Can we all agree that armour needs this buff to even the field.

Both armor and evasion are absolutely worthless in a game mobs hit you for over 6000 damage per hit.

It's GGG's own damn fault for continuously nerfing player life/defenses/max resists patch after patch whilst steadily increasing the damage mobs do with no attention to how they interact with rippy map mods.


Armor equation needs radical reworks and at least for evasion you can stack it with actually mitigation like endurance charges, basalt and coil/taste.
IGN: Arlianth
Check out my LA build: 1782214
"
zSavage wrote:
Wait, you think evasion builds are good for taking big spell hits? You can't evade spell damage. I think you're referring to Spell Dodge.

The best ways to deal with the biggest elemental spell hits in the game are:
1.) High res (aka use appropriate flask)
2.) Lots of raw HP (think about an ES build)

Wait, you think that Brass Dome isn't good?

Brass Dome is one of the most interesting and insanely powerful items I've seen in a long time that isn't obvious at first look. You just need to combo it with the right mechanics (there's one particular jewel, and a particular mod you can roll on flasks).

@Nssheepster

As for the bug, it's being fixed in the next patch. And high armor values actually do work very well to mitigate damage (for example, 38k armor makes uber izaro, with no ele buffs, barely tickle).


Oh god. Too cool to say what the jewel and flask mod are... kk. Also LOL @ Brass Dome being remotely OP. No life and no resists all for the sake of trimming off some damage from crits isn't a worthwhile trade-off. It's not a bad item, but it's far from the legendary breast plate you claim it to be.

Also, LOL @ armor being effective in high end game content. After 30% physical damage reduction (don't even know why scrubs keep throwing up their actual armor values when the % is the key factor not the actual amount of armor you have, sigh), armor is all but useless unless you're taking mid sized hits. 90% physical damage reduction barely affects huge incoming damage.

Also evasion has entropy so it's not all that.

Keeping armor weak is the best way for GGG to keep those one-shot mechanics alive. And they like those. Chris et al. has said a bazillion times that they are keeping them. So if they buff armor, bye bye one-shots. That's not gonna happen folks walk up.
Deliver pain exquisite
Last edited by ultratiem#0592 on Nov 16, 2016, 10:23:12 PM
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Krayken wrote:


Thats a terrible amount of dodge and is pretty much useless. You either go high dodge (40-50%) or no dodge at all. The armour side of the passive tree needs something to help with ele damage, like reduced ele damage bonus on those armor nodes. Someone investing in many armour nodes (which are generally very bad) could make some good use of an additional 20-25% reduced ele damage. On the ranger tree you can spend a whooping 5 passives to get 40% dodge 30% spell dodge. That's overall better mitigation than all the armour nodes combined.


Useless is debatable. As for something to help with elly damage? Other than res, you mean? And Block/Spell Block? Well, then it'd be life...OH WAIT, life sucks right now. Maybe if LIFE didn't suck, then the LIFE side of the tree wouldn't have issues with elly damage.

If you notice...CI is really strong right now...But CI doesn't take Acrobatics, and doesn't get Dodge/Spell Dodge.....So what's your excuse for how CI deals with elly? Well with lots of ES and capped res!

Life can't compete with that because life pools are too small.


- Sheepster
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_Tiem wrote:
"
zSavage wrote:
snip


Oh god. Too cool to say what the jewel and flask mod are... kk. Also LOL @ Brass Dome being remotely OP. No life and no resists all for the sake of trimming off some damage from crits isn't a worthwhile trade-off. It's not a bad item, but it's far from the legendary breast plate you claim it to be.

Also, LOL @ armor being effective in high end game content. After 30% physical damage reduction (don't even know why scrubs keep throwing up their actual armor values when the % is the key factor not the actual amount of armor you have, sigh), armor is all but useless unless you're taking mid sized hits. 90% physical damage reduction barely affects huge incoming damage.

Also evasion has entropy so it's not all that.

Keeping armor weak is the best way for GGG to keep those one-shot mechanics alive. And they like those. Chris et al. has said a bazillion times that they are keeping them. So if they buff armor, bye bye one-shots. That's not gonna happen folks walk up.


First gonna address the bolded; this is not correct. The amount of damage you take depends on the size of the hit and the amount of your armor. The % reduction in the defense tab is estimated only. You can read about the formula used to calculate damage with armor here. Rather, anyone who throws out their % estimated reduced is not using the right number.

As for the combo with the Brass Dome, I like to let people figure out for themselves how to use items. But since I guess this isn't possible, I'll give you another hint on to how to use it by linking the jewel and the flask mod:
Reckless Defence (probably x5 for best results)
Avenger's Flasks
Please tell me you can figure out how to use it now. ;)
Also Brass Dome has the best base armor in the game which you can scale to very powerful levels with Juggernaut.

On the main topic: I do think armor needs a buff (a slight numeric change to the formula to make it more effective should be enough). But adding random spell mitigation isn't the answer.
Theorycrafter/Build Creator for PORTAL guild
@BlightScourge -> guide @ view-thread/1382667 (Retired till Mjolner is fixed)
Lvl 94 Crit Mjolner Marauder
twitch.tv/savagewolves
"
zSavage wrote:
"
_Tiem wrote:
"
zSavage wrote:
snip


Oh god. Too cool to say what the jewel and flask mod are... kk. Also LOL @ Brass Dome being remotely OP. No life and no resists all for the sake of trimming off some damage from crits isn't a worthwhile trade-off. It's not a bad item, but it's far from the legendary breast plate you claim it to be.

