Dagger Crafting. (Platinum Kris) updated 9/21 eternal exalting Final Phase! (340dps currently)

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MortalKombat3 wrote:
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Poutsos wrote:


Not to metion with CI u can use melee on full life

Yeah, it usually equals to 7% reduced skill cost. Though, it could also add some versatility (you can get pure physical gem set for single-target, and you'll be able to use RRRRGB colour combination, if you ever get it on pure ES chest.

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MierenEronaile wrote:
Low life works quite well, especially if you need to LS down a melee reflect or something, or gain frenzy charges before going in after mobs.

Flicker character dont use Lightning Strike (your CO).
To deal with reflect mobs, they use Immortal Call.


I AM a flicker character, tyvm, and as far as I am concerned its more efficient to just use LS instead of flicker for reflect maps.

Deal with it.

Also, while it does not NEED mroe attack speed, the more attack speed still increases clear speed.
IGN
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MortalKombat3 wrote:
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MadBro_ wrote:

actually the way armor works in this game the bigger the hit the less damage the armour reduces .

Do you have any proof? I know, that character's armour (and endurance charges) converts into physical damage resistance, that acts just like any other resistance - it reduces damage taken by that PERCENTAGE, no matter, how hard (or weak) the hit was. I assumed, that all monster also have some armour value, that obviously converts into percentage physical damage reduction, so it also doesnt matter, how hard your hits are.
Sure, there are some mobs,who use special abilities, like Arctic Armour. I agree, that against mobs with Arctic Armour hard hits are better. But these mobs arent very common.


No. THere is a % yes, BUT that % is calculated depending on the hit.

Check the wiki here: http://pathofexile.gamepedia.com/Armour
Or the mechanics topic on the forums: https://www.pathofexile.com/forum/view-thread/11707

The bigger the hit you receive the smaller the % is. The tooltip armor reduction is calculated for the average damage of mobs of your own level.

There is an example graph on the wiki page i linked above - e.g. if you have 1200 armor and you get hit by 200 damage it will be reduced around 33%, but if you get hit by 1000 damge it will only get reduced by roughly 10% (so the percentage gets lower the harder you get hit)

Note that IIRC endurance charges works differently than armor! Endurance charges always provide the 4% damage reduction per charge, and the hit you receive doesn't matter

EDIT: here is the formula:

Damage Reduction Factor = Armour / ( Armour + (12 * Damage) )
Proud 5th duelist in the Jul 1 2012 Ladder Race and in the Nov 3 2012 Solo Turbo Race :D
And even prouder 4th Templar in the Nov 10 Four-hour Party Hardcore Race :P
Current OB success:
top 20 Ranger in 105 Minute Turbo Solo (S4E9)
Last edited by Sony_Black#0112 on Sep 7, 2013, 10:15:21 AM
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MortalKombat3 wrote:
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MadBro_ wrote:

actually the way armor works in this game the bigger the hit the less damage the armour reduces .

Do you have any proof? I know, that character's armour (and endurance charges) converts into physical damage resistance, that acts just like any other resistance - it reduces damage taken by that PERCENTAGE, no matter, how hard (or weak) the hit was. I assumed, that all monster also have some armour value, that obviously converts into percentage physical damage reduction, so it also doesnt matter, how hard your hits are.
Sure, there are some mobs,who use special abilities, like Arctic Armour. I agree, that against mobs with Arctic Armour hard hits are better. But these mobs arent very common.



the physical damage reduction % is based on a hit from the average white mob at your character level, this tops out at lvl77 but up till then the % reduction will go down as you level up despite the armour value staying constant because the larger hits are the less a given armour value reduces their total %.

Its not a flat # damage reduction either, it just scales the reduction so that armour does virtually nothing if the hit is large enough. Endurance charges provide a flat % reduction that works essentially like a physical resist and arctic armour provides a flat # reduction. This is why endurance charges are so essential for taking big hit phys damage, 3 charges are probably doing as much mitigation as 20k armour against really hard hitters.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
On armor in layman terms: you will be raped by Kole in merciless.
"Out of every unique I found so far (20+) all of them are fucking junk to a point that even the vendor tells me to shove em up my ass." - DarkKane

"All hack'n'slash games are based on the carrot on the stick 'method', and in PoE's case the stick is so long I can't even see the carrot." - Odoakar
Last edited by Evlesoa#2575 on Sep 7, 2013, 10:44:43 AM
yeah mortal, i know the 26 flat is weak, thats why i am re rolling it once i save up enough to try again.

also, yeah, the higher the phys dmg per hit you deal, the more armor you bypass . i think the way they described it was something like this:

if you are wearing full plate and 1,000 people are shooting you with toy pellet guns, they wont so much as scratch your steel. however, if one person fires a single 50 caliber round, your armor might as well be tissue paper.


good analogy?
"They... Eats... The Mens..."
IGN: M_Judge
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MierenEronaile wrote:


I AM a flicker character, tyvm, and as far as I am concerned its more efficient to just use LS instead of flicker for reflect maps.

Deal with it.

Also, while it does not NEED mroe attack speed, the more attack speed still increases clear speed.


Try quality immortal call + quality increased duration + quality faster casting, and enduring cry + faster casting. You'll find it far more useful and safe to clear reflect maps.


If what wiki says about armour is true, then armour is far more useless than i thought. Still, Granite flask (that bump my phys reduction from 17% to 50%), essentially saves my butt against reflect mobs, and damage reduction is very notable, despite i hit pretty hard with my crits (easily take out 1k ES per crit).
Still, immortal call is an ultimate solution. Why would i ever need armour, if i can be just immune to physical damage? Why should i care about reflect? I hope, they'll buff armour so it would be viable.

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yeah mortal, i know the 26 flat is weak, thats why i am re rolling it once i save up enough to try again.

GL with it!
And, dont try to use ridiculous builds (like low-life melee). Sure, with OP gear like Shavrone and that dagger, even decent build becomes very powerful....
IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504

There is no knowledge
That is not power
holy crap thats some lucky rolling.
IGN: Arlianth
Check out my LA build: 1782214
Running low life shavs atm, virtually everything being used to run various auras. I could, of course, use immortal call but tis much more effort than just changing gems to LS and smashing things with that instead of flicker.
IGN
just started using immortal call, aweomeness
"They... Eats... The Mens..."
IGN: M_Judge


Dagger is soooooo gooooooooooooooooood.

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