I will never be good at PoE

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Saranghaeyo_ a écrit :
This is the issue with the thought process here. You think that "benchmarks" must be obtained and instead its mostly conditional statements.

"How much HP do people in general think a character needs? 8k?" >>> How much HP for what? Evasion characters? Armour based characters? What are they doing? Speed farming Gorges, doing 40%+ Pack Size Red Maps, doing Uber Lab, farming Cruel Ledge? Layered defenses kicks in here as well. There is no "in general" type of approach here, each character's stats are going to be a direct reflection (after tuning) of what role they were meant to do. There is no magical ratio that you need to achieve to make things happen. There is no magical block chance you should get (in reality, these figures are "as high as you can"). Tree is based off of experience and not theorycraft tbh. You can make a good tree, but in reality you need gameplay and practice to figure out what needs to be tweaked.

And you need good game knowledge so you can refine and retune. I mean hell, you can kill Atziri with 1 HP if you know the mechanics of the game and what you are doing. https://www.youtube.com/watch?v=loTfJoBZcPI


Thanks for your insight, I'll post a build that I'm thinking about right now and will listen to the advice for that specific build

Regardless of what build I'm making though, my goal is to experience all the game as to offer, being able to play through all maps (I'm not talking about map mods, just the maps themselves), defeat Atziri and her uber version, reach level 100 I suppose and despite playing non-hardcore, not dying to anything

I didn't get the chance to see Rigwald in talisman, nor the perandus manor in perandus, nor any temporary content from the temp leagues, I'm quite pissed

oh and DDDDDDDDDDAAAAAAAAAAAAAAAMMMMMMMMMMMMMNNNNNNNNNNNNNN that video
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ChanBalam a écrit :
I'm level 68 duelist. Here is what the planner said for my current tree:

Max life: +109%
life regen: 5.2 per sec
max life +50 (equip?)
Melee Damage with Duel wield +150%
Melee Damage +142%
Damage with 1 handed weapons +49%
Damage with Attack +26%

Plus more of course.

IIRC I have about 2200 life and do about 15000 dps


Deepz is workable, life is low. 2.2k is awfully stun-y at level 78; that's about the time I'm hoping to break 4k on a well-geared build. 3.5k at least is where I'd generally like to be 'round that level, if my gear's been keeping up.

I'd definitely focus the rest of your passives on snagging more life for a while. Damage seems fine, I'd say you're good to go for damage in the tree. That's one of the biggest things everyone falls victim to, new or not - overdoing damage in the tree at the expense of life. Sounds great, works like pants in practice. Even if you can theoretically deal with the low life total, you end up stunned all the damned time and that messes with your clearing and your rhythm as much as it does your survivability.

Getting stunned bites. Moar Hepz is the answer.
She/Her
"
Entropic_Fire a écrit :
To win at PoE you need to combine features that are strong on their own and synergize into something greater than the sum of its parts. For example using a high armor high life character together with Taste of Hate and Rumi's flask can give you a really strong defensive build without much more investment.

You need to look at the investments you make on the tree and gauge whether that's the most efficient use of your points. If you take 4 points to get 30-40% armor for example you could probably use those points more efficiently elsewhere.


I know that much, I'm always trying to find a good balance with everything, I know it's not a good idea to grab only a few nodes of one specific thing
I will work to add more life. My gear doesn't contribute much, so I will look at that angle too. Thanks.
"Gratitude is wine for the soul. Go on. Get drunk." Rumi
US Mountain Time Zone
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Aurevoise a écrit :
Coal48, don't think you are alone in your situation. I thought I was reading about my experiences when I read your original post, and most of your follow-up ones. I've got a 4167 life + 266 ES Blade Vortex + Life/Mana Leech build right now that mows down trash mobs (around 28k DPS), but doesn't have enough defense with 38% armor, 22% evade. I had 10 deaths total up to merciless Malachai. Finishing his 3 pre-bosses and him killed me 19 additional times. This char is stuck at level 73 because I can't make enough experience in Tier 1 normal maps because of the XP penalty for death.

I have another char, an Essence Drain + Contagion build with 3775 life + 1935 ES (which I'm proud of). This char has 2% armor and 19% evade but higher survivability. It's not just because he has more life, so I'm not sure exactly why. (His red life globe doesn't jump around as much, even when the shield is down.) This char gets one-shot noticeably less than the other. His DPS is much less. This char is stuck at level 80 for the same XP penalty reason. Unlike the other I don't usually die on Tier 1-3 maps, but I make so little XP on them, that in the end I still die too much to ever level up again.

Both chars use shields. I've never bothered to try merciless Izaro with any char.

Thankfully I can say each build I make gets stronger, except I don't really understand how to make a char sturdy, which basically seems to be your problem, too. I thought my most recent one (4100 life, blade vortex) would be it with my armor and evasion, but it's not even close (notably worse than the one with little armor and evasion).

I will mention that part of my rage quits come from disliking the style of boss fights this game has. Being able to pick up the fight where I left off means that I don't feel that killing a boss is an accomplishment at all—only killing him without dying (merciless Dominus felt really good!). It also means that bosses can be made much harder without regard to precisely setting how strong they are (which is somewhat impossible due to RNG).


thanks for the comment, yeah I dislike coming back after death to finish something off, I did complain about it in the past but since PoE is a classic arpg and the game as multiplayer, it's never going to change
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ChanBalam a écrit :
I think that my problem is that I do not understand the math behind the Tree. % life; %armor; % damage etc. I don't really know which numbers are being changed. When I was was at 2000 life and I took two +5% life nodes, my life didn't go up 200 points. The easy path is to follow another's design and not understand what it is doing. The math of PoE is very complicated. I'm not sure that my ancient brain will ever fully get it, but moving into the merciless lab and maps is a sure way to find out where your weaknesses are.

