Armor is too weak
" that would be relatively easy to solve. Lower base reduction so those that have low armor/evasion but stack insane life leech wont be able to tank everything and grant increasing returns to armor/evasion past a certain so that those who actively spec into defense will see better results than those who don't |
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" The language of Path of Exile is New Zealand English, get used to it. As for the actual topic: Armour actually does a great job at tanking small hits, which is a consequence of the Armour formula. Try fighting swarms of white mobs in melee with zero Armour and you'll see the difference. No, it doesn't work so well against big hitters. But that's the point of big hitters - they're supposed to be hard to facetank. It's better to not let them hit you in the first place, or to use more absolute defences like Immortal Call. There's also a basic reason that Armour can't give a straight % reduction in damage: you get more and more Armour as you level up and upgrade your gear accordingly, and it wouldn't be balanced for that to give more and more % damage reduction against same-level monsters. |
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" No HP helps against both small and big hitters so why armor shouldnt help you cause then HP builds wont be the best builds around! |
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Armor isn't under-powered. But the damage reduction equation could use some work.
The big damage hits bypass to much of the reduction at the moment but its not far out maybe 5-10% off the big hits. Also Armor and Armour both are correct. "Blue warrior shot the food"
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Armors does work but the problems is the upgrading path, defense nodes, and open system of the game.
PoE upgrading gear path is piss poor. In other games it not a problem upgrading to better armor. In PoE it doesn't matter if the gear is godly if it not 4 to 6 link it is worthless. So players are using subpar gears and can't upgrade to better one due to the crafting/linking system. Deterioration of armor effectiveness per level compound the issue. You also have an open system and bad armor nodes. That's why health seems to be a much better defense than armor and they nerf life nodes. It basically a fucked up system IMO. |
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The thing I really hate about armor is that I still take 2k+ health damage from a Rhoa even tho I have 50% armor reduction. I know the way Armor mitigation works, but a rhoa charge is by no means similar to Kohls slam. I also take quite substantial damage from the soldier guys attacks in A3 considering how many passives I've put into armor.
From the mechanics thread, Armor is supposed to be great against mobs and weak against bosses, but I feel like it's not doing enough against mobs of enemies. Most of my gear has armor mods on them so I even have that benefit. |
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If you how AR works, you wouldnt be giving your damage reduction %, because that value is completely useless.
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" Does that mean that having endurance charges up is useless without Immortal Call? 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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" Endurance charges are % reduction. Armoru is not actual straight % reduction, its scaled based on incoming damage. For example, enemy does 100 dmg and you have 10% reduction from endurance charge (easy math), you take 90 damage. Enemy does 200 damage, it reduces 10% still. Enemy does 2000 dmg, it still reduces 10%. However armour does not work this way. The armour dmg equation means that as teh dmg increases, the effective % reduced decreases. This means that giving the % number does not give any ACTUAL indication of dmg reduction, just the general estimation. Considering average enemy damage has been estiamted to be about 750 for high lvl mobs, it is a useful basepoint to do calculations from, but you need to know the actual armour number to do so |
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Can Vaal's smash be evaded? I was using a flame totem linked with blind for Vaal and he smashed it like 10 of 10 times even though he was blinded. Do totems have evasion? I think I've seen other things miss it.
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