One Week Nemesis Race Infographic
" I'm well aware of the diminishing effect of armour relative to phys amount, and as I stated, it can be the difference between being instagibbed and being reduced to a fraction of your health, even a 10% reduction from a brutus-based-boss ground slam is often life-or-death, i've walked away from those barely alive on many occasions, without that extra armour it would have been certain death. Having several %evasion nodes converted to armour makes a huge difference in my experience, I've had several builds, specifically shadow and ranger, that didn't even have viable access to %armor, these are the builds that i've notice benefit the most substantially from IR. | |
this just shows that 4 months is too long for the next major league after dom/nemesis ends. at this points in time im the only one online my guild, the number went from 20 to 1 after a series of deaths to map crashes and unfair advantages like snap shotting rightous fire dudes with cast on death gem... ggg screwed up big time by ignoring this "mechanic"
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" I'm saying armor is too weak and evasion is much better than people will ever believe. IR is not bad to take, it's just not so good it warrants its popularity. Armor is useful, but not nearly as good as it should be vs life or even evasion. My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
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Iron Reflexes definitely does need looking at but I do believe a one week race isn't an entirely accurate measure.
I'd say a major contributor here as well is that this was a one-week race. Iron Reflexes makes you go from 1/6 of all armor drops being exactly the right kind of defense to 3/6 of all armor drops being just the right kind. Given enough time Iron Reflexes' value will start dropping off, albeit still remain very strong due to it's interaction with Grace and Determination, as players acquire pure armor gear sets. In a one-week race however there's no time for that and Iron Reflexes significantly reduces the chances of extended bad luck streaks for loot as you've got a much larger pool of base item types that have exactly the defensive stats you need. My vision for a better PoE: http://www.pathofexile.com/forum/view-thread/863780
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" I know which one I'd rather use against Evangelists, Weaver, Perpetus, 68 museum boss, sallazzang. When the largest cause of death is spike damage, and only one option can reduce those spikes at all in some of the most dangerous situations, it's not surprising that most players go with that option. Anarchy/Onslaught T shirt
Domination/Nemesis T shirt Tempest/War Bands T shirt |
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" I would much rather evade attack-based elemental damage than be hit with it at all. Physical casters are a HUGE problem I agree, but I just avoid most of those enemies -- and Evangelists aren't that bad as an evasion character (unless crazy map mods come into play). My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
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Interesting stuff! Love this infographic!
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" Evasion does not get worse if you go for stretches of getting hit. The first hit is random, then if you have a 50% evasion chance (factoring in monster hit), you will take 1 hit, evade 1, take a hit, evade 1, and so on until you leave combat for a long enough period to start over. That long enough period restarts this and allows the first hit to be random. |
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Oh man, very cool.
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I'd be interested in seeing what the stats says for Dom and HC.
Evasion vs armor needs some balance issues...armor should have lower life, but more steady and predicatable health loss. Evasion should have more life but more sporadic... As it currently sits...both have some life and evasion just looses out. |
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