Armour should mitigate elemental damage.

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Boem wrote:


My intention with that is not to kill/hurt build diversity, but drastically address the game-play and
"blue life".

If players turn back to the point where they are allowed 25k/35K es buffers, but without ability's to recharge it inside battles you alter the game-style associated with ES.

Obviously, GGG would then have the possibility to sprinkle more and generous "increased start of recharge%" nodes in the relevant parts of the passive tree if that is desired at that point.




I can understand where you are going at trying to differentiate Life and ES. I would support the idea if they improve the startup and rate of recharging to a significant amount. On top of that, tweak RF for ES to be a little more forgiving since life will still have no issues with RF.


At the same time with this balance change (if it happens), Occultist class becomes extremely attractive with the extra QoL it brings for CI/ES builds.



Either way, if GGG had not nerfed Armor's QoL (old purity and elemental adaptation notable) and Evasion's QoL (little to no drawback Acrobatics and Ondar's Guile) then we would not have these type of topics. Of course, power creep would be beyond insanity. I do not think we can have both worlds. Retaining these while having stuff like Enfeeble acting as aura and fortify around as examples. Oh yea, I remember Blind was much more effective back in the days. I miss what Bringer of Rain brought to the table.
Sometimes you can take the game out of the garage but you can't take the garage out of the game.
- raics, 06.08.2016

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Boem wrote:

15k armor gives +1 max resistance for example(make hard break points that ensure it is a heavily invested character that receives the bonuses, exclude outside sources like gaurdians or generosity aura boost's for its calculation)

10k evasion gives 10% reduced damage to a hit every 4 seconds (20k could either give 20% reduced or decrease the reset time to 3 seconds etc etc)

Make bonuses for reaching threshold value's that can only realistically be achieved with heavy investment. this makes them relevant in end-game, while having low impact early game where the defenses actually still hold up on their own.

At least, that's one possible route to make them attractive and different game-play wise.

Peace,

-Boem-


I would rather see them making these kind of changes by introducing new and more interesting key nodes on the tree. Like the "Indomitable" node. Behind a cluster of armor nodes, there will be a key node;
"+1 to all maximum resistances pr 15k armor".

And evasion could get something like;
"2? 3? 4? 5?% additional chance to dodge spell damage pr 15k evasion".

But like you said, there should be some kind of "reward" for investing heavily into a certain defense. As of now, no matter how much you invest into evasion, it won't do shit against spells, and those physical spells hurts a lot as an evasion character.

As with armor characters. You cap your resists at level 60, and there's no way to mitigate it further - no matter how much you invest into your defenses (besides uniques, that is).

Bring me some coffee and I'll bring you a smile.
Last edited by Phrazz#3529 on Nov 26, 2016, 9:38:58 PM
I was thinking along the lines of using the same armour calculation, but applying it to elemental damage too so that is mitigates a hyperbolic percentage of elemental damage taken regardless of the damage of the hit taken. It wouldn't act like normal armour, which lets big hits hit hard and little hits do nothing, but like an additional multiplicative layer of elemental resistance that applies as a reduced elemental damage taken attribute.

You must NOT increase maximum resistances with armour. Being additive with other maximum resistance sources would break the balance far too much. For example, monsters that reduce maximum resistances are meant to be one-shot'ing you or dealing ridiculous amounts of damage which is meant to be avoidable with clever gameplay, and this sort of armour would help prevent this.




On the topic of evasion, evasion works on attacks and the converse is for spells - it's about not taking damage, while armour is about reducing damage. A simple change to evasion for spells would be adding a hyperbolic percentage to 'avoid' spell damage sources (NOT spell dodge, it mustn't be additive because that would be too strong). That's for another topic though...
Last edited by RichardFox#2870 on Nov 26, 2016, 11:37:22 PM
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RichardFox wrote:
I was thinking along the lines of using the same armour calculation, but applying it to elemental damage too so that is mitigates a hyperbolic percentage of elemental damage taken regardless of the damage of the hit taken. It wouldn't act like normal armour, which lets big hits hit hard and little hits do nothing, but like an additional multiplicative layer of elemental resistance that applies as a reduced elemental damage taken attribute.

You must NOT increase maximum resistances with armour. Being additive with other maximum resistance sources would break the balance far too much. For example, monsters that reduce maximum resistances are meant to be one-shot'ing you or dealing ridiculous amounts of damage which is meant to be avoidable with clever gameplay, and this sort of armour would help prevent this.