Isn't there a tree builder somewhere that shows you important stuff as you build a design?


Yeah things get really technical when you take damage types as other damage types

I know that lightning coil and taste of hate are good for physical damage, but I'm really in the dark as to what protection I'm precisely getting. especially considering that your physical resist is only an estimate and depends on the specific attack and monster, so in the end, I'm always blind

I have a build that uses rise of the phoenix and avian twin talismans that take cold as fire and lightning as fire, in the end I just know that it helps, I have no idea how much cold or lightning resistance I actually have, even less when I use +maximum resistance flasks

I do like that PoE is complex but sometimes it's just way too complicated, especially with it's terminology like increased and more being completely different
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Coal48 a écrit :


Yeah things get really technical when you take damage types as other damage types

I know that lightning coil and taste of hate are good for physical damage, but I'm really in the dark as to what protection I'm precisely getting. especially considering that your physical resist is only an estimate and depends on the specific attack and monster, so in the end, I'm always blind

I have a build that uses rise of the phoenix and avian twin talismans that take cold as fire and lightning as fire, in the end I just know that it helps, I have no idea how much cold or lightning resistance I actually have, even less when I use +maximum resistance flasks

I do like that PoE is complex but sometimes it's just way too complicated, especially with it's terminology like increased and more being completely different


There's a "Character" screen that shows you all the pertinent information of your character, such as resistance levels. Default keybind is 'C', I believe. Refer to it early and often. As for the points raised here...:

Resistances are capped* at 75, considered the default "Maximum" resistance. This means that no matter what your actual resistance score is, by default you can only ever apply 75% resistance to incoming elemental damage of the appropriate type. Modifiers to "maximum" elemental resistance, such as Rise of the Phoenix's +8 to max Fire Resistance, raises this 75-point cap. With Rise of the Phoenix and capped fire resistance, you would resist 83% of Fire damage, meaning 83% of incoming fire damage dealt to you is nullified. That is very significant.

"Cold taken as Fire" and "Lightning Taken as Fire" modifiers from an Avian Twins talisman, as well as "Physical taken as Cold/Lightning" modifiers on Taste of Hate and Lightning Coil, convert a portion of incoming damage of the first type into damage of the second type and applies that damage to the corresponding defense. Taste of Hate and Lightning Coil are considered so good because your Physical resistance (armor, endurance charges, so on) is almost always lower than your elemental resistances. Same with Avian Twins talismans - taking a chunk of cold or lightning damage against your 83% Fire resistance, rather than your 75% Cold/Lightning resistance, means more damage that doesn't get dealt to you.

Armor was specifically built to be good against multiple smaller hits and not so good against single big whacks. The smaller a given hit of damage is compared to your overall armor value, the greater overall percentage of that hit will be mitigated by your armor. Higher armor thusly allows you to deal with bigger singular damage spikes better, as well as mostly eliminating limp-wristed girly punches from white critters. Also another reason why Taste of Hate, Lightning Coil, and other such things are so helpful - they just straight-up mitigate a given percentage of physical damage regardless of the size of the individual hit, by shunting it into the straight mitigation of your elemental resistances instead of taking it on variable-performance armor.

Evasion is the practical opposite - designed to be better against infrequent heavy spikes of damage, as Evasion doesn't care about incoming damage totals, only incoming accuracy. I don't have a good enough grip on the entropy system to shorthand it here, but that's what The Wiki is for.

Straight physical mitigation, such as Endurance charges or Fortify, do the same thing as elemental resistances. They just whack off a percentage of the damage (ergo why Fortify is busted as hell). Percentage avoidance modifiers like Dodge or Block are an RNG dice roll (which is why nobody sane relies on just Dodge or Block).

The game is complex because its players wanted it to be complex. That very complexity is what appeals so strongly to a large percentage of PoE players. Most of us don't want the game to have an easy, precise 'solution', where hitting [X] benchmarks in [Y] defensive stats and [Z] offensive stats equals success. That defeats the whole purpose of coming up with awesome ways to turn Weaksauce into Winning.
She/Her
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Coal48 a écrit :

I know that much, I'm always trying to find a good balance with everything...



Careful with this. The answer is not always achieve a balanced character. In PoE everything is relative. The key is knowing what you want and plan how to achieve it, and know what to avoid.

For example my main character, a level 98 Marauder. His stats can give you laugh. I have something like 25% of physical damage reduction, maybe 15% evasion and 15% block. His resistances are ok but in maps with elemental weakness fall below reasonable, something like 50/60/50. My life is just 5300... One might think that roam in these conditions is suicidal, but I'm at 98 and still going up. As I said, it all depends on many things, everything is relative. My character is a mapper dedicated to Gorge and Plateau, exclusively. Elemental Weakness is not a problem for my character because I kill monsters 80% of the time before I could see them. If I see something dangerous that does not die easily I do the same as Forrest Gump, run like a madman XD... But first I interpose in the way of my pursuer a wall of ice that actually meets dual function (things must be done with a purpose) as part of defense and counterattack.
I have learned to avoid Vulnerability maps. But not because they are dangerous to me because monsters can hit me. I avoid them by the simple fact that Corrupting Blood gives me less time to react on these maps with Vulnerability.

It all depends on needs and purposes.
Bethesda is known for having good ideas and terrible realization of them. GGG is a Bethesda subsidiary or what?
Dernière édition par Actkqk#4579, le 28 juil. 2016 à 21:15:26
Op. Why don't you just follow a guide? That will solve your problems.
OP, you say you want ez character with no RNG involved when it comes to damage output then why not just go for EQ Jugeernaut? This shit is so ez pz in its current iteration and relatively cheap that seems like a perfect pick for you.

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