If there’s one thing to keep in mind its that all of these stats do nothing against damage over time which is where I die 50% of the time. The other time it’s to 1 shots.
In ARPGs, the goal is to reach breaking points with your gear by accumulating stats to make you become “Godly”.
You could say reaching 100% reduction on a Block is a bad thing but I fail to agree with that. Keep in mind block has a cap of 80% so Block Effectiveness means absolutely if you fail to Block and again has nothing to do with damage over time.
Going back to my first post, I am a firm believer if I take the “time” to tweak my gear to reach said breakpoint then I should see the power.
I’m newer to LE so I cannot speak on how hard or easy it is to reach the cap for Dodge but Dodge has the same mob level penalty applied to it.
But even if I take my current build and tweak it on a planner, I only gain 9% which brings me to 70% and then Id need to get over DOUBLE my block effectiveness at 70%. Which at 70% is 4900 ish to bring me to 80% which is 10150 total block effectiveness . Therefore you can never actually reach 100%
Monsters already deal far more damage, have more health, apply more ailments etc than they do at lvl 50 or 60
It does not make sense to me why my character all of a sudden looses power based on mob level.
Not only am I fighting mobs I am fighting the developers when they put in a artificial cap.
Once you reach 3500 its almost pointless to go to 5000. Unless you get lucky and get multiple t7 rolls on one item which even then if we’re only speaking about the block effectiveness, your not even going to notice.
Now I got to go open up a spread sheet and punch in numbers to see which stat is actually more useful.
I don’t know, to me this is dumb.
Maybe removing it breaks the game i have no idea
Maybe just tune it down so its rare to reach 100% but possible.