PATCH 1.2.0 --Life Nerf-- Explained with math

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Krayken wrote:
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Emphasy wrote:
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Peenk wrote:

If that's the case they would remove shitty one hit mechanics, no stat other than life helps against that. If other options were better then people wouldn't stack life lol..


I never ever got one-hitted. Well maybe from the triple-shock stacked Vaal Laser or Touch of God. But really... I would hope that they improve the visualization of these attacks and actually make them Deal Percentage HP-Damage (like 90%), which would result in instant death with any form of damage-amplification, although Vaal should draw a redline shortly before firing so you can avoid it better if he doesn't aim at you.

But those attacks are meant to one-hit people. I don't really understand why GGG makes them so easy to avoid via Block or Topaz-Flasks. The same goes for the Vaal-Smash. Maybe they could do better in telegraphing this attacks, but they should never make them tankable. It's already sad that people just tank Atziris Flameblasts.


Vaal smash is easy to avoid yeah. But try to avoid touch of god when using multistrike with any map mods that increase the boss speed (frenzy charges mod or turbo mod or turbo boss mod). It gets extremely hard to avoid (touch of god animation is already faster than vaal smash and it does all around aoe rather than just aoe in front of the boss). Depending on situation it can be impossible to avoid it when depending on the multistrike timing. All you can do is some hit and run tactic which are still risky because sometimes he uses touch of god even if you just began to attack him a split second ago. Topaz flask can't even save you from touch of god. You need topaz + granite and even with that i managed to get one shot.

But let's say i choose to just avoid these mods for the palace maps. But now with the max res passives nerf i will also want to avoid minus max mods, any of the +ele damage mod, temporal chain mod. How much will it cost to craft a decent IQ on a doable palace map? Like 20 chaos? Solo players needs 90+ IQ on every maps or 70 IQ + pack size mod to have a hope of maintaining a map pool. Of course group play can maintain a map pool easily without needing to craft such high IQ map and they can benefit from much more (and now stronger due to new generosity gems) auras/curses.

I know im derailing the point of this thread i just hope GGG nerf the elemental damage from mobs now that they nerfed max res passives. But if they do any party with a generosity support char will just roflstomp the content (which partys already do at the moment). I really don't get the point of that generosity gem. It is so unnecessary.


And this is the reason people are expected to know what map mods their exile can handle. Not every build can do everything.
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Emphasy wrote:
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Peenk wrote:

If that's the case they would remove shitty one hit mechanics, no stat other than life helps against that. If other options were better then people wouldn't stack life lol..


I never ever got one-hitted. Well maybe from the triple-shock stacked Vaal Laser or Touch of God. But really... I would hope that they improve the visualization of these attacks and actually make them Deal Percentage HP-Damage (like 90%), which would result in instant death with any form of damage-amplification, although Vaal should draw a redline shortly before firing so you can avoid it better if he doesn't aim at you.

But those attacks are meant to one-hit people. I don't really understand why GGG makes them so easy to avoid via Block or Topaz-Flasks. The same goes for the Vaal-Smash. Maybe they could do better in telegraphing this attacks, but they should never make them tankable. It's already sad that people just tank Atziris Flameblasts.


One-hit attacks are fine as long as you have a little time to react to them, but those are not the only ones that exist.
I recently ripped in a crematorium map which had no damage mod except power charges every 30s, and that one doesn't really count when thinking about one-hitting since all monsters can crit. The 'Deadly' mod is a different thing since it also add to crit damage.
Looking back I realized I should not have played the boss, I had less than 80% fire res and just under 5k life but I did run a lvl 19 arctic armour which I thought would help. Anyways, a few seconds into the fight, probably just about the time my ruby pot went down, I ran into a fire trap which I hadn't seen drop, it crit, dealing around 90-95% of my life I reckon and then the burning ground + ignite dealt the rest in 1/10 of a second, had absolutely no time to react.

