Monster Accuracy and Evasion changes in 0.11.2

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Athoy wrote:
]I simply implied that going pure physical right now is not the most optimal solution if one wants to min-max. Wait until GGG implements a Ranged Physical Damage gem, if ever, then going pure physical would be much better.

Feel free to do the math yourself and let us all see the results. The math doesn't lie.


I hope GGG hear this. Physical gems would make many non-melee builds viable.
Last edited by lins#0316 on Jul 12, 2013, 8:28:29 AM
I've been wanting to make a character which utilizes crit and accuracy instead of taking resolure technique but having 75% chance to hit and the lack of good accuracy nodes have really discouraged me so this sounds like a great change.

However, what I do not like is the new nodes that combines several stats into one node. Like the new node shown in the screenshot for example. I want players to have to choose whether to take a life node or an evasion node instead of having all the stats you need combined into a single node. The same goes for the mana nodes with mana regen and the melee phys node with life in the duelist tree. I do not like it at all.
Ç̶̛̛̛̛̼̔̓͒̅̀̿̿̓͛́̊̎́͋͂͛̽̀͛͂̈́̐͐̋̈́̊͘͘̕͘͝r̷̢̢̛̝͇͍͕̯͓͍̟̣͙̜̟̘͓͓̦̖͔̝̭̯̬̺̀̊̈͛̒̈̈́̐̊̒̾͌͆̐͆̈́͛̐̀̃͗̿̀̏̏̌͘̚͜ͅͅơ̷̧̨̛̛̹͈̠̠̲̠̮̦̪͙̜͕̐̾̆̌͊́̆́̆̌͂̾͛͗̃͂̆̐͋̌̃̂͊̐̓͂̾̉̀̄͒̿͑̚͘͜͠͝͝ͅẃ̶̧̧͚̦̪̠̺͈̥͕̺͉̔̓͛̆͛̋̀́͒́̾̐̇́̆̐́̓̇̎͝͝͠͠͝ͅt̵̨̛̝͍͙͎̣̟͉̦̫͇̞̮͍̯͓̜̥̪̮̭͖͛͌͗̆̃̈̉̃̈́̈̋̏͋͛̓̓̎͛̽̊̈̑̐̿͗́̆́̾́͌͊͒̕̕̕̕͜͠͝ĕ̸̢̨̡͚̰̲͇̯̗̖̰̤̦̮͕͖͊̇i̴̡̧̧̡̡̧̢̨̠̻̻̞͉͇̟͎̳̖͔̝̦̦͉͇̱̜̣̖̱̬̹̗̬͉͙̲͖͇͇̝̯͓͎͍̻̯̔̄͋̓̀̀̂̿͛́̈̿̊͆̉͆̎́̉̂͑̄̃̐̅̿͑͛̌̓̋̉̈̋̓̐̈́̔͛̕͝͝͠ͅn̶̡̧̧̠͖̣̺͈̞̹͕͇̯̗̣̯̮̲̹̝̈́̌ͅ
This is a great start (to make Evasion better).

I hope this makes the "of Reflexes" Flask effect better too.

What about AN EVASION EQUIVALENT VERSION OF GRANITE FLASKS?
Like "Super Evasion" +over9000 for few seconds?

Iron Reflexes still deserve to be checked. It needs a drawback.
And Accuracy Nodes could be better, more effective.
Here since Closed Beta. Never found a Mirror. Still love PoE. :- )
Last edited by markus7#6023 on Jul 12, 2013, 8:58:54 AM
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markus7 wrote:
Iron Reflexes still deserve to be checked. It needs a drawback.


IR is strong, because evasion is weak. If evasion became viable alternative to armor, there will be more ppls which will skip IR. Instead of giving unnecessary and game complicated drawback, give a viable alternative. If there will be no viable alternative, ppls will still use IR even with drawback, because ekhmmm... there will be no viable alternative? :)

If there will be respec for rangers after 0.11.2, I will probably respec my RoA ranger into BM pure evasion frenzy/ele RoA one (from armor/BM gem) to see how it works.
Anticipation slowly dissipates...
I like how people are complaining about this evasion/accuracy change based off of the CURRENT way it works. Give it a try people, the dynamic between character's evasion/accuracy and monster's evasion/accuracy will change and make it easier to achieve more reliable defense and offense without the need for RT or IR. Read the notes people.
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markus7 wrote:
This is a great start (to make Evasion better).

I hope this makes the "of Reflexes" Flask effect better too.

What about AN EVASION EQUIVALENT VERSION OF GRANITE FLASKS?
Like "Super Evasion" +over9000 for few seconds?

Iron Reflexes still deserve to be checked. It needs a drawback.
And Accuracy Nodes could be better, more effective.


I think Iron Reflexes draw back should be that you dont have any evasion from gear. Once EV is where it should be IR is automatically balanced.

IR however does mean an ev flask + armour flask would be op if you could pump them both at once. Maybe a dodge flask so it cant be turned into armour?
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Snorkle_uk wrote:
I think Iron Reflexes draw back should be that you dont have any evasion from gear.


