let me know. Remember this is just normal numbers at the moment, as resistance types don't change at higher difficulty and i was lazy (took a long time to format this)
That's what I mean by WAY too many fire resistant monsters, the fact is that 75% of them like you mentioned are in Act 3 and throughout each difficulty. Even after act 3 and on maps, it's still the same way.
I think the problem is that player elemental damage is balanced around overpowered elemental dual curses.
Pretty much this.
Many of my big gripes with the game seem to be caused by balancing for extreme cases, and thus screwing over everyone in between.
Until the stupid resistances are sorted out, avatar of fire is always going to be way inferior to just going straight physical. Same goes for most elemental spells.
I think the main thing is that having a resistance of some sort seems to be the standard for mobs.
Whether it's fire, cold, lightning, elemental or chaos pretty much every single mob is resistant. Yet armored is a magic mod that's encountered only relatively rarely.
I think it might be worth looking at if physical resistance were introduced, about as common as any of the elemental resistances.
My vision for a better PoE: http://www.pathofexile.com/forum/view-thread/863780
I think the problem is that player elemental damage is balanced around overpowered elemental dual curses.
Pretty much this.
Many of my big gripes with the game seem to be caused by balancing for extreme cases, and thus screwing over everyone in between.
Until the stupid resistances are sorted out, avatar of fire is always going to be way inferior to just going straight physical. Same goes for most elemental spells.
Never really noticed that much of a problem with fire resistant mobs. Some champs and rare can be a pain but they should be. NEVER noticed lunaris had fire resistant mobs, they just die quickly in burning hell.
My flameblaster didn't use curses unless some hard to kill bastard or when in party where curses were provided for me courtesy of friends.. If you play burning there is one node you need to take: Elemental Equilibrium. That with Fire Penetration just wrecks everything.
I have stuck all this into a spreadsheet and done some mathematics and calculations, here are my findings
Spoiler
CAVEAT: This is jst numbers (and does include bosses), remember that there may be 40 'apes' for every 'rock giant' in the old fields which also matters in the end but this can not take into account
Breaking it down by Act (looking only at normal, as scales up in each but same effective basically), we have first, the totals
This shows that fire is the LEAST resisted element overall, and in act 3 it is also least resisted (where people end up farming a lot)
Moving on to some other interesting numbers aswell.
The number of mobs that resist all 3 elements is 66. There are 337 mob names overall (including bosses). So mobs that resist fire/cold/light (albeit not all equally) is just under 20%.
However 49 of those 66, 75% are in act 3 (including 3x)
Considering only 142 mobs are in act 3, this means that 34% of the mobs resist all elemental which is quite a lot.
Then there is the other entertaining fact. Who do you think is the mob with the HIGHEST resistances overall? Remember, this includes bosses, and heres a hint, its not Piety (14/14/14/14 for a sum of 56)
Spoiler
Undying Evangelist - 30/30/30/22 sum 112
Yes, this mob beats Dominus (22/22/30/22, sum 96)
This means you deal MORE damage to Dominus than an Evangelist, he just has more health
If anyone has any other numbers they want me to grab from this spreadsheet let me know. Remember this is just normal numbers at the moment, as resistance types don't change at higher difficulty and i was lazy (took a long time to format this)
That's what I mean by WAY too many fire resistant monsters, the fact is that 75% of them like you mentioned are in Act 3 and throughout each difficulty. Even after act 3 and on maps, it's still the same way.
Way too many fire resistant monsters? It is the LEAST resisted element of act 3.
75% refers to the fact that 3/4 of the total number of mobs that resist ALL elements are in act 3. it has nothing to do with fire resists
Last edited by Real_Wolf#6784 on Feb 24, 2014, 7:06:53 PM