Salvaging CI - Suggestions open to discussion

"
Berjiz wrote:

ZO: ES used instead of life for reg, so 1% life reg nodes becomes 1% es reg nodes

It already works this way, the problem with ZO is that there are no %-Life regen notes you can take without taking some Life increasing notes. The only use I see for ZO is to get the 50% stun avoid for classes using Life as their main defence.

If you want to use Energy Shield as your main defence the only way to mitigate physical damage is to summon loads of minions to lower the probability of something attacking you.

I tried to use a shield(3k ES 64% blockchance currently at lvl71) but it does almost nothing because i get stunlocked from any fast attacking enemies (200 damage is a 50% stun) and frozen for 3 seconds whenever something attacks me with cold damage, while someone with 3k Life would only get frozen for 1/2 a second and never be stunned from those fast low damage attacks.
"
BigB1ene wrote:

I tried to use a shield(3k ES 64% blockchance currently at lvl71) but it does almost nothing because i get stunlocked from any fast attacking enemies (200 damage is a 50% stun) and frozen for 3 seconds whenever something attacks me with cold damage, while someone with 3k Life would only get frozen for 1/2 a second and never be stunned from those fast low damage attacks.
A LONG time ago they changed CI to calculate stun chance form your hidden health value.

That shouldn't be happening or you are exaggerating.
IGN - PlutoChthon, Talvathir
Without taking any stun threshold modifiers into account;

stun_chance = 200 * damage / defender_effective_max_life

You need %12,5 of your effective hp(which would be around 500 for es user) taken as damage to be stunned.
500*0.125=62.5 damage needed for stun chance of 62,5 * 200 / 500 = %25, which get reduced to %12,5 with es.

Similarly,if you take 250 damage you have %50 chance to get stunned.Combining this with low physical damage reduction for es users,CI causes a real disadvantage regarding stuns.
Last edited by Eadan#2728 on Feb 12, 2013, 5:30:36 AM
So, the main problem with CI is that ES centered builds have no form of physical mitigation.

Would be viable to make CI grant armor equal to your max ES? I think it's an easy way to make it more appealing without making it OP.
"
Autocthon wrote:
"
BigB1ene wrote:

I tried to use a shield(3k ES 64% blockchance currently at lvl71) but it does almost nothing because i get stunlocked from any fast attacking enemies (200 damage is a 50% stun) and frozen for 3 seconds whenever something attacks me with cold damage, while someone with 3k Life would only get frozen for 1/2 a second and never be stunned from those fast low damage attacks.
A LONG time ago they changed CI to calculate stun chance form your hidden health value.

That shouldn't be happening or you are exaggerating.

That's not one bit exaggerated. I can confirm this with my lvl78 CI witch. The base HP isn't enough to do anything. Every single hit I take has a 50% chance to stun me and every single status ailment is automatically max duration.

It's annoying mostly for the 9 second shocks that force you to disengage for such a long time. Freeze/chill are no problem, just gotta carry plenty of heat flasks.

It's all a part of every CI user's daily life. Also, punctures are bad.


"
AsavarKul wrote:
So, the main problem with CI is that ES centered builds have no form of physical mitigation.

Would be viable to make CI grant armor equal to your max ES? I think it's an easy way to make it more appealing without making it OP.

Interesting idea, but I'm afraid that would bring CI back to the must-have overpowered keystone list.


Lack of physical mitigation/avoidance is the inherent weakness of any ES tank - I wouldn't say that's the main problem with CI. The main problem is that people still think CI is mandatory and are used to having one third larger energy shield buffer.

IMO CI is fine, but an ES buff is needed to get witch/shadow numbers in HC back to normal.
Thank you OP and all contributing members there have been some good ideas suggested here.

(All quotes I have added some small punctuation: underlining, 'bold'ing and italicizing to facilitate easy spotting and to signify key importance)

Let me start by offering some info on the 'Energy Shield' game mechanic.

Here is an excerpt from Malice's Mechanics Thread:(Newer Version): http://www.pathofexile.com/forum/view-thread/11707/

Spoiler
"
Energy Shield
As long as you have greater than 0 Energy Shield, you have a 50% chance to avoid stun.

Energy Shield acts as an additional hit point pool on top of life. If you have any Energy Shield remaining when you take damage, the damage is subtracted from the Energy Shield first. Damage is only applied to life once all

Energy Shield is depleted. The exception to this is Chaos Damage, which ignores Energy Shield.

Energy Shield will recharge if you do not take any damage for a certain period of time. The default delay is 6 seconds. This time can be reduced with increased energy shield cool down recovery modifiers from passive skills.

