Played my first armor-only character, and I'm disgusted by it.

"
Fruz wrote:
"
Jgizle wrote:
you can easily get over 80% PDR from fortify and endurance charges alone

What ? Oo
By any mean, please show us how you do that.


So I ask again the question ( I know the answer already to be honest ) : how to you get 80% PDR with fortify and charges alone ?

PS : I'm pretty positive that fortify and EC "arrive" after the mitigation from armour has been calculated, which means that they have no impact on how much your armour protects you ( apart from rampart of course, or other similar passives if there are ).

PPS : fortify reduces damage taken = it comes last, it even comes after endurance charges, which means that they don't stack additively but multiplicatively.

edit : PPPS :

http://pathofexile.gamepedia.com/Receiving_damage
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Last edited by Fruz on Nov 14, 2016, 2:21:03 AM
"
Jgizle wrote:
Fortify Effectiveness ends up reducing the damage lower than the results you presented. You pick up 15% increased fortify effectiveness to get ramparts. Also I only calculated a pure physical damage hit of 10k, so no elemental damage at all. I am including damage reduced by armor, but my point is that the fact I have 40k armor means nothing. That is an excessive waste of armor and I now know that I can drop 30k armor easily without any real effect on my PDR.

(Side note: Juggernaut can get 40% increased fortify effectiveness total due to unyielding. With Ramparts PDR from fortify is 23%, and with unyielding as a juggernaut increases it to 28% reduced PDR calculated after PDR from armor and endurance charges. This can further be enhanced with Buff Effect from Ichimonji. If you add in Arctic Armor you get an additional 13% less PDR modifier at the end calculated after endurance charges and armor. Chaos Golem gives you a flat 4% PDR added before endurance charges and armor is such is caluclated. If you got 24% PDR Golem will increase that to 28% and then all additional modifiers are calculated after. Realistically you can reduce PDR even lower than what I have presented, almost entirely without armor.)


I'm not entirely sure you're grasping the order of operations correctly? Fruz's link is relevant. Like he said, Fortify is a damage taken modifier, it's completely separate from PDR% and occurs after the PDR% calculation is taken.

Also, I have no idea why you would say Chaos Golem grants its PDR "before endurance charges;" it occurs in the exact same step as Endurance Charges (and Armour, technically, but it doesn't affect the armour calculation). Then you mention "additional modifiers," to which I'm pretty sure Fruz and I are scratching our heads wondering which modifiers?

Again, if we look at "x% PDR from fortify and endurance charges alone," the maximum you could ever realistically get is something like:

12 Endurance Charges = 48% PDR
Juggernaut + Rampart Fortify = 28% reduced damage taken, which, assuming you aren't Shocked, don't have Abyssus, Vulnerability on you, etc., will be multiplicative with the x% PDR result.

Thus, 0.52 * 0.72 = 0.3744 taken, or 1 - 0.3744 = 0.6256 reduction, or 62.6% "net PDR."

That still isn't anywhere close to 80% PDR; in fact, you're taking nearly twice as much damage as 80% PDR would (0.3744 / 0.2 = 1.872 = 87.2% more damage than an 80% PDR character would take)
Need game info? Check out the Wiki at: https://www.poewiki.net/

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what hits for 10k phys damage? that is - what hits for 10k damage and is not a big telegraphed finalle move? hm?

maybe some more relevant numbers please? people keep throwing these 10 or 20k hits where there are none in the game. most stuff that scales above 5k is hybrid or pure elemental. or has a great flashing sign 'avoid me'


that aside it is outrageous that this armour bug is still in the game..
"
sidtherat wrote:

that aside it is outrageous that this armour bug is still in the game..


Coding is hard work :p

And yes, initial Physical Hit size tends to be smaller in most of the game, at which point Armour would be very useful
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And let's add that 12 endurance is .... well basically nobody runs with that many, you need to be juggernaut and dedicate most of your build to it ( double kaom, death rush, corrupted belt, the 3 nodes on the tree of course + oak's charge ...... ).
Speaking of 7~9 EC for tanky builds is much more realistic.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Last edited by Fruz on Nov 14, 2016, 3:41:25 AM
I have to say im really impressed by OP being a better QA tester than anyone at GGG office. Chest armour not working on projectiles ? That should have been found like 2 years ago.

We all know in how bad position armour currently is.

Ps. GGG hire him, but mby better not, major patches would be pushed back by half a year.. :^)
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[2.4] The True Queen Of The Forest - Poison LA/BR Pathfinder http://poeurl.com/M6u [Retired]
"
adghar wrote:
"
Jgizle wrote:
Fortify Effectiveness ends up reducing the damage lower than the results you presented. You pick up 15% increased fortify effectiveness to get ramparts. Also I only calculated a pure physical damage hit of 10k, so no elemental damage at all. I am including damage reduced by armor, but my point is that the fact I have 40k armor means nothing. That is an excessive waste of armor and I now know that I can drop 30k armor easily without any real effect on my PDR.