Ehmmm, so drawback of keystone which converts evasion to armor should be removing evasion which is to be converted? So what to convert?

IR has already big drawback: "removes all Evasion Rating"! It is not seen as drawback, because evasion is weak late game. If evasion will be viable alternative to armor, people will notice this drawback at last.

IR is popular, because evasion at the moment is weak, so IR drawback is not worth almost anything, if evasion will be stronger, there will be less intention to convert it to armor.
Anticipation slowly dissipates...
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Athoy wrote:
Not sure what's so funny about it. Do you not think the patch will be a "nerf" to LG, albeit an indirect and perhaps minor one? I put nerf in quotations because it may be confusing to see how these changes is actually a nerf to LG as it is a very indirect nerf. LG is still powerful, but that doesn't mean the change in accuracy isn't a nerf to it. A nerf to an item doesn't always mean it'll make an item much, much less powerful or even useless. It also doesn't mean the specific item has to be changed for there to be a nerf to it. A nerf can just means the item is made less powerful than before somehow and in this specific case, made other rare bows more viable and able to compete with LG so it won't necessarily be "BiS" as many players have complained about. This "nerf" is due to changes in other areas of the game, more specifically accuracy.


Making accuracy matter more may have some interesting dynamics for endgame gameplay (having to endure longer fights unless you have a good amount of accuracy, for example, so 'secondary defences' like armour & evasion mitigation may become relatively more important, which is intentional obviously for the second), but devaluing LG it's not one of them. If anything, the 'can't be evaded' mod becomes even more powerful relatively speaking (as well as RT), if this comes as good as the ES/Life refactoring, would be better to leave it as it is.

We may have to come and see how exactly it feels in endgame, the relative values of accuracy vs monster evasion values etc. But given the difficulty of rolling a better bow than LG even w/o taking into account the cannot be evaded mod, yeah, does not seem much of a 'nerf' to me.

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An obvious example of how an item is indirectly "nerfed" would be the patch where life nodes were reduced in % that indirectly nerfed Kaom's Heart. Kaom's is still very powerful and useful for many people, but since we can't get as much % max life as before, Kaom's doesn't give as much life bonus as before. One can argue that the patch made Kaom's even more powerful and crucial since it's now much harder to get life, but I won't get into that because then we'll derailed into how monsters do less damage, armor, effective HP, etc.


Well, as you acknowledged in the last phrase, worst example could not be chosen, given than now BASE life is more important than before, and Kaom's is even more mandatory & powerful for life builds than before. BTW people who thinks than physical damage is a threat or was ever a threat with a life based character has no freaking idea (as you can build virtually invulnerable characters to that sort of damage), as the biggest danger to an endgame character (past the 80's mid 80's) is and always will be spike elemental damage (specially from bosses) & reflect, that's why the life nerf did help little. (For melee characters, desync being the n.1 threat must be added.)

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I wouldn't compare the number of people using Vaal Pact vs the number of people building around crit as Vaal Pact basically requires a character to be CI as it's very difficult to survive without pots/life regen, and basically impossible to make a perpetually sustainable RF build without any regen.

Thus, I am willing to bet that there are more crit-based builds than Vaal Pact based builds since it doesn't require CI.. I also suspect there are more crit-based builds than you realize. Not sure why all this really matters though to be honest. If people want to not go crit, then don't and if people want to go crit, then go crit. The goal is to balance the game so that both options are viable and not necessarily have one dominate the other.


Not if you are playing hardcore, as your character is dead by now if you are not using Vaal Pact / totems and use crits in any meaningful way. Anyway, my point was, that the only way rare bow users could compete with LG users (talking about end-endgame here) is if you build highly around crit (mean stacking lots of multiplier & chance), otherwise LG still is BiS despite implied changes in the patch, which to start with, are more of a boost to RT/LG users lol.
Last edited by knac84#3886 on Jul 12, 2013, 10:02:40 AM
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xNoobslayer wrote:
I've been wanting to make a character which utilizes crit and accuracy instead of taking resolure technique but having 75% chance to hit and the lack of good accuracy nodes have really discouraged me so this sounds like a great change.

However, what I do not like is the new nodes that combines several stats into one node. Like the new node shown in the screenshot for example. I want players to have to choose whether to take a life node or an evasion node instead of having all the stats you need combined into a single node. The same goes for the mana nodes with mana regen and the melee phys node with life in the duelist tree. I do not like it at all.

So life + evasion = bad, but ES + evasion = ok (and ES + armour, even resists on some notables)? Because that is what CI currently has, and that saves them a lot of points. Not a bad thing in my book, currently whenever I plan a life based build I get some damage nodes, but only at high levels because every point in survivability is needed asap.
It's almost as if GGG actually listens to what the players want and fixes the actual problems with the game instead of just putting out new content and never looking back. This is just a constant thing, it makes me so happy. Players complained about accuracy and evasion being nearly useless and weak compared to HP, AR, and ES. People complained about the Ranger skill tree and the fact that evasion based characters were weak. Well, guess what, GGG is on our side once again. Thanks so much!!!!!
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