Resistance power creep... 75% bare minimum?

The problem is not the 75% "requirement". The problem is the combination of 75% and the +max resistance. At 75% these nodes are just way too strong. Thus GGG ups ele dmg to challenge 80+ res. characters. This makes +max resistance even more valuable.
The 2-week league clearly showed that the most surviable characters where on the left side of the tree where reaching 79% res + auras is easy.

The solution to this is however incredibly easy:
1) Change the resistance penalty on cruel and merc to -45% and -85%.
2) Change the resistance cap to 50%
3) Cut all ele dmg from monsters in half (maybe less on normal to compensate for the easily achievable max resist).

This achieves the following:
1) You need the same amount of resists on gear to cap resists (on cruel and merc).
2) You take the same amount of damage (if you have capped resists) as before.
3) Easier to cap resists in normal, which will accomodate newer players.
4) Halves the mitigating effect of a +1% max resist.
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rrtson wrote:
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Asidra wrote:
I don't see them balancing around the max amount of resistances all players can easily attain as a problem. I kinda think that's what they should balance around.


I agree that GGG should balance around a particular number of resistances that all players can reasonably attain (75%). However that is not the case right now.

They're not balancing damage around 75%, which is obvious even for Merciless Dominus (his lightning spirit skill, which requires 80% + Topaz flask to facetank). Like I mentioned in OP, 75% is the bare minimum to maybe survive. It's obvious that the damage numbers on monsters are tuned so that even a person with 85% resists right now will have a hard time. You need upwards of 90% to be relatively carefree in end-game maps.


If you think you need 90%+ light res to facetank merc dom then you're either doing it wrong or woefully ignorant.

https://www.youtube.com/watch?v=kjCIWAqXeBU

In that vid you can skip to ~4min mark where the dom fight starts, or watch me clear the corrupt zone on my way up.

I have 66 fire res, 77 cold res, 82 light res, 2960 life, and no block/ev/ar to speak of for mitigation. I can run dom easily, and any map mod up to about level 70 maps despite having shit-tier gear.

+1 to diminishing returns idea.

i think it would be much better for game balance.

why GGG thought it would be a good idea for resistance to give you 100% damage reduction is really odd.

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sevenOfDiamonds wrote:
The problem is not the 75% "requirement". The problem is the combination of 75% and the +max resistance. At 75% these nodes are just way too strong. Thus GGG ups ele dmg to challenge 80+ res. characters. This makes +max resistance even more valuable.
The 2-week league clearly showed that the most surviable characters where on the left side of the tree where reaching 79% res + auras is easy.

The solution to this is however incredibly easy:
1) Change the resistance penalty on cruel and merc to -45% and -85%.
2) Change the resistance cap to 50%
3) Cut all ele dmg from monsters in half (maybe less on normal to compensate for the easily achievable max resist).

This achieves the following:
1) You need the same amount of resists on gear to cap resists (on cruel and merc).
2) You take the same amount of damage (if you have capped resists) as before.
3) Easier to cap resists in normal, which will accomodate newer players.
4) Halves the mitigating effect of a +1% max resist.
Secret plot against Righteous Fire builds?
Let's not forget the stupid effect resistance has when it applies to monsters too. Builds that use elemental damage either have to overtune their damage to crazy numbers (wee, 175k tooltip dps!), or curse stack with XX penetration gems mandatory. This creates the unfortunate situation where enemies with low resists are trivially easy, and the occasionally overcapped resistant enemy has six times the health as the zero-resist enemy.


Yeah, I would definitely be all for halving all elemental damage, halving all elemental resists, and reducing the resist cap.

That or some sort of linear scaling system, like where each point of resist is 1% multiplicative resistance. Would be pretty easy to implement too, 150 points would equal around 77% resistance, so you could just multiply all resist values by 1.5 and increase the cap by 20 points or so for each 1% max resist we currently have. Sure you could get a theoretically higher max resist with fewer max resist modifiers, but you would have to really invest in resists to get there; in the case of getting a 90% resist rate with 250 points, that would mean the equivalent of 60% more resist points to reach the cap.
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sevenOfDiamonds wrote:
The problem is not the 75% "requirement". The problem is the combination of 75% and the +max resistance. At 75% these nodes are just way too strong. Thus GGG ups ele dmg to challenge 80+ res. characters. This makes +max resistance even more valuable.
The 2-week league clearly showed that the most surviable characters where on the left side of the tree where reaching 79% res + auras is easy.

