Blood Rage

Armour does not apply, and that is intentional; Armour reduces Damage by a value relative to Damage Taken (that 72% is labeled 'estimated' for a reason). Fortify and Arctic Armour also explicitly only apply to Hits. Endurance Charges, the Soul of Steel Passive and the Chaos Golem buff do apply to Damage over Time.
Last edited by Vipermagi#0984 on Aug 16, 2015, 10:36:20 PM
In the description of the skill there is that it is taking 4% of life and also 4% of ES. But when the ES is used to protect mana instead of life (EB), this still counts and you are taking more damage blood rage. I have 6.2% life regen + 3 Enduring charges + chaos golem and im still degen because of my ES (that is protecting mana). Was this intended ? ...



Thanks
Last edited by jaki#3545 on Aug 20, 2015, 3:47:34 AM
Yes, this is intended. Precisely as the description states, you take Damage per Second based on how much ES you have - you still have ES, even if it's not covering your Life.
Thank you for answer, i understand that this is how the skill is described. It just dont make sense to me, to penalty some builds 2 times, with so low possibilities to negate the damage coming from blood rage, but if this was intended ... ok ...


Thanks
"
Vipermagi wrote:
Armour does not apply, and that is intentional; Armour reduces Damage by a value relative to Damage Taken (that 72% is labeled 'estimated' for a reason). Fortify and Arctic Armour also explicitly only apply to Hits. Endurance Charges, the Soul of Steel Passive and the Chaos Golem buff do apply to Damage over Time.



Skill Interactions

Physical damage reduction: Damage dealt by Blood Rage is lowered by physical damage reduction.

based on poe wiki, website below.
http://pathofexile.gamepedia.com/Blood_Rage#cite_note-1

but oh well... if its intended to be not lowered by physical damage reduction, they should remove it from wiki, its confusing.

thanks, cheers ~
They should lower the degen % to 3% flat or give it a progressive reduced degen rate based on lvl like old blood rage. 4% hp/sec is actually quite a bit considering tht only end charges and the like can reduce the degen taken, it'd be like countering the effects of 2-3% worth of hp regen at the least.

compared to the chaos degen version for life builds (assuming max chaos res), the new blood rage is pretty much ticking 3-4x as hard lol.

Edit: also if u have both life n es. now ticks even harder :3
Last edited by SIQI#7936 on Aug 24, 2015, 1:13:14 AM
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Mark_GGG wrote:
That was not the case for CI builds when the degen was chaos. The current situation is manifestly better for build diversity, because even if too many life builds can use it trivially (which may or may not be the case), this is a lesser number than the number of CI builds who could use the chaos damage version completely freely.


Physical Degeneration is not better for build diversity.

With Chaos Degeneration you could: Get Chaos Immunity; Chaos Resistance on Gear; Chaos Resistance Flask; Life Regeneration; Some other method of sustenance (outleech the degeneration for example).

With Physical Degeneration you can: Get Life Regeneration; Gear is trivial (in contrast to impactful); Immortal Call (YAY!!); "Base" Physical Damage Reduction; outleech degen.
Basically the only way is life regeneration....... one method with no impactful gear choices. GG
Pure DEX gem relies on STR mechanics. Identity Crisis?

Sounds like the gear and build requirement pool is converging not diverging.
IGN: Victory_Or_Sovngarde
It's not a 13 week development cycle, it's a 13 week supporter-pack cycle.
You can play any build you want, as long as it's the current meta.
Last edited by Ashen_Shugar_IV#4253 on Sep 1, 2015, 4:23:46 AM
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RainyBoi wrote:



Skill Interactions

Physical damage reduction: Damage dealt by Blood Rage is lowered by physical damage reduction.

based on poe wiki, website below.
http://pathofexile.gamepedia.com/Blood_Rage#cite_note-1

but oh well... if its intended to be not lowered by physical damage reduction, they should remove it from wiki, its confusing.

thanks, cheers ~


Actually, Physical Damage Resistance is meant there (gained with Endurance Charges or Chaos golem). And armour does NOT provide physical damage resistance.
IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504

There is no knowledge
That is not power
"
Physical Degeneration is not better for build diversity.