(Side note: Juggernaut can get 40% increased fortify effectiveness total due to unyielding. With Ramparts PDR from fortify is 23%, and with unyielding as a juggernaut increases it to 28% reduced PDR calculated after PDR from armor and endurance charges. This can further be enhanced with Buff Effect from Ichimonji. If you add in Arctic Armor you get an additional 13% less PDR modifier at the end calculated after endurance charges and armor. Chaos Golem gives you a flat 4% PDR added before endurance charges and armor is such is caluclated. If you got 24% PDR Golem will increase that to 28% and then all additional modifiers are calculated after. Realistically you can reduce PDR even lower than what I have presented, almost entirely without armor.)


I'm not entirely sure you're grasping the order of operations correctly? Fruz's link is relevant. Like he said, Fortify is a damage taken modifier, it's completely separate from PDR% and occurs after the PDR% calculation is taken.

Also, I have no idea why you would say Chaos Golem grants its PDR "before endurance charges;" it occurs in the exact same step as Endurance Charges (and Armour, technically, but it doesn't affect the armour calculation). Then you mention "additional modifiers," to which I'm pretty sure Fruz and I are scratching our heads wondering which modifiers?

Again, if we look at "x% PDR from fortify and endurance charges alone," the maximum you could ever realistically get is something like:

12 Endurance Charges = 48% PDR
Juggernaut + Rampart Fortify = 28% reduced damage taken, which, assuming you aren't Shocked, don't have Abyssus, Vulnerability on you, etc., will be multiplicative with the x% PDR result.

Thus, 0.52 * 0.72 = 0.3744 taken, or 1 - 0.3744 = 0.6256 reduction, or 62.6% "net PDR."

That still isn't anywhere close to 80% PDR; in fact, you're taking nearly twice as much damage as 80% PDR would (0.3744 / 0.2 = 1.872 = 87.2% more damage than an 80% PDR character would take)


Let's get one thing straight though. 40k Armor is more powerful than Fortify even against large hits, since 10k pure physical damage is about as high as it goes. It probably does go higher in this league, but not much. There are almost no enemies that hit for that much physical damage in one hit.
This includes telegraphed moves like Vaal Slam and Malachai's teleport slam. Moves don't go beyond that, it is usually half phys/half fire or half phys/half lightning.

As calculated earlier, against a 10k hit, 40k Armor reduces 2857 damage, or about 28.5%. This is additive with Endurance Charge and the Chaos Golem. That 36% from Endurance Charge, 4% from Soul of Steel, and 4% from Golem will bring this up to 72.5 PDR, which is massive, especially when we are talking about 10k hits, which is almost never seen.
Compared to what Armor reduces vs Fortify, Fortify reduces far less, even if you include every single Fortify buff you can get.
"
sidtherat wrote:
what hits for 10k phys damage? that is - what hits for 10k damage and is not a big telegraphed finalle move? hm?

maybe some more relevant numbers please? people keep throwing these 10 or 20k hits where there are none in the game. most stuff that scales above 5k is hybrid or pure elemental. or has a great flashing sign 'avoid me'


Try stage 3 Uber Izaro with Charges and Gargoyles? Due to speed ups, all the **** going on and limited maneuverability it is going to be hard to avoid those "telegraphed" slash/reave attacks with 100%. And 100% is what you want at least in HC.

Another example: Try any big hitter map boss and add crazy mods to the map.

In practice multi hits matter more vs mobs though - like GMP shotgunning from tar spitters.

But why exclude the "telegraphed" big hits? Humans make mistakes and sometimes there are technical problems like bugs, lag, crash. For example I have been desynced pretty often lately due to WB in tight quarters with monsters and obstacles around. With lockstep. And some "boss rooms" have (in respect of this desync problem) really stupid layouts.
No wonder it's lost, it's in the middle of the jungle!
"
Zrevnur wrote:
"
sidtherat wrote:
what hits for 10k phys damage? that is - what hits for 10k damage and is not a big telegraphed finalle move? hm?

maybe some more relevant numbers please? people keep throwing these 10 or 20k hits where there are none in the game. most stuff that scales above 5k is hybrid or pure elemental. or has a great flashing sign 'avoid me'


Try stage 3 Uber Izaro with Charges and Gargoyles? Due to speed ups, all the **** going on and limited maneuverability it is going to be hard to avoid those "telegraphed" slash/reave attacks with 100%. And 100% is what you want at least in HC.

Another example: Try any big hitter map boss and add crazy mods to the map.

In practice multi hits matter more vs mobs though - like GMP shotgunning from tar spitters.

But why exclude the "telegraphed" big hits? Humans make mistakes and sometimes there are technical problems like bugs, lag, crash. For example I have been desynced pretty often lately due to WB in tight quarters with monsters and obstacles around. With lockstep. And some "boss rooms" have (in respect of this desync problem) really stupid layouts.


What of Uber Izaro with max charges? He doesn't hit for 10k physical in one hit.
Juggernauts can AFK tank the guy.

I don't think you understand that 10k physical hit is exceedingly rare.
"
Mark_GGG wrote:
this is caused by the same order-of-operations trick that prevented shock from doing anything for nearly a year after its introduction to the game.


would it be much work to have a command line parameter where the client traces damage numbers into the logfile?

i'm sure that would he hugely contributional for the community to find bugs and i can see no downsides either.

edit: i see, they somehow would have to be sent to the client, probably not that easy as i thought.
age and treachery will triumph over youth and skill!
Last edited by vio on Nov 14, 2016, 6:33:42 AM

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