The formula for the recharge delay is:
6 * (100 / (100 + increased recovery) )
so 100% increased recovery is halving the delay, not removing it entirely
.

Now after reading all the previous posts let me quote a few of the more intelligible ones that I agree with:


Too long don't re/read:
Old CI was obviously OP,
-> read last paragraph;
CI not necessarily the problem... ES and related in general.

Spoiler
"
bassdoken wrote:
After leveling a CI build to 70 in the closed beta and another to 77 in open beta, I

think I have a pretty decent understanding of the benefits and downsides of both versions of CI.

The state of CI in the closed beta was completely overpowered paired with easily attainable items. My CI

necromancer had nearly 5k es with complete garbage for gear (although good resists), and with my granite flasks

I could mitigate physical damage as well as most hp/armour builds.

My CI wand shadow has 4k es with relatively above average gear. I don't feel like the reduction to es was too

harsh. However, with the nerf to granite flasks I do not have the luxury of picking whichever suffix I want; I

need the of Iron Skin suffix. Not really an issue at all. With purity, my resistances are almost capped

in merciless, so I can take elemental damage relatively easily. The only problem I'm noticing more is around the

same issue I've noticed in the closed beta.

ES is garbage for sustaining damage, unless paired with life leech, ghost reaver, and vaal pact. That's kind of

a bad combo to require for being able to take more than just a few hits from those hard hitting physical damage

mobs.

I also tried using the new Zealot's Oath passive, but I'll leave my thoughts about that out of this thread.

I do think there needs to be some kind of buff for CI. Perhaps putting some nodes after CI that make ES more

viable for sustaining damage, either by granting some kind of huge recharge increase or another keystone that

grants physical damage mitigation while also benefiting pure ES. Additionally, elemental ailments and stuns are

too easily applied to CI users. Like another poster has said, CI should use your ES for stun/elemental aliment

calculations instead of your hp.

There are certain things that should not be done with CI. First and foremost, it should not grant any kind of

multiplicative bonus to your es. I made a low level dueling build with it that had 1100 es with fairly mediocre

gear. Not really a good solution because it doesn't solve the bigger issues. CI should not convert hp to es, as

the point of CI is to not get any hp increases, nor should it set your hp to any but 1 because if it were any

higher you could easily exploit it with blood magic percentage based auras. Additionally, flasks should never

recover ES.

I kind of feel like CI is where it should be as a passive, but all of the other issues with ES based builds

need to be addressed. As previously stated, the big things are es recharge delays and physical damage

mitigation
, which since both are pretty lack luster, pure ES builds are horrible at sustaining any kind of

damage.

Too long don't re/read:
some maths discouraging an idea suggested,
-> read last paragraph;
CI seems OK, not a no-brainer for easy abuse,
maybe early +% ES nodes could use a small buff.

Spoiler
"
epeli wrote:
"
Cronos988 wrote:
Have Intelligence give +0,1% more Energy shield per point

(about 30% more ES at 300 Int). That would bring the ES gain from Int in line with the HP gain from Str (which,

because it affects base health, is multiplicative). Judging from the ES values posted in this thread, this could

be about 800-1000 points of additional ES for CI users.

This... is not a good idea. It nerfs early game ES and buffs endgame, when it should do the opposite.

Let me pull some endgame numbers out of my ass (read: rounded #s from my witch)
1300 flat base ES and 500 int, thus +50% more ES instead of +100% increased.

Total ES without any +% ES passives: 2600 -> 1950 (1300*2 -> 1300*1*1.5)
With +100% increased ES from passives: 3900 -> 3900 (1300*3 -> 1300*2*1.5)
With +150% increased ES from passives: 4550 -> 4875 (1300*3.5 -> 1300*2.5*1.5)

As you can see, this would require considerable investment in +% increased ES passives before it even reaches

the old levels of total ES. (The same amount you used to get from int)


EDIT: Or did you mean adding another ES bonus instead of replacing the old additive one? That...

seems a bit too much. But it certainly would bring ES back to the old CI levels, and only for pure int specced

characters. Interesting.


"
brutalman wrote:
First, full disclosure: I have never played a character with CI, though I was building a

Witch towards it before I changed my main to a Ranger. So I propose the following with absolutely no experience:

Since the recent nerf to CI removed one of its - arguably OP - benefits, would it be appropriate to reduce the

penalty to HP was to some thing much less severe than "all except 1 HP"? If CI changed to "Maximum Life -50%,

Immune to Chaos Damage" would it be overpowered?

