Clarification/advice about resistances and mitigation

As per the title, I’m a bit confused regarding resistances coming from PoE and Diablo. I did read the tooltips and several threads on online forums, but some apparently outdated information.
From my understanding, resistances work as such:

Capped at 75%
Each area level = -1% resistances, up to a maximum of -75% at area level 75
“Overcapping” resistances is useless (unlike in Diablo/PoE) except for mobs who shred resistances.

Assuming I got this right, is there a point in going over 75% resistance in the late game? How common are resistance-shredding mobs are in the endgame?

I did some testing against the Black Sun boss by putting a large amount of void resistance (around 120%, I have no idea whether he shreds resistance or not) which allowed me not to get instantly killed by its attacks. Without that resistance, every single attack oneshots me - my EHP against non-physical is 996. I assume that’s far too low? What’s the general consensus - if any - about the EHP needed for Monolith progression? I understand different classes and spec will have different requirements, I’m currently playing a rather tanky wizard if that helps (disintegrate/flameward/focus/ascendance, specced in most defensive nodes, such as less damaged taken when channeling, ward-giving nodes, less dmg taken from ignited enemies and so on).

Thanks in advance for the replies.

From what i understand of the game so far, theres (too?) many defensive layers you can and have to stack on top of each other.

Armor doesnt only reduces phys hits but all dmg hits (so doesnt work on DoTs). Its 100% effective against Phys and 70% effective against other damage type. And i insist, it works against spells.

Dodge is pretty straight forward no real need to elaborate on that.

Endurance is especially good to stack up to 60% in this game cause it reduces the dmg taken even if the hit is taken above your threshold (the part of the hit under the threshold is affected by endurance, as explained in the tooltip or the in game guide)

HP is one of the most important thing to stack, the higher the better. Makes your base endurance threshold higher with it.

Crit avoidance is also one if not the most important defensive layer as you “normalise” the dmg range of the hits you take.

Glancing blow is a hard stat to get if you’re not a rogue afaik but its a good defensive layer to reduce hits taken by 35%

stacking as much of all these layers + having leech is the key to surviving. Its often seems that a good endurance/crit avoidance exalted mod is more important than a high damaging one cause the less items you need with defensive layers the more and easy you can stack HP on other items (going for flat HP + hybrid HP on chest instead of resists fe.) Make sure to know how much and how you can stack these effectively and you wont have issue surviving.

If veterans or more experienced players can tell if im wrong or missing stuff, you;re more than welcome to do so ill try to edit to remove missleading parts if theres any!

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You are right more then 75% is useless buuut there are some enemies that throw arround curses what are 25% res shred on it’s own. If you play aspin to win Sentinel and you have the skillnode that makes you suffer 30% more elemental damage that’s just another -30% resis for whatever reason.

You don’t fall below 0 thou even if the zones are 75+.

996 EHP in a monolith? LOL. That’s a good one because almost everything should dmg you a lot or oneshot you. When I started Monoliths with the last toon I play I’ve been at 1.3k hp + capped resis ^^.
A desintigrate wizzard is a bold choice because you snare yourself to cast a spell that is bad. Even with all the nodes you take you are a sitting duck and will die most likely.

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Yes I guess it’s a bit bold, maybe I’ll try something else, but I enjoyed similar builds in Diablo/PoE and I like going in blind before reading build guides. Thus far it does well, the tooltip says 700k DPS and I do melt everything that isn’t a boss, or even bosses, even Black Sun one has its health chipped away quickly, except I die faster. I tried with a def. capped build but that gutted my DPS to 90k and I ultimately died due to lack of potions though I wasn’t getting oneshotted. I’ll try and stack more defensive layers as @Ezeith suggested while striving not to sacrifice too much offence. Thanks everyone for the answers!

P.s. I have a some 700-800ish ward burst but they don’t seem to help against those meteors, I wonder how and if the defensive stats act with ward.

Especially in early monolith, i tend to focus more on defences rather than DPS to make sure i can go clear the level 90 ones without much risks, as up to 100 corruption you dont need a ton of dps to be able to clear stuff, in this gems its rather easy to have overkill dmg than overkill survivability from my experience

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