Sure 5k life isn't that much now, but after 1.2 it'll be quite hard to reach more than that and the lack of increased max res and lower aura effective nodes make it so reaching over 80% fire res is only accomplishable with RotP.
IGN Hardcore: Muppman
IGN Beyond: TheTrueAuraBitch or BlixtarOchDunder
Last edited by keyarchan#4979 on Aug 15, 2014, 9:23:54 PM
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keyarchan wrote:

One-hit attacks are fine as long as you have a little time to react to them, but those are not the only ones that exist.
I recently ripped in a crematorium map which had no damage mod except power charges every 30s, and that one doesn't really count when thinking about one-hitting since all monsters can crit. The 'Deadly' mod is a different thing since it also add to crit damage.
Looking back I realized I should not have played the boss, I had less than 80% fire res and just under 5k life but I did run a lvl 19 arctic armour which I thought would help. Anyways, a few seconds into the fight, probably just about the time my ruby pot went down, I ran into a fire trap which I hadn't seen drop, it crit, dealing around 90-95% of my life I reckon and then the burning ground + ignite dealt the rest in 1/10 of a second, had absolutely no time to react.

Sure 5k life isn't that much now, but after 1.2 it'll be quite hard to reach more than that and the lack of increased max res and lower aura effective nodes make it so reaching over 80% fire res is only accomplishable with RotP.
3% less max resist on tree. So lacking. Aura effectiveness drop won;t be worth more than a 1% loss in resists either.

Just because you can't get immunity doesn't mean it's the end of the world.
IGN - PlutoChthon, Talvathir
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StrangeCloud wrote:
Here is a little math to help people see what the nerf to life nodes on the new skill tree will mean.
======================================

*(after the patch base life gain per level goes from 8 to 12)

Lets say you have a Level 100 character:
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I. Every class starts out with different base Life, but lets stay we're a marauder.
##Total base(flat) life so far: 66

II. and gains +12 per level
1. giving a base life of 1238 at level 100.
a. 66+(99*12)
##Total base(flat) life so far: 1254

III. Strength increases Life, with every +10 Strength node giving +5 Life.
1. your character has 200 strength = +100 life.
##Total base(flat) life so far: 1354

IV. Your wearing end game gear that revolves around getting high Life.
*numbers rounded for easier comprehension.
1. +500 from a Kaom's Heart(body)
2. +100 from helm
3. +100 from gloves
4. +100 from boot
5. +100 from belt
6. +70 from left ring
7. +70 from right ring
8. +70 from amulet

##Total base(flat) life after level, Strength bonus, and Gear : 2464
---------------------------------------

So 2464 is the total life your character is working off of.

Now, since there really isn't a way to calculate how much % life nodes are affected when you look at the ENTIRE tree.
@There are many thing to consider such as:

~How many increase % life nodes.
~How much each individual node INCREASED or DECREASED.
~The amount of passive points you need to spend in order to get to those clusters.

So, I'll make this as relevant as possible by calculating the Max Life on the marauder PRE-Patch 1.2.0 and the calculate the Max Life on the Marauder with the new skill tree.

*now in order to make this test as fair and constant as possible I'd only picked up as much Life as possible with complete disregard to other nodes.

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PRE patch 1.2.0 tree Max possible life with Level 100 marauder:
+502% increased maximum life

Taking our base Life:
2068(pre patch 8 life gain per level) * 6.02 = 12449 MAX LIFE



POST patch 1.2.0 tree Max possible life with Level 100 Marauder:
+357% increased maximum life