No, just no. This would be even more severely overpowered. Free HP for auras with no risk of chaos damage + Pain

Attunement + 2 Redbeaks. CI must set HP to 1. You don't want to see 20k DPS witches running around with

absolute no weaknesses.

To be honest, the more and more I play with witches, the more I think the current CI is fine. It's a choice

now instead of an obvious must-have no-brainer keystone. If anything, the early +% ES nodes could use a small

buff
.

Too long don't re/read:
Comments on idea suggested,
-> read last sentence;
"All CI users need is a means to acquire more ES or mechanics that can make refreshing/restoring ES easier."

Spoiler
"
anubite wrote:
"
HollowedOnes wrote:
What if rather than dropping health to 1 you take a hit to all

elemental resist(-25%) and/or physical damage is increased by 25%.

That way instead of losing health your trading immunity from one annoying and powerful element for vulnerability

in others.

I would also suggest that Blood Rage and other skills that inflict damage on the user be changed from Chaos

damage to a "Self-inflicted" damage type that CI would not grant immunity from.


That's an interesting idea but I don't think they want to overcomplicate the CI keystone. I seriously doubt

changing the wording on CI is going to fix CI. All CI users need is a means to acquire more ES or mechanics that

can make refreshing/restoring ES easier.

***
So if you've managed to wade through that and end up here you know my position on this subject. 'Chaos Inoculation'(CI) is just about OK where it is. It is a game-play changing mechanic.

The real issues are:
access to viable quantities of:
'Energy Shield',
'% increased Energy Shield Cooldown Recovery'
,
some method to help with being Stun-locked,
maybe a little help with 'Physical Damage Reduction'

(*I'm fine with increased duration of 'Status Ailments')


To address these issues I propose reevaluating some of these factors:

--> Consider: 'Energy Recovery Time' and 'Energy Shield Cooldown Recovery' mechanic

Maybe Modify The default delay from 6 seconds and
'Recovery Time' (in seconds) = 6 * (100 / (100 + increased recovery) )
to The Default delay of 5 seconds and
'Recovery Time' (in seconds) = 5* (100 / (100 + increased recovery) )

--> Consider: Current max possible '% increased Energy Shield Cooldown Recovery' is '105%' with all 10 passives spread out over ~36 nodes

Maybe Increase total possible passive nodes of 'Energy Shield Cooldown Recovery' to (~200% (or even 300% under specific circumstances) ultimately an arbitrary value- just increase it)

--> Consider: Current max possible '% increased maximum Energy Shield' is '327%' with all 25 passives spread out over ~65 nodes

Maybe buff the '% increased maximum Energy Shield' nodes nearest to Witch Start, or ...

--> Consider: Chaos Inoculation

Maybe add: 'Default Energy Shield delay reduced by 2 seconds.'

or if that is too strong,
'Doubles(or triples) effectiveness(values) of all '% increased Energy Shield Cooldown Recovery' nodes.

or Maybe have it half the duration of all negative conditions; Stun's, 'Status Ailments', Curses etc.

or Maybe place an 'Energy Shield' specific cluster of nodes behind it(CI) that addresses some of these issues.

or a single notable or key node that calculates stun and status ailment susceptibility based on Energy Shield value(or % remaining), or maybe on the value of the highest value stat: Int., Dex., Str.

or maybe add one of the following conditional buffs

--> Consider an Aura or Buff that enhances Energy Shield's interaction with 'CI' in some way.

e.g.:
If health is equal to 1 then, 'x'.

'x' could be:
then you can't be stunned and all status ailments have their duration halved.

or some buff to Energy Shield Cooldown Recovery, Regen Speed, or +% max, or simple +x ES.


OR
If current Energy Shield is more than twice your current health then, 'x'.

or for every Power Charge you have, x(Default Energy Shield Cooldown Recovery decreased by... (?)(.75 - .25 seconds)

or +% to Armor (Damage Mitigation) (or +% to Spell Damage) when Energy Shield is (either)greater than or lower than x%


** These 2 I haven't thought about a lot so they may be off-base **

--> Consider: 'Hybrid armour type':
Maybe Increase: from being <50%/<50% values increase them to ~70%/~70% of 'single armour type' equipment values.

--> Consider: effectiveness of Armour vs Evasion vs Energy Shield
Maybe Increase Max Evasion % Value from 75% to (idk) 80%-85%, and all Energy Shield values by 10%-20%, or conversely decrease the effectiveness of Armour; Max Damage Mitigation from 90% to 85%-80%.