Also, LOL @ armor being effective in high end game content. After 30% physical damage reduction (don't even know why scrubs keep throwing up their actual armor values when the % is the key factor not the actual amount of armor you have, sigh), armor is all but useless unless you're taking mid sized hits. 90% physical damage reduction barely affects huge incoming damage.

Also evasion has entropy so it's not all that.

Keeping armor weak is the best way for GGG to keep those one-shot mechanics alive. And they like those. Chris et al. has said a bazillion times that they are keeping them. So if they buff armor, bye bye one-shots. That's not gonna happen folks walk up.


First gonna address the bolded; this is not correct. The amount of damage you take depends on the size of the hit and the amount of your armor. The % reduction in the defense tab is estimated only. You can read about the formula used to calculate damage with armor here. Rather, anyone who throws out their % estimated reduced is not using the right number.

As for the combo with the Brass Dome, I like to let people figure out for themselves how to use items. But since I guess this isn't possible, I'll give you another hint on to how to use it by linking the jewel and the flask mod:
Reckless Defence (probably x5 for best results)
Avenger's Flasks
Please tell me you can figure out how to use it now. ;)
Also Brass Dome has the best base armor in the game which you can scale to very powerful levels with Juggernaut.

On the main topic: I do think armor needs a buff (a slight numeric change to the formula to make it more effective should be enough). But adding random spell mitigation isn't the answer.


Having to spend that many jewel slots, and with the drawback of higher chance of getting shocked, ignited, frozen from crits, means the armor isn't overpowering at all. Unlike Kaom's which is a built-enabler for many 2H-based builds because you can take less life nodes.

When TS said "spell damage" can be evaded, from context he really meant "elemental damage" from "attacks".
"
Nssheepster wrote:
"
Krayken wrote:


Thats a terrible amount of dodge and is pretty much useless. You either go high dodge (40-50%) or no dodge at all. The armour side of the passive tree needs something to help with ele damage, like reduced ele damage bonus on those armor nodes. Someone investing in many armour nodes (which are generally very bad) could make some good use of an additional 20-25% reduced ele damage. On the ranger tree you can spend a whooping 5 passives to get 40% dodge 30% spell dodge. That's overall better mitigation than all the armour nodes combined.


Useless is debatable. As for something to help with elly damage? Other than res, you mean? And Block/Spell Block? Well, then it'd be life...OH WAIT, life sucks right now. Maybe if LIFE didn't suck, then the LIFE side of the tree wouldn't have issues with elly damage.

If you notice...CI is really strong right now...But CI doesn't take Acrobatics, and doesn't get Dodge/Spell Dodge.....So what's your excuse for how CI deals with elly? Well with lots of ES and capped res!

Life can't compete with that because life pools are too small.


the games balanced around capped resists (exception of chaos), plenty of characters successfully run around with no physical defenses but nobody runs around with 0% resists you'd get one shot by so many mechanics its ridiculous.

But really your going after the same point as the people your complaining at, elemental damage reduction however doesn't change the EHP of physical reduction, increasing life pools scales EHP vs Physical massively which may or may not be deserved.

The end result is if phys reduction is where they want it currently they have to rebalance phys nodes down to compensate for life going up, i don't actually want them to do that i'd prefer your option of just buffing health but you never know with their determination to make life hard mentality ;)

"
Nephalim wrote:
Both armor and evasion are absolutely worthless in a game mobs hit you for over 6000 damage per hit.

It's GGG's own damn fault for continuously nerfing player life/defenses/max resists patch after patch whilst steadily increasing the damage mobs do with no attention to how they interact with rippy map mods.

Armor equation needs radical reworks and at least for evasion you can stack it with actually mitigation like endurance charges, basalt and coil/taste.


Everything he said.
177
Both armour and evasion have their downsides, which is retarded in a game that has so many ways to screw players over. No matter how skilled you are at this game, you will sometimes just fall over due to some random BS.

I personally don't play hardcore for this very reason. I understand that some people enjoy the thrill of almost dying (and eventually dying). Standard players only have to face the exp loss (which is still a terrible waste of time when going from 99-100). I hope that GGG takes a good look at their defense mechanics, because it's broken and imbalanced.
Or maybe that's armour working by design? Not all defenses should work the same way and be used for the same thing. Maybe AR should work like arctic armour used to work - good for multiple smaller hits but bad for single big ones. Don't judge a fish by its ability to climb trees.
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Ire_of_Desire wrote:
Or maybe that's armour working by design? Not all defenses should work the same way and be used for the same thing. Maybe AR should work like arctic armour used to work - good for multiple smaller hits but bad for single big ones. Don't judge a fish by its ability to climb trees.


Why would anyone choose a defence that only works for a specific scenario? Nor is this judging a fish by its ability to climb trees. There are 3 defence stats in PoE they are even listed as defences, evasion / armour / ES. All 3 of them are supposed to keep you alive, if they fail at that then they aren't fit for their purpose its not like your trying to do damage with your armour.

ES wins at the moment because a big buffer covers everything it also has a synergy problem (evade/armour builds have to take life + defence nodes, ES nodes are life + defence nodes) so it provides the best universal defence because it works against everything, and it costs fewer points while doing that.

using your example though if armour worked like the old arctic armour and reduced elemental damage recieved by a small amount too that is exactly the kind of buff it requires, though as others have mentioned i'd actually prefer small %'s of life on the defence nodes.

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