ARMOR sucks, fix it here's how

On the build planner I can’t get over 83% armor mitigation on level 100 (without the stacking Battle Hardened). I even toggled on max rolls. I tried to take every item with the most armor possible. All armor nodes I could take. All possible strength I could get.

I was just curious if I could get there. Probably easy to get over that cap with Battle Hardened.

Which is exactly why it should be changed again

I think damage stats should just be separated by type physical non-physical and dot. you should have a damage reduction for each type that rolls up and frankly endurance kind of complicates things significantly. I know what they’re trying to do they’re trying to prevent one shots but it’s just gotten really confusing even coming from something that only had 4 resistances going to void poison necro Jesus it is way too complicated and needs to be simplified to three and a total damage reduction against each type and we got to somehow do something with both armor and resistances it’s just not in a good place I’m afraid

That’s how it used to work before they changed from protections to resists but it was a bit odd that physical resistance had a different name since it implied it worked differently. It also meant that armour reduced the damage taken from bleed which didn’t make sense at all.

But you get that from the values on their armour. A cloth shirt has a lower armour value than plate mail.

The Primalist is the only class that has access to endurance and they have better access to dodge than armour.

That would be so boring though, just imagine the Mage skills:
Lightning Blast - does non-physical damage, can be converted to non-physical damage with non-physical ailment (freeze) rate
Fireball - does non-physical damage
Ele Nova - does non-physical damage, non-physical damage & non-physical damage, has nodes to select only to non-physical damage.
Mana Strike - does non-physical damage
Disintegrate - does non-physical damage, can be converted to fully non-physical damage or non-physical damage
Glacier - does non-physical damage
Volcanic Orb - does non-physical damage, can be converted to non-physical damage with non-physical ailment (freeze) rate

And that’s just the base class skills but I’m bored now…

I’m not suer which game that was, D1 had 3 resists (magic, fire, lightning) but I think the majority of aRPGs since have had more than 3.

Maybe not for a phone game, no, but it’s not that.

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I do appreciate different damage types as long as each type brings something specific. Ignite, chill/freeze and shock are nice related diversifiers. Void and necrotic seem to be just there now. Maybe void could be harder to build resistances against and necrotic could perhaps have an in built stat drain effect? Maybe reduced mana regeneration…paired with lower base damage.

Poison with the automatic shredding is nice and specific. Some armor or accessories could have reduced poison duration.

Physical resistance surprised me when I started because it seems (to me) like there’s so much overlap with armor. Both are primarily effective versus … well, physical.

I appreciate some complexity in the building of defenses as long as all damage types make me think about specific dangers. Some dangers would be bigger than others further depending on my class. For example, if I have high health regeneration, I could live with some ignite, but not with necrotic. If I would have reduced DoT-duration and would not depend on mana, necrotic wouldn’t be as bad for me.

Just throwing some random ideas that I didn’t think through much. My point is if the damage types do not bring anything specific, they’re not as interesting. And if there are too many generic DRs it becomes … boring.

On the other hand, more complexity kind of calls for more affixes on items and more diverse ones. And I think LE doesn’t want to compete in complexity over QoL. Perhaps the complexity could manifest more in the end-end game. The older Blizzard mentioned this wonderful mantra: Easy to learn, hard to master. For LE this could be near and on level 100, where the gloves are taken off and just achievements remain (because if there’s too much unique content in that range, players will consider it part of he norm).

I wonder what 11th has in store for us - throughout patches it is obvious they continuously evaluate :).

PS. just throwing some things out there freely - not any gripe of any kind.

While you are technically correct based only on nodes on the skill tress, I specifically build resists and endurance on both Primalist and Sentinel. Sentinel seems to have more nodes that cover resists so I have room for all the endurance on the gear.

Dodge is too spikey and because of that I have never actually used it.

Try: Anchor of Oblivion - Unique Lost Anchor - Relic - Last Epoch Item Database (as Sentinel)

Why doesn’t that make sense?

I agree with you…

I would even like to see simple (single?) immunities (like in Diablo 2) against individual damage classes/types (could be great for MP). But it doesn’t necessarily have to be. :slight_smile:

Yeah, I should have clarified that I was referring to the passive tree.

From my point of view armour would protect against the initial hit (that makes the hole in your body that then starts bleeding) but once that hole has been made it’s not going to reduce the bloodflow.

I disagree with immunities as the game/“meta” is at the moment since it’s more efficient to build for a single damage element. Adding an immunity would force people to build characters differently because they’d need to focus on two or more damage elements in a single build & I’m not entirely sure how I feel about that. 'Cause change is bad.

Wouldn’t that prevent or partially disable some of the incredible damage spikes?
→ Which would then be better for the game in general than 10,000,000 damage hits.

