Enfeeble

@Mark: The quality increase per lvl choice you guys have gone for with enfeeble, is it set in stone or something you are considering changeing?
I'd also be interested in seeing duration/radius increase with quality. Decreasing damage done would be best. Accuracy = blah.
IGN: Mortezzah, prolly playing on character Gellig
http://www.pathofexile.com/forum/view-thread/781590, for an end-game boss tank guide.
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Mortezzah wrote:
I'd also be interested in seeing duration/radius increase with quality. Decreasing damage done would be best. Accuracy = blah.
The accuracy penalty per quality is only bad if you don;t use evasion. Enfeeble is the primary defensive curse for evasion builds. Changing it to reduced damage per quality would actually nerf evasion builds.
IGN - PlutoChthon, Talvathir
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Autocthon wrote:
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Mortezzah wrote:
I'd also be interested in seeing duration/radius increase with quality. Decreasing damage done would be best. Accuracy = blah.
The accuracy penalty per quality is only bad if you don;t use evasion. Enfeeble is the primary defensive curse for evasion builds. Changing it to reduced damage per quality would actually nerf evasion builds.


the primary defense for evasion builds should NOT require 120 intelligence /rantoff
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charmolipi wrote:
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Autocthon wrote:
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Mortezzah wrote:
I'd also be interested in seeing duration/radius increase with quality. Decreasing damage done would be best. Accuracy = blah.
The accuracy penalty per quality is only bad if you don;t use evasion. Enfeeble is the primary defensive curse for evasion builds. Changing it to reduced damage per quality would actually nerf evasion builds.


the primary defense for evasion builds should NOT require 120 intelligence /rantoff
Enfeeble shouldn't be an Intelligence gem.
IGN - PlutoChthon, Talvathir
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Mark_GGG wrote:
The wording was incorrect, but not for the reason you suggest - it was listed as less/more when it's actually reduced/increased.
It does apply to the critical strike multiplier as a whole - it's the opposite of the stat you can get on passives which increases your critical strike multiplier by a percentage.


Yes, it seems to apply to base critical multiplier, 20% reduced critical multiplier lowered it from 305 to 275, or by 30, which 20% of 150.

Everything pretty much works like it should, 25% less damage is fine, and crit chance and acc reductions are really working with base values, so they are truly 'reduced', not 'less'.

So, that means enfeeble works extremely good in PVE because enemies most likely don't have much 'increased' stats on them, if any, so 'reduced' works like 'less'. However, if PVP ever becomes relevant enfeeble won't do much besides lowering damage by 35%. A dagger user would have his crit chance lowered by 3 and final multiplier by 60, which is not much against a solid crit build, accuracy reduction would also work only if he has very little acc increases on him.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
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Last edited by raics#7540 on Dec 1, 2013, 10:14:41 AM
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raics wrote:
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Mark_GGG wrote:
The wording was incorrect, but not for the reason you suggest - it was listed as less/more when it's actually reduced/increased.
It does apply to the critical strike multiplier as a whole - it's the opposite of the stat you can get on passives which increases your critical strike multiplier by a percentage.


Yes, it seems to apply to base critical multiplier, 20% reduced critical multiplier lowered it from 305 to 275, or by 30, which 20% of 150.

Everything pretty much works like it should, 25% less damage is fine, and crit chance and acc reductions are really working with base values, so they are truly 'reduced', not 'less'.

So, that means enfeeble works extremely good in PVE because enemies most likely don't have much 'increased' stats on them, if any, so 'reduced' works like 'less'. However, if PVP ever becomes relevant enfeeble won't do much besides lowering damage by 35%. A dagger user would have his crit chance lowered by 3 and final multiplier by 60, which is not much against a solid crit build, accuracy reduction would also work only if he has very little acc increases on him.


Actually, dagger users dont have mane accuracy increases, generally, so enfeeble screws them pretty much. Just try a map with enffeble mod as dagger user.
IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504

There is no knowledge
That is not power
Edit: Apparently mobs' base Critical Multiplier is 130%. Is this still the case, and is it the same for Bosses?

But doesn't that mean Enfeeble at Level 5 will fully negate a mobs Critical Multiplier? Granted that's for normal mobs, not ones with "Powerful Crits", but this still seems weird/op, especially vs Bosses..

Is this really how it works?

Also, doesn't that mean that Enfeeble makes the 'Enemy Critical Strike Multiplier Reduction' Passive completely useless?
EA IGN: Man_Screams_At_Skeleton
Last edited by Sheriff_K#3938 on Mar 18, 2014, 10:57:19 AM
I still maintain that this skill is the single most powerful skill in the game because it reduces damage spikes (the only thing that would kill someone in this game), and just reduces damage overall. Arctic Armor comes close, but but this works with everything, and is percentage based, working perfectly well with uber hitters (which, again, is the only thing that would kill you).

There's no real reason to use any other curse, if surviving is your goal. And, that's perfectly fine. It's makes the game less annoying.
How does this effect on a cloud of poison arrow and explosion of explosive arrow?
Does enfeeble the secondary damage?
Last edited by Aostrol#1566 on Aug 24, 2015, 2:20:07 AM

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