How much armour to prevent one shots in t16s?

Working on a starter build, wondering what the max physical hit you would face in t16 maps is. Assume just rare (alc+scarabs) maps, not extremely juiced deli stuff.

As sort of a corollary, is it possible to play a budget starter based on other layers of defense, or is medium-high armour strictly required? I'm trying to see if I can eliminate determination with an evasion/es build, or if I'll just die to one-shots constantly.
Last bumped on Aug 18, 2022, 7:44:50 AM
Prevent is a strong word. It depends on what kind of content you plan to do in those T16s. For example, one of my champions this league had close to 90k armour and 90k evasion with his pots up. A harvest field in a alch and go T16 took him apart right quick.
Last edited by TemjinGold#1898 on Aug 14, 2022, 10:06:31 PM
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TemjinGold wrote:
Prevent is a strong word. It depends on what kind of content you plan to do in those T16s. For example, one of my champions this league had close to 90k armour and 90k evasion with his pots up. A harvest field in a alch and go T16 took him apart right quick.


Well by prevent I mean something like "do all the random content that shows up" with some of the content juiced up by your atlas, and die seldom enough to reach level 95. So maybe one death every 10-20 maps? Not actually sure what the ratio needs to be.

But it sounds like my idea of playing an es/evasion build with <7k life+es is simply not going to work. I guess a trickster just needs to be a high-investment ascendency. That's sad for me, now I just need to get over my desire to play the shiny new thing and go for a trusted staple.
I'd say the highest phys damage that ordinary rares and thrash mobs will do is 6-7k damage so with 10-20k armour you should be fine on that front.

The issue in maps usually aren't actual one shots and it's mostly not about phys damage either. If you get instantly deleted it's 9 out of 10 times because you got hit by 10+ things at the same time and most of those things will be elemental in nature. Actual oneshots are most likely to come from chaos damage if your chaos res is in the red.

If you want to prevent dying frequently during mapping you'll have to look at a lot more things than just armour. You need good mitigations (and by good i don't mean 75 ele and 0 chaos res, that's minimum standard) against all damage types and you also need good recovery that doesn't depend on you reacting in time to use a life flask. 2k life recovery per second at the very least. The reason Aegis Aurora builds feel borderline immortal during mapping is mostly because they effectively nullify all the small hits you take by healing you constantly. You can't really replicate this much healing with other means but you should aim as high as possible.

/edit if your goal is level 95, honestly, just run blue maps with no damage mods. With Exarch/Eater influence the mob density is pretty good even on blue maps, there is no real need for alching. Maybe add sextant mods/Scarabs into it if you want more density. Both increase the risks way less than getting damage mods on your alched maps. Getting 2 or even 3 damage mods on a map will increase your chance of dying a hundred times over.

With 7k HP, 70-80% evasion and capped spell supression you should be in a decent spot in terms of survivability. I have leveled a Raider to 95 who only has 5,4k HP.
Last edited by Baharoth15#0429 on Aug 15, 2022, 3:53:23 AM
Id just go Lightning Coil and skip armor entirely.

The new buffed version converts 50% phys dmg taken to lightning dmg taken.
A Watchers Eye with phys to ele dmg (10%) or the buffed Arctic Armor (21%) plus a helmet craft (8%) and Dawnbreaker shield (20%) could get you quite easily to 100% phys taken as ele, reducing phys dmg taken by 75% - if you dont stack max res on top.

Same applies to the new Cloak of Flame btw, its just 40% phys taken as fire.

Anyways, thats 75% phys dmg mitigation by default, worth about 19 Endu charges plus you dont need to reserve mana for determination / defiance banner. So its more dmg as well.

Just keep in mind that those phys to ele conversion can and will apply their ele ailments as well. So Lightning Coil will shock and kill you, if you dont take care of this issue and make sure you are immune to shock.
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Orbaal wrote:
Id just go Lightning Coil and skip armor entirely.

Maybe this (and/or the Cloak of Flame) will be T0 uniques now...

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Orbaal wrote:
The new buffed version converts 50% phys dmg taken to lightning dmg taken.
A Watchers Eye with phys to ele dmg (10%) or the buffed Arctic Armor (21%) plus a helmet craft (8%) and Dawnbreaker shield (20%) could get you quite easily to 100% phys taken as ele, reducing phys dmg taken by 75% - if you dont stack max res on top.

