Why do so many monsters Resist Cold?
Almost rage quit my Glacial Hammer Scion because of all the "All Res" and "Cold Res" mobs
Instead I just fiddled around with my setup and made my cold damage so high that I didn't give a fuck and went about smashing faces in regardless of Res. Still, it made me a lot less tanky for that damage. IGN: Caessa_Undying - 4 FPS Immersive Rain 4 Lyfe! Shop: http://www.pathofexile.com/forum/view-thread/822740 Last edited by Caessa#1848 on Jan 10, 2014, 1:35:19 PM
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I dont know how you casters deal with it honestly. I deleted my caster half way through merciless act 1, double curse and drop a totem and proceed to chip away at trash mobs health bars... yeah no thanks, while my melee characters ran through the same content oneshotting everything with no setup. Every time i think about rolling a caster again i alch up a high level map and run it just to remind myself how long it would take to kill this life regen energy shield cold resist rare that my marauder just killed in 2 secs.
I dont understand why mages are such garbage in this game, did GGG play too much skyrim during development? |
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" You got to do what you got to do. My Glacial Hammer (Pillar) Maruader still chill/freeze cold res mobs without much issues simply because of GH + Hatred. That is pretty much 80%+ of cold damage there with 50% being physical, so I still do good damage since I am not pure cold. Sometimes you can take the game out of the garage but you can't take the garage out of the game.
- raics, 06.08.2016 |
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Well I think you must be doing something right if bosses are a cake walk to you, it sounds like this is just an inconvenience not really life threatening. What do you do with bosses in maps with like 75% cold res? Kidding, not many casters would do it. I have tried it and yes, it was painful grind.
For my pulser I have to switch out cold pen and mana leech depending on map mod. It becomes more of a support function so one appears less useful to the group. I think that's the main difference between casting and melee now. Melee will always be crushing stuff as even 30% monster physical resist isn't a big deal to many. For casters, these mods or resistance become a huge mana drain as it takes way longer to kill stuff. So we look a lot weaker than optimal. Elemental reflect is already fairly good at nerfing kill speed for me personally. Then again I've always failed at melee, I don't know why everyone thinks 20k dps is so easy. My soon to retire Marauder can't even hit 10k with auras on any of his skills. And he has a 440 dps mace and followed a guide. No idea, don't really care anymore. Mace up for sale buy it lol... |
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" WHAT? O.o" This could explain why I get status effects that much because my life is 1 with CI. But this would be a bad design imho because 1 is actualy the MAX life, it is not counted as "low life" like the low life status that can trigger some nice effects. So CI actualy should be adjusted to count in a different way for status effect triggering. It#s not fair that your max resists do nothing against status effects if you play CI. This also could explain why bosses are so hard to freeze/shock/burn if this mechanic does count in the life pool and not only the resists. |
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Time for crit Glacial Hammer! Who cares about cold resistant mobs :D
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" with CI your max life for stuns/freezes/etc is based on what life you would have if you hadn't picked the node. ofc, since CI doesn't use life nodes/life equip even that 600-800hp that status ailments use to calculate duration is so low that you usually just get inflicted for max duration either way... |
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I think the fundamental problem with elemental damage in this game is that it's balanced around 75% mitigation.
Players need at least 75%, anything less in the endgame is suicidal. Monsters that casters care about have 75% resists, if they have anything less they're not really that big of a deal. For players, this means things like -max resists map mods add a LOT of extra damage, often 1.6 times more damage or more, depending on resists. Against monsters, it means penetration support gems are pretty much required to get anywhere (2.4 times more damage against capped mobs!), unless you can get your DPS so high you can still vaporize mobs while dealing only 25% of your tooltip damage. If I had the ability to fix this system, I would half all elemental spell damage, half all resist-reducing effects, and half (or more) all monster resist values. This would mean non-resistant enemies would be a bit more difficult to kill (but they're pushovers now so not a big deal), highly resistant enemies would be a lot easier to kill, and slightly resistant enemies (or enemies with reduced resistances) would be ever-so-slightly easier, or around the same. IGN: Ikimashouka, Tsukiyattekudasai, DontCallMeMrFroyo
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" Makes sense. Still should be changed by GGG because it is not fair this way it currently behaves. " Do all (average) Monsters really have already 75% resists in the game? I hoped they suffer in merciless from the same issues like players, except they have special properties are like "Resists Elemental". I also hope their chaos resist is so low like players ones in Merciless until they are tagged with "Resists Chaos". But if these values are added ontop of already 75% base resists it would be very annoying. However, expecting the worst in PoE always is a good idea so I guess it#s true that Mobs are generaly doped up with max resists, tons of armor and Life etc. Not the smartest way to make a game challenging imho. |
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Another reason why glacial hammer melee is weak.
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