-->> In summary; there are so many possible directions possbile to go and I'm sure the developers are having a blast.
;p

Thank you for your time.

-atless


-> My 'Chaos Inoculation' Witch Build:
Spoiler
Protoss Templar @

http://www.pathofexile.com/forum/view-thread/142782

https://www.pathofexile.com/passive-skill-tree/AAAAAgMBVysHY-aBEVC71jvhbRni96crwfOio3_GwcUsv0-_HdnsGMNtj_rb50cGX2rC7IhrtveZmutjdYrUBbTFQFUrCsEA2xoQe_VLvjoFtY2_UUc-z73mrpMqOHq4Zp5xTZrPQ2O3MVj1-tKplXB9T32AVhoyUWAdFEw144LnC96wLR9MswQHHwI2xdgkpwiPRkGHgsco-uvuuJMM8qXLNj1vVwyNDUmLehEvncTmfIXFKMXzvkNUmnitHt1I
Last edited by atless#4130 on Feb 14, 2013, 1:10:56 AM
Why not just have ES nodes also give some value of life.

Because honestly that's just easier. Sure CI looks less attractive but hey... You're taking it for chaos immunity anyway.
IGN - PlutoChthon, Talvathir
Hello all, I'm new to the forum but I've been playing Path of Exile for sometime.

Firstly, the nerf to CI has made not made it feasible for use in the hardcore league where survivability is the number one priority for a character.

Another gripe I have with CI is that, indirectly by having only one HP, we are unable to take advantage of keystones like Pain Attunement or items that increase statistics based on current health percentages.

So to increase the effectiveness of CI and allow us to benefit from these properties, I propose the following:

1. Chaos Inoculation no longer makes your maximum health 1.

- Rather than set your maximum health at one, you retain your original maximum health.
- This will allow percentage based keystones and items to affect your character.

2. Character loses a set percentage amount of health per second until they reach one health.

- This does the same thing in effect as before, setting your character health to 1.
- The character can benefit from health % based effects.
- The percentage in question can be to the dev's discretion, making sure that it is impossible to stay at 100% health.
- An interesting way to survive sudden burst damage would be to heal to full using health potions, and taking damage for that one instant.

I'll leave it to the devs to decide whether this is a good change, but I think it allows us to achieve the same thing while adding some interesting mechanics. No matter how much a player tries, there won't be any way to skill or gear yourself to being able to overcome the degeneration, but it might be possible to have high health for very short periods of time. (Namely crucial times, like during a boss fight) but ultimately you'll run out of potions quickly.

Being able to benefit from those health % based effects is good too.

So that's my two cents.
Last edited by Dagames#2072 on Feb 14, 2013, 2:20:33 PM
"
Dagames wrote:

1. Chaos Inoculation no longer makes your maximum health 1.

- Rather than set your maximum health at one, you retain your original maximum health.
- This will allow percentage based keystones and items to affect your character.

2. Character loses a set percentage amount of health per second until they reach one health.

- This does the same thing in effect as before, setting your character health to 1.
- The character can benefit from health % based effects.
- The percentage in question can be to the dev's discretion, making sure that it is impossible to stay at 100% health.
- An interesting way to survive sudden burst damage would be to heal to full using health potions, and taking damage for that one instant.



If you make that and with the chaos immunity it would make CI even more OP than it was before, by a huge stretch.
You could have auras linked with a blood magic gem, plus pain attunement and other low life effects permanent buffs.

So, sorry, but I think it's a terrible idea.
Last edited by AsavarKul#7268 on Feb 14, 2013, 6:44:54 PM
"
AsavarKul wrote:
"
Dagames wrote:

1. Chaos Inoculation no longer makes your maximum health 1.

- Rather than set your maximum health at one, you retain your original maximum health.
- This will allow percentage based keystones and items to affect your character.

2. Character loses a set percentage amount of health per second until they reach one health.

- This does the same thing in effect as before, setting your character health to 1.
- The character can benefit from health % based effects.
- The percentage in question can be to the dev's discretion, making sure that it is impossible to stay at 100% health.
- An interesting way to survive sudden burst damage would be to heal to full using health potions, and taking damage for that one instant.



If you make that and with the chaos immunity it would make CI even more OP than it was before, by a huge stretch.
You could have auras linked with a blood magic gem, plus pain attunement and other low life effects permanent buffs.

So, sorry, but I think it's a terrible idea.
Blood Magic Auras w/ Cost Redux for 99% of HP anyone?
IGN - PlutoChthon, Talvathir

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