The solution to this is however incredibly easy:
1) Change the resistance penalty on cruel and merc to -45% and -85%.
2) Change the resistance cap to 50%
3) Cut all ele dmg from monsters in half (maybe less on normal to compensate for the easily achievable max resist).

This achieves the following:
1) You need the same amount of resists on gear to cap resists (on cruel and merc).
2) You take the same amount of damage (if you have capped resists) as before.
3) Easier to cap resists in normal, which will accomodate newer players.
4) Halves the mitigating effect of a +1% max resist.


I dig these suggestions. The +max resists at 75%+ is definitely a contributing factor to GGG currently balancing monsters to have insane ele damage.

If 50% was the new cap, +max resist would be useful, but not that useful, and thus monster damage can be scaled down so that the difference between players without +max resists and players with +max resists won't be worlds apart in survivability.
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You know,even the though of not having capped resists instantly make me go WHHATTT???R YOU CRAZYYY????.But then i remember the fact that most of us have played and survived shitloads of -max maps.
https://www.pathofexile.com/forum/view-thread/417287 - Poutsos Flicker Nuke Shadow
It's mostly the implied expectation to overcap, which isn't easy to do with some builds. If you can't get to the Marauder/Templar area, or you don't have room for the +cap uniques, you are stuck with 75% unless you use the elemental auras, but that may well gimp the character.

Making a build that will only have 75% all feels like I'm creating a weak character.
Last edited by Mivo#2486 on Jun 9, 2014, 3:24:04 AM
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Mivo wrote:
It's mostly the implied expectation to overcap, which isn't easy to do with some builds. If you can't get to the Marauder/Templar area, or you don't have room for the +cap uniques, you are stuck with 75% unless you use the elemental auras, but that may well gimp the character.

Making a build that will only have 75% all feels like I'm creating a weak character.


That is exactly what I feel like these days.

When theorycrafting a new character, regardless of build, my mind jumps directly to +max resists first, and the 3 areas I can do to boost them (auras, nodes, gear). Like you mentioned, if I'm Shadow/Ranger, I pretty much can't reach any of the Mara/Templar nodes. Then if my build doesn't involve wearing shields that boost max resists (Rise of the Phoenix, Saffell's, Aegis), I'm stuck with getting +max resists from auras. That means I'll have to give up damage auras (Hatred, Wrath, Anger, Haste) or sometimes even other defensive auras (Determination, Grace, Discipline) just so I can run 1-3 purity auras. All of that just so I can survive end-game elemental damage.

But even if I achieve 80-85% resists, I need to have a 2nd layer of elemental defense, in the way of either spell block or spell dodge -- another huge point/gear investment. This severely limits the number of builds that are viable in the endgame. By endgame, I mean 76+ maps and Atziri.
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Come on.. quit the whine.. ele res are fairly easy to get, especially for endgame.
You can get them using the passive tree, aura and gears..
It not really a big deal.
I have a witch that have 165-149-167 (all capped at 84) 85 chaos (capped at 75)
She does fine..but damn she get owned by physical damage..hopefully they are potions...
Wait! There's is also potions with modd like xx added resistance.
OH Wait!!! I just found (*sorry a bite of sarcasm here )dedicated flask with xx to max resistance...

I have a duelist with flicker strike that rely on getting 5 charges to get 75 all res.. I have no passive spent in the tree related to resistances, it was designed that way..and for heavy ele dmg, flask are enough.

By the way this aforementioned little toon got obliterated by merciless Dom until it got 4k HP.
I did some run with overcapped resistances at the cost of some blood... this wasnt effective:
Trading a 600HP buffer..... for a 77 res...
A hit of 1k ele dmg would do
270 dmg at 73%
250 dmg at 75%
230 dmg at 77%
Some can arg that the difference between 77 and 73 is huge 40 dmg almost 1/6 of the damage and that it scale really quickly as you overcap and /or undercap.

But come on...its endgame, without specifics engineering of mechanism you cannot really hope to survives with hp/es pool less than 3.5 to 4k same are for resist... but impact of resists is tied to your HP/ES pool and your refilling mechanism.


I could understand that lv 50 to 68 could be a bit annoying due to lower gear and character level... but I really things resists are fine the waynthey are..if people want to invest in specific nodes and gear, why not. It s not imba cause everyone can do it.
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