Block effectiveness reduction per mob level

I am not exactly sure why this was done but when you have characters that can reach 12x my effective health pool I’m sure me having an extra 20% damage reduction on a 70% chance to block is not going to ruin the game.

My suggestion is to remove this from the game. if I want to invest into block effectiveness, it should be “Effective” wouldn’t you think?

If I am missing something please inform me why this was implemented. And was it before Ward was introduced? If so you should reconsider the mob level penalty.

Block reduction is %, not flat.

There is no realistic way to make Block Effectiveness at level 100 be balanced and at the same time make it feel meaningful below level 50 with a linear scaling.

Also, linear scaling grants exponential EHP, meaning it’s an “all or nothing” thing, where block effectiveness basically becomes a mandatory cap to hit.

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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.

Block is just another layer of defense, very similar to dodge in a sense that it does nothing vs damage over time. So you just get what you can without sacrificing too much damage or other defenses and don’t push it further. It is pretty good, providing your character with a huge boost in effective HP, especially against small hits when you have some health/ward gained on block/when hit.
There are a lot of overpowered and underpowered things in the game that should get more attention, and I think block is neither of those.

Yes, this has been known for years. It’s even in the character screen (or in-game game guide), that it caps out at 85% DR).

The in-universe explanation would probably be that the mobs are better at penetrating your block, ie, your block is less effective.

100% block effectiveness would mean that you take 0 damage from hits.

yea Im still fairly new, found a calculator that spits out a EHP, so will help me with other builds down the road.

Honestly, I was just upset that it took me almost 200 hrs to realize that block effectiveness had a cap / diminishing return of sorts.

I have used a planner with the calculator to come up with a more balanced approach instead of focusing on one defensive layer.

let me save you thousands of hours.

pretty much every stat has a cap or diminishing returns in most games, unless it is converted.
except 1 major stat in almost every game that has it ‘critical strike multiplier’, chance is usually limited to 100%.

Yea, there’s nothing wrong with the way the defensive layers are built in this game. It’s actually quite refreshing to have to think about your stats. In d4 its hit res cap, armor cap and then any DR you can find in the form of just DR.

It’s been a while since I played POE but I believe there are ways to become immune to certain damage types, or at least tanky enough to face tank stuff in the end game with BIS gear.

This would not be achievable in POE if they had the same concept of Increasing power to infinity. So I have to keep that in mind next time I make a post lol

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