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Bishop120 a écrit :
What you fail to take into account is that every STR node is both life and Damage for a melee character. Any melee evasion character must choose between passives for damage and passives for life and unfortunately if your a claw build that leaves you going in the opposite direction of the life nodes which really doesnt make any sense because thats the area for daggers but whatever I guess.
Every 10+ str node that Armor/Phys users pass by grants +5 Base life and +2% damage. They can get more survivability just by taking their own base stat than evasion characters could get.
So that Marauder you posted... gets 85 life points just from his Str that is then more than doubled to the final 183 life. The shadow you posted would be lucky to gets less than 100. In addition the shadow has a wopping +18% to his damage. The Marauder +34%. More life/more damage. Thank you please try again.
The Ranger? Her and the Duelists were the most recently revamped classess in the game so it is logical that they would have the best passives. Guess what... a wopping 64 str means shes only got 32 base life and a total of ****drum roll***** 89.6 life for her passives and life node. So again... we have less life... and oh guess what.. no armor for physical mitigation and still basic life regen so how many hits would it take a mob to kill us?? Even if we were to get to the magical 95% evasion cap we could still be one shot by random mobs.. let alone mobs with "Hits Accurately" or "Allies ALWAYS CRIT". Please daddy can I have some more???
The level of stupid in this statement is mind boggling. Life from strength is a drop in the bucket compared to life on gear and life from level, attempting to discredit the literally 50% more life available to a Ranger in tehir start area because "you get less strength so you must have less health" shows that yo uclearly do
not know what you're talking about.
The Ranger build spent 49 Points (40 Levels or so) to get 180% increased life, with 328 maximum life before life multiplier and 918 life after.
the marauder build spent 26 points (27 levels or so) 116% increased life, with 285 maximum life before multiplier and 615 life after.
The marauder spent 68% of what the Ranger spent, achieving 64% of the benefit. They achieved it earlier, however it will be more expensive for the marauder to branch out to get the same life multiplier and life form level/gear is a far far greater chunk of your life total than life from strength.
Oh and mobs deal 130% damage on a crit and white mobs DO NOT deal much damage. A level 79 white mob deal ~800 damage. That's not a scary amount of damage when you get hit once every 10 seconds.
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Marauders... 2 nodes that reduce damage done by ALL CRITS. Evasion?? Maybe you can evade a crit.. unless they ALWAYS Crit. Armor... Always reduce physical damage. Evasion.. You have a good chance to evade if your gear is top notch and you have lots of evasion passives and lots of Dexterity.. unless they "Hit Accurately" or "Hits cannot be Evaded" or "Multiple Projectiles". Dodge? Less than 1/3 chance if you have 0 evasion/block chance. If you can block or evade Dodge maybe reduces your chance to be hit by what.. 5-10%? Yeah like that makes a big difference when you can be 1-2 shot.
Fun fact "Always Crit" doesnt stop the mob from making a crit confirmation, which the evade character will be negating 95% of the time at 95% evade. And dodge will ALWAYS reduce your chance to be hit by 30%, just because it's 30% of attacks you don;t evade doesn't mean you're not getting hit 30% less.
amd as I already covered, unless "Hits Accurately" is in excess of 100% and you don;t use Blind/Enfeeble it's not a danger to Evade characters who actually keep up gear.
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Another thing. Everyone starts with a basic 5% evasion chance. By just haveing Grace on most players can easily get upto around 20% evasion against even level 70 mobs. So that health and armor that phys users have goes even farther. Evasion characters... not so much. If we use determination you know what we get?? Nothing. We have no armor for Determination to buff. Armor users can even use Grace to BUFF their armor by grabbing Iron Reflexes for OVER 2K armor. They can get more armor from our key aura than we can get from 99% of our chest pieces. The reason Iron Reflexes was nerfed had nothing to do with true evasion users getting it. It had to do with natural armor users getting it for the nearly 3K buff they used to get from combining Grace+Determination+High Dexterity.
Using IR to convert Grace on an AR character is a terrible waste of resources. You're giving up 15% (listed, it's worth more relative to base) evasion for a trivial amount of damage reduction, and 166 OHKO soak. Bad deal.
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In addition.. the way armor and evasion scale is totally opposite. A little evasion can go a long way in the endgame as shown with Grace example above. Evasion ramps up quick then slows down. Armor... exactly the opposite. A little armor does almost nothing to reduce incoming damage. It requires high amounts of armor to mitigate high amounts of damage. This is why its useless for evasion players to use even the lowest amount of armor but while armor players can easily benefit from some evasion.
Evasion has a higher potential safety value, an EV effectively character cannot die unless one shot. An AR character can be mobbed. And EV character can use Enfeeble to become nearly unhittable while benefitting form DR, and AR character gets mildly better DR but remains mobbable.
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Remeber that thing about every player haveing at least 5% chance to evade? Even with 0 evasion you still mitigate out 5% damage. Evasion... we have no physical/elemental mitigation without special passives and all of ours still function on the idea that we avoid getting hit... not on the idea that we still will likely get hit and need to take less damage.
Fun fact AR has no elemental mitigation without focusing on gear or passives.
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I can Blind/Enfeeble/Max Dodge/Max Block/Max Evasion and guess what... 1 out of 20 attacks can still hit me. And because there is a streakness preventer guess what its guaranteed.
So? The best an Armour character can mitigate is 90% of incoming damage. An EV character can spike to 95%. 20 Mobs attacking an AR character do MORE damage than those 20 mobs attacking an EV character. Twice as much.
Hell in a duel the EV character is going to have 10+ seconds before being hit by a boss. The AR character is going to be taking those big chunky hits every second. Guess who's safer.
Saying "well you'll get hit" is basically like telling an AR character "well you're gonna get hit by spells". Duh. The difference is in how that hit is going to effect you. The AR character is going to take lots of little hits for more overall damage relative to the EV character taking only single big hits (generally seconds apart if they know what they're doing). In the end the EV character just needs to be able to take a ~6k phys damage spike (upper end phys damage on mobs, vaal slam) and need only use some mobility rather than tank and spank. The AR character in contrast needs to be able to soak that hit while simultaneously being able to regenerate and prepare for more hits in a short span of time. The EV character can laugh and say "try again in 30 seconds".
Completely. Different. Defensive. Designs.
And EV character with enough health to soak large hits (and that's NOT HARD, EV has more efficient HP than the AR character areas) to not be one shot is pretty much as invulnerable as an AR character.
Oh and just because it's half effectiveness doesn't mean a Granite isn't worth it.