In addition, this would be a whole new complexity, which would have to be complied with.
→ If everyone tries to build at least 2 damage types (because max 1 immunity per opponent can occur) halfway usable, the general “build diversity” increases, I guess strongly.

But as I said, do not have to here at all, is just a suggestion. (could be tested) :slight_smile:

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Sorry, I read your post as suggesting immunities for mobs, not immunities for the player. Now I’m even less sure what I think about the player being able to get an immunity to a single damage element. Maybe if the damage from mobs was reasonably evenly spread over the 7 elements.

Yes, that was intended, single immunities for them, NOT for us. (we don’t need it if we play correctly i think :slight_smile: ).

I feel there’s too much of a lock-in on damage type in builds to warrant immunities. A mage, for example, can’t easily swap spells around. With current setup I’d prefer targets would be highly resistant to a damage type with build options to cope with that (like shredding). Players can balance this out. Immunities are too binary for me and can make things clunky.

MP could cope with this, but who would want a fire mage in the group if targets are immune to fire? And translates to a design challenge for 11th when it comes to how to spread it around and before you know it someone feels left out by design.

edit: so I agree…

It changes, not every monster on a particulary map has the same immunities, maybe no one has or just a few of them.

EDIT: Ever played Diablo 2 on Difficulty level “HELL”?

Casters are in an even worse place than non-casters from that point of view since the majority of their base damage comes from adaptive spell damage which takes the damage element from the skill tags. Compared to flat added melee/bow/throwing damage which is of a specific element so it’s easier to change it to a different element by changing the prefix on the weapon.

But all of this is irrelevant to the purpose of the thread which is to fix perceived issues with the player’s armour rather than how mobs mitigate the player’s damage. I think mobs getting damage immunities is worth a different thread…

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I know what you mean regarding to the scarcity of the usage and that’s what I mean with the design challenge it would put on 11th’s side. Some scenario’s I’d see in front of me would be a fire mage vs a fire immune mob with more health that would have to be pinged down over a long (tedious) time.

The thought that it would have to be very scarce implies the difficulty with it.

I’m not sure I reached hell on D2 - it’s been very long (I got to 1 level from the max on a barb, if I recall right - I might not have reached hell). I do remember having to cope with the effects of immunities as a MUD programmer - it basically meant equipping characters with a wider arsenal. This can be fun, don’t get me wrong there. But I think currently there’s too much of a ‘lock-in’ on damage types in the design.

If it were easier to swap spells on the spot and less of a deep investment in a type I’d understand the role of immunities better - it would allow characters to manifest their diversity in powers.

edit: agree with above poster on how this deserves its own thread :slight_smile:

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Maybe armour could just be a hedge against massive hits? It would reduce the effectiveness of Crit Avoidance, but maybe that stat is too ubiquitous as is.

How about armor that scales from two sides. It would look like endurance does with two parts. The first part would scale the “% of HP dealt in a single hit” and the second would scale the “% of HP left after hit”.

So lets say you have 10% Armour Durability (this means it triggers on the monster dealing a killing hit at 90% or more of your max HP)(100%-AD%)
Then you have 10% Armour Resilience (this is the amount of HP you are left with after a “one-shot”)
So a monster hits you for 90% of your max HP and the hit would kill you, instead you are left at 10% max health. This cannot heal you if you are below 10% health when the hit is taken, but the hit would leave you at your current health.

If AD was at 20% then if the monster deals a killing blow of 80% of your max health, you would be left with your AR% of HP.

For this to be balanced, it should be relatively difficult to scale. Neither should ever be able to go above 35% (with the exception of a high cd skill that lasts a few seconds).

This would mitigate the massive one-shots that people see now, but still leave people vulnerable to lots of smaller damage hits or dots.

Every single armor point could also be counted as another flat reduction.
→ So 400 armor would also be FLAT 400 less damage (maybe half for spell hits) per hit.
Then everything that hangs on it must be adjusted.

Armor = Flat damage reduction
…sounds good to me. :slight_smile:

Nice! My shield throw armour stealing FG would be invincible with 10k armour :laughing:.

I absolutely dislike the suggestion to reduce any of the damage types. This concept is already build into the core of LE. We have entire classes and masteries themed around these types. All the corresponding ailments and damage conversions make a lot of the build diversity of LE.

It would be absolutely horrible to see all this stuff be flushed down the toilet.

The complexity between D3 and PoE is one of the biggest selling points of this game, imho.

EHG would have to go back to the drawing board if they’d want to go down to 2 or 3 different damage types. Also I would find this absolutely boring.

“Then everything that hangs on it must be adjusted.”

This means that many things would have to be changed or rebalanced. :joy:

Aw shit… have missed this phrase… :relaxed: