Either armour suck or ES is far to strong
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In having a 2.7K health + 100 ES for spear amazon, I included stuff like evasion/deflection alongside the overflow health to get something like 4K health. On top of that I have life leech in which helps survivability. The life overflow helps tremendously alongside life leech. Without this no way could this even compare to just raw ES build that can stack easily in the passive tree nodes.
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Armour can do miracles if you have 6k life. So the problem is Life points and their missing options.
Why 12k ES and not 6k Life? Why ranged builds with barely 2,5k life? |
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I think ES is just too strong. It scales to huge numbers, the shield charge rate and Start of charge are almost irrelevant. there are so many ways to just make your shield even better. It doesn't feel like a shield, it feels like blue life
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yeah armor been total ass since day1 to this day
same as Iron Ring still has 1-4 phys damage regardless of Level GGG donesnt give a F about melee - play another class |
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It's both and much like our current damage output. It's because GGG pushes numbers too high.
They put caps on defenses when reaching those values shouldn't be a thing in the first place. I made a system in the 90's. It's a scaling curve involving numerical values, level and difference in level. There are three mechanics: Your Armor value. The level of the enemy you're fighting. The difference in level of the enemy you're fighting. Lets say you're level 1 and have 10 Armor. This grants you 20% DR. Stay at level 1 but increase your armor to 20 that grants 30% DR. 40 Armor grants 40% DR. This is the base value at play. You must keep this ratio to gain the same benefits as you fight higher level enemies. At level 50 you must now have 500 Armor for 20% DR, 1,000 for 30% and 2,000 for 40%. Hopefully you've noticed the investment is doubling every time you want 10% DR. The final piece is the level offset. The higher the enemy is compared to the character the less help their DR gets. +2 levels results in -5% DR. +4 levels -10%. This is percentage not numerical. ___________________________________________________________________ I was 15 when I designed this system. Which is also how resistances worked. It was for a MUD I developed and somehow I'd boast it's still better than that these developers have made. Even back then I knew DR at or above 90% was incredibly dangerous design. "Never trust floating women." -Officer Kirac
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The almost complete removal of life from the tree yet the abundance of increased ES options is perplexing. I still don't know why they decided to do that.
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" Indeed. Removal of Life destroyed the power of Armour. You can't rely in 50k Armour when playing with 2k Life. It's simple do the maths Devs and bring options in Ascendancies or Passive tree please. You made the game playable only by spesific ES builds. Numbers don't lie. Bring us the monthly sheet. |
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Well, Lich is yes, very tanky. Especially against oneshots, but Warriors survive ultra juicy content better.
I played 3 builds this league: 1. 5k ES CI PF with ~20k evasion + ~70% deflection and constant life flask uptime regening my ES; 2. I then swapped it to life+ES hybrid. I had around 2.5k life + 1.5k ES with 30k evasion and 80% deflection, it felt MUCH better compared to CI; 3. I then made a Kitava with ~20k armour towards phys hits and ~40k armour towards elemental. Needless to say, all these characters get oneshotted once in a while, primarily by bosses' slams. Hybrid life+ES evasion builds work very good in uper juicy content. The problem with pure CI if you're not playing ranged is that you're getting constant hits which prevent you from regening ES if you're not playing PF. With the nerfed Ghost Dance CI feels much worse than previously, I honestly prefer life+ES\EVA hybrids now, because you can atleast sustain your life np until Ghost Dance stacks refresh again. Warrior's armour to ele stuff definitely works and works well. The only problem here though is that you realistically need really high armour values for them to matter. For non-juicy content you need something like ~15k armour towards phys and ~20k-30k towards elemental damage to feel good, but for juicy maps you need atleast 50k+ towards ele. If you go in 100's you will feel pretty much unbeatable. If you pair that with a shield, you will feel borderline unkillable. Even my 20k armour towards phys and 40k armour towards ele warrior felt better than 5k CI + 20k eva + 70% deflection PF. And I forgot to mention that my Kitava has ~3.1k life. 3070 I think? The only problem here is that armour stacking is only available to Titan. Kitava has to sacrifice his body armour for other good buffs, thus can't easily reach 50k+ armour. Titan doesn't even need to invest much into armour to achieve that and it will feel good. Really good. Last edited by grynnder#7112 on Jan 28, 2026, 5:35:35 AM
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" just because number big doesn't mean it's better the fact is armor is just bad and the calculation doesn't truly give the player any idea of what 90% armor reduction actually does. ES players have to go by feel - they don't get a % reduction estimate, just a value. perhaps this would be better for armor players (not saying they don't need a life buff ofc - because you can't get a feel if you're constantly getting 1 shot lol) |
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Damage reduction is nice also if you can stack it
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