How does Arctic Armour fit in here? Its "less damage taken while stationary"?

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Orbaal wrote:

Anyways, thats 75% phys dmg mitigation by default, worth about 19 Endu charges
Those do help vs DoTs too. Some in your list are limited to hits (Lightning Coil etc) and some arent (Cloak of Flame etc).
No wonder it's lost, it's in the middle of the jungle!
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Zrevnur wrote:

How does Arctic Armour fit in here? Its "less damage taken while stationary"?


Right. For some reason I got it confused with the Gravicius craft and had "phys taken as fire" in mind - not less phys and fire dmg taken.

Will use it anyways. I dont think its a meme skill anymore and its also freeze immunity. I might regret it but Ill check it out anyways ^^
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Orbaal wrote:

Will use it anyways. I dont think its a meme skill anymore and its also freeze immunity. I might regret it but Ill check it out anyways ^^


You won't regret it. It was already a decent skill before the buff. The main issue you'll run into is that it doesn't interact with anything which only becomes an issue if you're trying to invest way, way too much into your character.

I'd even go as far and say that AA is pretty great for some of the Ubers on a budget with the new numbers.
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Baharoth15 wrote:
I'd say the highest phys damage that ordinary rares and thrash mobs will do is 6-7k damage so with 10-20k armour you should be fine on that front.

The issue in maps usually aren't actual one shots and it's mostly not about phys damage either. If you get instantly deleted it's 9 out of 10 times because you got hit by 10+ things at the same time and most of those things will be elemental in nature. Actual oneshots are most likely to come from chaos damage if your chaos res is in the red.

If you want to prevent dying frequently during mapping you'll have to look at a lot more things than just armour. You need good mitigations (and by good i don't mean 75 ele and 0 chaos res, that's minimum standard) against all damage types and you also need good recovery that doesn't depend on you reacting in time to use a life flask. 2k life recovery per second at the very least. The reason Aegis Aurora builds feel borderline immortal during mapping is mostly because they effectively nullify all the small hits you take by healing you constantly. You can't really replicate this much healing with other means but you should aim as high as possible.

/edit if your goal is level 95, honestly, just run blue maps with no damage mods. With Exarch/Eater influence the mob density is pretty good even on blue maps, there is no real need for alching. Maybe add sextant mods/Scarabs into it if you want more density. Both increase the risks way less than getting damage mods on your alched maps. Getting 2 or even 3 damage mods on a map will increase your chance of dying a hundred times over.

With 7k HP, 70-80% evasion and capped spell supression you should be in a decent spot in terms of survivability. I have leveled a Raider to 95 who only has 5,4k HP.


Really admire this reply. Very helpful.
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Last edited by RuneLuthien#3437 on Aug 17, 2022, 3:32:29 PM
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valkenar wrote:
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TemjinGold wrote:
Prevent is a strong word. It depends on what kind of content you plan to do in those T16s. For example, one of my champions this league had close to 90k armour and 90k evasion with his pots up. A harvest field in a alch and go T16 took him apart right quick.


Well by prevent I mean something like "do all the random content that shows up" with some of the content juiced up by your atlas, and die seldom enough to reach level 95. So maybe one death every 10-20 maps? Not actually sure what the ratio needs to be.

But it sounds like my idea of playing an es/evasion build with <7k life+es is simply not going to work. I guess a trickster just needs to be a high-investment ascendency. That's sad for me, now I just need to get over my desire to play the shiny new thing and go for a trusted staple.



It really depends on how realistic your expectations are. One of the deadliest maps I ran was a t10 synthesis map, which had a huge crit chance/damage modifier roll and was buffed by atlas nodes.

You pretty much have to pay attention to the map mods these days, whether its reflect or no regen or reduced aura effectiveness, etc. Just about everything you run is going to be extra vulnerable to at least certain mods.

The thing with evasion is its entropy system (assuming thats still current) which reduces long strings of hits or misses by adjusting depending on when you were last hit - the more recent your last hit the more reliable your evasion and inversely the more hits you evade the more likely the next one to hit.

If you're not doing HC, you can definitely still get by without stacking armor.
Yep, totally over league play.

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