unique items *no longer updated*
The new aura helm is being made a much bigger deal than it really is - in two separate posts (now becoming three), I outlined some of the drawbacks, and there are yet still others - the benefits gained from upping an aura 2 levels is honestly marginal - a very small % increase to defense or offense. It's my opinion that the 8% reduced mana reserved is the stronger portion of this, as it potentially allows many builds to add a whole 'nother aura. In any case, it's definitely a cool helmet for some builds, but people are really over-emphasizing the wrong parts of it and assuming it's better than it actually is - you're not going to slap it on "any and every character" and always get better results than with a regular or other unique helmet.
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its OB, monopoly, every single thing that is good will have some people say that its OP, imagine if marohi erqi were to be intruded now wed have 15 threads a day about how OP it is.
just leave it, waste of time to argue I carve and sell real animal skulls, check out my work here: https://www.instagram.com/victorseiche/
https://www.facebook.com/victorseicheart/ World first Uber Atziri as 2h and 2h RT build: https://www.pathofexile.com/forum/view-thread/1058950 Highest level char in Closed Beta, Wytchfindergeneral |
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If you actually one-shot yourself, instant life leech wouldn't fix that. You'd still take your entire hp globe in damage and be dead before life leech could apply. This isn't mtg. Secondly - No matter what your build is, you want to maximize the damage it deals. No one wants to create a character that's painful to clear with. Furthermore, no one would want to group with a character that can't deal damage. Why would I want you in my run if you will give my enemies 50% more health and you don't do damage? This is an interesting item, but at level 62 it's horrible unless the damage scales better.[/quote] Actually, instant leech would save you. Once you have a high leech, the reflect aura would have to be more than your leech for you to even feel it. If you deal 10k, and the reflect aura is 40%, and you leech back 40%, your life won't flinch. You'll deal 10k, leech back 4k, and take 4k as well. In other words, 0 dmg. The reflect aura would have to be substantially more than the leech % when it's instant. That's why instant leech is very strong. If you're physical based, and your physical leech is high enough, it's almost impossible to kill yourself on physical reflect, because as long as you aren't running around with 2k hp and 24k dmg (glass cannon), you won't have trouble with reflect at all. Vaal pact would be broken and mandatory for any leech build, only thing stopping it from being godlike is that you can't use life flask. This is practically vaal pact, but with no kicker.[/quote] Here is some basic math that you don't seem to be able to comprehend. If you have 4k health as you propose and have enough leech to gain 4k on hit; you must go to 0 in order to gain 4k health. The moment you reach 0, you will be unable to gain any health because you will be dead. If reflect is 1 shotting you; you will still be dead. If reflect is not 1 shotting you, your death was your own fault and cutting your damage in half is not the answer.[/quote] I don't know how reflect damage/instant leech is applied, but SoujiroSeta was suggesting that they are applied simultaneously, so the instant leech would cut down the reflect damage before being applied to you. So you wouldn't take reflect damage and then immediately after leech back, they would essentially cancel each other out. I have no idea if that's how it would work though.[/quote] To clarify this point as someone utilizing vaal pact, ci, and ghost reaver in a pure physical build. When I use my AoE on a reflect phys map with 19% leech I deal 6k phys damage to anything it hits. When hitting too many mobs I instantly die. By what hou are saying I should die if i hit 4 mobs. Yet... I can comfortable live after hitting 9-10. Furthermore, when I have 20% LL (tested with a pair of shitty gloves) I did another reflect phys map. With 20% it equaled the reflect I grouped up about 40 mobs and hit them, which at 6k to each mob and 20% (roughly 1.2k reflect per mob) should more than 1shot me, I instead experienced no change in ES at all. (Total of 7k es, was at 5481, it did not change --- everything died instantly aswell). Ign: TheMidgetCow (Level 88.8 CI Leapslam Templar --- Default)
TheMidgetCowAmbush (Level 91.7 Buzzsaw Ranger --- Ambush) TheMidgetCowBurns (Level X LowLife RF Scion --- Ambush) http://www.pathofexile.com/forum/view-thread/348309/page/1 --- Legacy Guide to CI Leapslam Templar |
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Can someone help me out with this calculation regarding cloak of flame?
Let's say I have 6 endurance charges and 10% damage reduction from armor. Cloak of Flames converts 20% physical damage to fire. Ignoring block chance/evasion and assuming 80% fire resists, how much damage would I take when hit for 200 physical damage? |
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" 10% damage reduction from armor is not right, because the reduction in physical damage depends on both the amount of armor and the amount of damage you take. The higher the damage, the less armor reduces the damage. Your damage reduction in your character sheet is just an estimation. |
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Yeah that was just a hypothetical. I just chose 10%, what I really want to know is the interaction with cloak of flame, like whether it converts before or after armour reduction
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" I believe the question was hypothetical. He just wants to further understand the Cloak of Flame's conversion property and how it takes place in damage calculations - unfortunately I don't feel fully confident in my knowledge of such calculations to provide an answer...surely someone here does though. :) EDIT: Got ninjaed while rebooting modem xD Last edited by MonopolyLegend#6284 on Mar 21, 2013, 1:05:28 PM
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200 phys -> 160 phys, 40 fire.
You reduce the physical part with armor and the fire part with fire resists. Assuming you have the whatever armor it takes to reduce 160 by 10%, then your damage post mitigation is: 160*(.6(10% and 6 endurance charges giving 5% flat each)) = 96 physical 40*(.2(fire resist)) = 8 fire Total of 104 damage incoming. Cloak of Flames is very, very strong when you have high fire resist (or fire immunity with purity, ruby flasks, elemental adaptation, saffell's frame, and inner force) because your fire resist will almost always be higher than your armor reduction AND armor is more effective versus weaker hits. A static amount of armor does better reducing that 160 phys than the original 200 phys. EDIT: Related to this, if you are also CI with a Darkscorn (25 physical -> chaos), you can do even better. Assuming effective fire immunity (or close to it), that's 45% of damage being ignored, which gives the armor you do have exponential bonuses. That being said, you're probably better off with an actual shield instead of sacking the shield slot for a 2h bow. :P Last edited by pneuma#0134 on Mar 21, 2013, 1:28:11 PM
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Thanks. That could be powerful with the new Arctic amour
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Added the alternate Demigod's Triumph to the op.
Mwahaha! Now, if I could just get IMDissapoint to post his alternate Atziri's Mirror.. Last edited by FaceLicker#6894 on Mar 21, 2013, 5:54:45 PM
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