With Chaos Degeneration you could: Get Chaos Immunity; Chaos Resistance on Gear; Chaos Resistance Flask; Life Regeneration; Some other method of sustenance (outleech the degeneration for example).

With Physical Degeneration you can: Get Life Regeneration; Gear is trivial (in contrast to impactful); Immortal Call (YAY!!); "Base" Physical Damage Reduction; outleech degen.
Basically the only way is life regeneration....... one method with no impactful gear choices. GG
Pure DEX gem relies on STR mechanics. Identity Crisis?

Sounds like the gear and build requirement pool is converging not diverging.



I totally agree, ES casters and EV characters cannot make use of the skill, unless they can outleech (which is hard now in 2.0), or resort to mechanics like maintain endurance charges to cast immortal call or regen. They Should add at least a mechanic that prevents death from use, otherwise is not even worth using it.

Physical degeneration definitely does not increase build diversity, it just shifts target builds, so the increase or decrease in "diversity of use" is less meaningfully quantifiable - now more dependent on what builds exist and whether they can use blood rage or not, because no builds are called "blood rage builds". It's most 'can you fit in blood rage or can you not'.

Though it has become 'available' for hybrid builds outside of chaos damage not bypassing energy shield, they they will have incredible bad due to those players taking the largest amount of damage over time while unable to scale regeneration with both pools easily: if you have a pool of 50% es 50% life you basically take double the degen comparatively to your regen (which would sort of suck in the first place for the same reason). Chaos damage, other dot's make it more situationally painful

CI builds that are not focused on efficient node clustering are in the next worst spot. These are builds that travel far across the tree for keystones. Every node is very valuable to these builds due to high point use on traveling across the tree and on top of now requiring zealots oath, they require a lot of regen and greatly weaken their ES recharge mechanic. Though it can be said these builds' existences are too greedy in the first place. The question of sustainability is far more harsh in all CI builds due to no regeneration flasks.

Other zealots oath CI builds don't have it as bad but are still disadvantaged: they also lose a lot of ES recharge functionality.

If your life based build casually picked up 1 or 2% life regen previously, blood rage is plain overpowered. If you didn't use it before due to -60 chaos resist making this like 6.4% or whatever degen, well now there is very very little investment required in making this near feasible, just another 2-3% life regen off nodes (for the classes marauder, you basically default with 2%+ life regen already). Even if you can't fully sustain the 4%, say you have 3.8% life regen (a common value for those who take the templar regen node, shaper node, and the combat stamina cluster, all fairly close together and fairly efficient nodes), you can still use flasks for the small amount of damage you take over a long time.

For those life based borderline builds it becomes:
Would you invest just a bit more and give up most of your regeneration (often previously a small bonus) for up to 27% increased attack speed, 12% increased cast speed and the new 12% more damage for pretty much free? If you are physical attack based the leech is a free bonus, but even casters sometimes would take it. This is if you don't invest at all into frenzy charge passives, bandit rewards or existing gears.

Previously a CI char would just get a lot physical attack leech and free frenzy charges. Now they lose out on a method to obtain the newly buffed frenzy charges, the leech and the new attack speed bonus.

For both life and CI builds, quite bad to use vaal pact with blood rage. Though arguable worse for CI: as it was possible they had already build around using vaal pact with blood rage previously for the powerful leech. Now a portion of their leech is unavailable. Life base can use flasks though probably not a good idea as flasks are not the most reliable as 4% degen is very noticeable in 5 seconds of inactivity, and even noticeable in combat where you are supposedly leeching a large amount instantly when combined with any other incoming damage.

sorry for not having the most organized thoughts... as you can see a lot of my input was based on an evaluation taking into account pre-2.0. The new frenzy charges are pretty ridiculous meaning if a lot of builds suddenly lose access to blood rage. In short, for some CI build's it wasn't a "Free bonus". It was something they considered as one of the factors making the build viable. Pushing this out of viability (too much additional investment demanded for build) decreases build diversity directly.:
Though maybe this crosses into 'viability for one build creating overpoweredness for others' stuff such as closed-beta CI builds needing 0 es nodes to be more powerful than life builds, becomes a question of how much diversity is allowed for the sake of nerfing other builds.

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