Taking our base Life:
2464 * 4.57 = 11260 MAX LIFE

*Now, 11260 may sound good, but remember all I did was get Increase % life in complete disgard for anything else, so it's probably not a viable build as it as 0 defense, low regen, armor, block, damage etc. This is purely for demonstrating the change on a scale that is easier to understand.

```11260/12449 = 90.4
So, we see there is about a 9-10% reduction in max life when it comes to end game.
-----------------------------------------
In conclusion Life early and mid game may see some buff due to the increase in base life gain per level up, however end game builds that rely on scaling of % life WILL see a slight reduction of their MAX life pool.


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EDITED: for grammar mistakes.
EDITED2: Math was wrong lol, GGG staff pointed out I was using the same +12 life on both end calculations. Don't burn me at the stake like Mors plz. I fixed it


First OP tnx for the research. It was very unsettling plotting out an existing build on this new tree and seeing the total %hp drastically less. I didnt know about the up'd hp / lvl changes so i though ok , could even out.

But since most of us in poe are stat crunchers lets cruch this.

An effective total hp being 10% less than previous is going to yield a few new 10% statistics. Im not even going to discuss the %hp nodes w/%heal from flask. %healed from flasks will not help you during a random WTF1HitKO

Ill sum up most of these new 10% statistics as one.

1. 10% of them OH SHIT moments where you survived with 10% or less of your hp will now result in you living the rest of that chars poe life on the carebear softcore server.

AND
considering after what, 2 years GGG has done ABSOLUTELY NOTHING about dsync(tnx for the /oos so now we can lad the HELL out of other people to resync our self), 10% more dsyncs will result in you, yes, living your characters life out on the carebear server.

You will have a 10% reduced chance to survive situations that were previously survivable.

10% is not small in statistics. Its a HUGE margin. I know some are going to say 10% is no big deal, I say to that, sir, your uneducated please sit down. Goto your local retail/outlet store with a business model that will increase there profits by 10%, they will jump at the opportunity.

10% reduction in gas mileage, 10% reduction in your weekly pay check, 10% is huge.
Lets not shrug off this 10%max hp loss.

SMH@GGG
More overall mitigation, new life flasks and a more balanced res cap for all classes (good in the long term for balance of highest content).

Calm yourselves.
Last edited by MrPing1000#5148 on Aug 16, 2014, 12:39:05 AM
Still need to hunt life nodes all over the tree, with same investment as before. Only upsetting part was that Chris implied that we would need less investment. Got everybody's hopes up and didn't come through. Oh well.
Nobody said you must have 6K hp, nobody said you must have 250% hp bonuses.

We the league of poor players have been playing with cheap HP gears for months or even years. We learnt how to rely on creative defence mechanics like immortal call and switching resistance flasks just for special maps to survive.

Now that the game is trying to narrow the gap between the rich and the poor. At the same time, it is trying to teach players relying on HP ocean how to survive the hard way.

Narrowing the gap between the strong and the weak is good as long as not done excessively. In fact income gap is used in the calculations of Human Development Indices of nations.

I see that the economy of the game set to improve slightly with the value of HP gears changed. I therefore welcome this balance from GGG.
reducing % Maximum life on the tree is bad, i doesnt lead to build diveryity because you still have to pick any life node, now even more to get the same life as before so " what if i tell you that theres lees need to pick up many life nodes" is wrong, with 200% maxiumum life from the tree we will get 600 more baselife from char levles i dont know how this should equeal a 100% maxumum life loss an average on all life builds



and no im not crying because my build got nerfed, im crying because build diversity is shit now, es was the most op build in endgame before, and now with the buffs youre doubling it, worse balancing like Jay Wilson " And then we doubled it"
Spoiler
https://www.youtube.com/watch?v=GkXf1aR2LXA
I'm a savage, I'm a king
I fought deceivers
I conquered evil
Last edited by StormHunter#1808 on Aug 16, 2014, 2:04:51 AM
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Deadpeng wrote:
Now that the game is trying to narrow the gap between the rich and the poor.


The rich will play Es Builds
I'm a savage, I'm a king
I fought deceivers
I conquered evil
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StormHunter wrote:
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Deadpeng wrote:
Now that the game is trying to narrow the gap between the rich and the poor.


The rich will play Es Builds


Haven't they always....?

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