Exp penalty must be removed

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davieboy1228#6473 a écrit :
easily calculable statistic in any theorycraft


Oh, man. Oh my guy. My man guy. I'm not defending this but it is an objective reality if this is genuinely how you feel: PoE is not the game for you. Even in the best of times PoE theorycrafting is more religion than math.
Dernière édition par Kerchunk#7797, le 23 sept. 2025 à 23:05:34
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Kerchunk#7797 a écrit :
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davieboy1228#6473 a écrit :
easily calculable statistic in any theorycraft


Oh, man. Oh my guy. My man guy. I'm not defending this but it is an objective reality if this is genuinely how you feel: PoE is not the game for you. Even in the best of times PoE theorycrafting is more religion than math.


So.. what you are saying is that you believe that PoE theorycrafters use this mythical formula for ehp, that would not be used by theory crafters in ANY OTHER arpg, and that you just did not misunderstand the terms they were using? See, I am used to using ehp, ad (actual damage) edt (effective damage taken) and edr (estimated damage reduced) when I am doing real theory crafting for other games. 3 stats that work together to calculate where you need to be at, but VERY different for what they mean.

Actual damage - what the mob is doing base before any reductions get taken into account

EDR - How much your defenses will reduce the AD amount

EDT - AD - EDR.

THIS is the formula for calculating damage amounts. You then subtract your ehp from the edt to see if you will be able to survive. The reason we call it "theory crafting" is in most cases we do not have the actual raw numbers for AD so we are estimating everything, and giving a range. If mobs deal on average 500 hp damage per attack, but I can reduce that by 50%, I should be good with 260 ehp per mob that reaches me. I have no clue what world you live in that ehp would ever include the DR calculations.
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davieboy1228#6473 a écrit :
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That's not what Effective Hit Points means in the theorycrafting I'm familiar with. Example: Fire EHP is the amount of fire damage you can take in one hit before dying. So Life and ES matter, but so does fire resistance and any fire damage reduction.


See, that does not make sense though, as that would be effective damage taken, not effective hit points. hp should always be an easily calculable statistic in any theorycraft, and adding in resists and DR just complicates the formula. What if the enemy has added pen, or added flat? What if the damage is actually hybrid physical/fire? There are so many conditionals that could apply that trying to calculate a hit point total off it is insane. If that is what theory crafters are using for ehp, then I am glad I am not in that community because the ehp would change on literally every single mob variant in the game.

You're right that it's different for every monster. That's part of what makes the game deep. But it's enough for my purposes to compute for a few things, like standard map bosses and pinnacle bosses. If there's a rare that kills you a lot, that would be a good target too.
SSF Rise of the Abyssal Ice Strike Invoker, high survivability and fast clear speed. Deprioritize armor and resistances; prioritize crafting a weapon and faster start of ES recharge. Build is shown at level 47, end of Act 3. It tore through Act 3 like butter.

https://poe.ninja/poe2/pob/ba84
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davieboy1228#6473 a écrit :
I have no clue what world you live in that ehp would ever include the DR calculations.

Path of Building.
SSF Rise of the Abyssal Ice Strike Invoker, high survivability and fast clear speed. Deprioritize armor and resistances; prioritize crafting a weapon and faster start of ES recharge. Build is shown at level 47, end of Act 3. It tore through Act 3 like butter.

https://poe.ninja/poe2/pob/ba84
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davieboy1228#6473 a écrit :
So.. what you are saying is that you believe...


No, again. Let me stop you there. This isn't about what I believe. I'm just telling you what is true. Despite relatively decent efforts GGG has been inconsistent in providing clear documentation about how exactly certain mechanics operate and they also don't give us a lot of tools to evaluate things for ourselves.

As for your definition of EHP I think you're the one complicating the question. Modifying incoming damage and calling it "effective damage" and then comparing that to base health is mathematically equivalent to modifying your base health and calling it "effective health" and comparing that to the unmodified damage.
Build something like this https://maxroll.gg/poe2/pob/gvdx00ge chill freeze temporal chains on blasphemy ranged high dps and never die again. Or be new to the game and follow a glass cannon no defense build and die all the time. Know your lane.
It is already removed in special fights, which was 90% of the problem. Now all you have to do is not die in maps.
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Swdan#2149 a écrit :
dying at level 90+ rolls you character back 6-8 hours. why anyone would punish players for playing the game? why use so bad and dated game design to prevent player progressions.

no it does not make any sense in terms of "races" because nobody races anyway except few people on official race events


Hi there, this game cannot and must not be too easy.

If the game becomes too easy and everybody is able to easily achieve level 100, then the game will die very fast.

There will be nothing for the players to accomplish and nobody will want to play the game and the game will die in no time soon.
34pre98qua
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comnom#5629 a écrit :
I built glass cannon because fast maps, fast xp.

Then I died, because I didn't understand the game.

Plz nerf.


But 7-8 hours to regain 10% xp says not doing fast maps at all.
no

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