On the topic of evasion, evasion works on attacks and the converse is for spells - it's about not taking damage, while armour is about reducing damage. A simple change to evasion for spells would be adding a hyperbolic percentage to 'avoid' spell damage sources (NOT spell dodge, it mustn't be additive because that would be too strong). That's for another topic though...



fair points, i dont like the idea of increasing max res either because of the way it works with other sources and becomes more important the more of it you stack.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
The way i see it is this

what is es and its weakness
its a second hp pool that chaos goes right through

what is armor its a form of physical mitigation that doesnt do anything for chaos or elemental

what is evasion its a form of damage evasion that cant do anything to spells



What is ci? its a key stone that super charges es , removes its main weakness at the cost of life


So to me the other 2 defense need similarly ridiculous key stones that target this weakness.


evasion technically has this in the form of dodge. the issue i feel with dodge is that spell dodge is difficult to scale. and evasion doesn't play a factor at all.

i would very much like to see phase acrobatics have an extra effect where say every 2000 evasion gains 1% spell dodge ... something to reward stacking evasion and dexterity for something other than making the crit roll favorable.

in many normal evasion builds this would equate to about 20% extra spell dodge on top of the 30% phase gives.

the rest is down to fixing the rather absurd lack of efficient life sources on the right side of the tree.

and tying it to a fixed amount of evasion is a simpler solution to the nebulous % of a % thats calculated by level stuff..



honestly for armor i feel like there should be a key stone that converts the physical damage reduction from stuff like aa, basalt and endurance charges to simple be damage reducton .. in all forms.


soemthing like that could work. no idea what the downside would be

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RichardFox wrote:
Un-evadable elemental spells deal a huge amount of damage in higher level maps which particularly affects life based builds. On the contrary there is plenty of physical and chaos mitigation available for life based builds. Evasion and armour primarily mitigate physical damage which brings these builds in line with energy shield builds and chaos damage is heavily mitigated at 75% chaos resist.

The current methods to mitigate elemental damage include:
- fortify
- enfeeble (blasphemy for melee builds)
- +Max resistance, usually requires changes to flask setup for heavy single elemental bosses. Realistically capped at 85% resistance for end game characters that don't specialise; purity + flask.

The summation of these gives around 68% elemental mitigation if you setup for a boss that uses a single element, such as crematorium. Unfortunately most bosses use a diverse range of elements, and so realistically only fortify and enfeeble apply. This means there is around 0.8*0.87 = ~30% elemental mitigation against end game bosses. Elemental damage for end game bosses is clearly balanced around hitting extremely hard assuming you can mitigate a significant amount. Energy shield that recovers fast is able to provide a far larger buffer zone for elemental damage than life builds.

Life builds typically have armour or can obtain it (iron reflexes for evasion characters), while it is significantly harder for ES characters. As such I recommend that armour should mitigate elemental damage to such an extent that significant elemental damage deals less than a 6K hit with great armour, and less than 4k with extreme amounts of armour. Furthermore, this would assist with the balancing of volatiles which can even one shot certain close combat ES builds. Taking chaos inoculation could void the elemental mitigation from armour as this would be intended for life builds that take armour and evasion defences.

In conclusion, physical and chaos mitigation is fine due to the several layers of defence that apply to it. Elemental damage needs mitigation options unique to life based builds. Energy shield should remain the best option for mitigation considering the investment, but investment into life based defenses for life based builds should provide equivalent levels of mitigation for equivalent levels of investment; that is, mirror worthy armour should be just as good as mirror worthy ES.



Armour mitigates physical damage , if you want ele damage soak you can invest into hybrid armour / es .

Everything is already in the game , I don't know why instead of complaining you can't just go ahead and make a build that works for you ?
Last edited by BestMageKR#3826 on Nov 27, 2016, 7:47:51 PM
@Saltychipmunk: some interesting points about the keystones; I rather like the idea. For balancing, the armour/life one it could be the opposite of CI in that you can't obtain chaos resistance or immunity.

@BestMageKR: the main reason we don't all play hybrid is because ES protecting life is a limited defence. It runs out and it can't come back if you are getting hit continuously (*cough* melee range). If you are hybrid you have to choose between life and es for regen and leech - you can't have both which makes the recovery of the other difficult. There are too many downsides for practical use of hybrid in most builds, when compared to going straight ES or life. The practical builds that use hybrid are usually summoners that are inherently safe to play and can recharge ES in boss fights. How did you succeed in going hybrid?
Yes! rework hp build to made them playeble end game pls! Tied of ES already... Specialy hard core
Im kind of on the side of making new keystone on the armor side, just so every side could have their special keystone. Some simple max res increases from armor could work too.

will show some raw (unpolished) keystone concepts in brainstorm style (might not be good at all :D) :
-endurance charges grants 4% less elemental damage instead of physical reduction.

-armor is transformed into all damage mitigation pool with same armor formula (like multiple molten shells which wears off one after another after receiving damage). every 1 second endurance charges are consumed, each consumed endurance charge recovers 4% of mitigation pool.
Granite flasks can be used as well to recover mitigation pool.

-5% chance to block attacks and spells every 10k armor.

feel free to criticize.
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RichardFox wrote:
@Saltychipmunk: some interesting points about the keystones; I rather like the idea. For balancing, the armour/life one it could be the opposite of CI in that you can't obtain chaos resistance or immunity.


it could work. even as is -60% chaos resist is technically tankable if extremely risky then again some sources of chaos are very rippy


i would suggest an alternative.

%reductions to physical damage now apply to all non-chaos damage
- chaos resistance from all sources is 50% less efficient

this would introduce an interesting dilemma as it will no longer be a simple question of having one chaos resist stat and or an atiziri flask to make you chaos safe


heck we could just add a tag .. you have no energy sheild
Last edited by Saltychipmunk#1430 on Nov 28, 2016, 11:47:33 AM

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