I played hardcore without equipping any item with resistance on it. This gave another difficulty, which last epoch does not provide.
When I played Diablo 3, sometimes I played too high difficulty for some chapter for fun. It is nearly impossible to kill a minion with too high difficulty, but sometimes a fun experience. #Diablo 3 has options for tons of difficulty with increased chances for rare loot#
Often I play LE without poison or bleed skills. This can be difficult and not the best option. But having many options to play the game is fun. It might not be the best for endgame or the fastest option. But I like to play games, yes, for fun.
So be creativ. Be passionate.
It is far off from reaching the end of options how to play Last epoch. Some have still to be created.
Little Feedback gear:
Level 80+ legendary gear has too high stats compared to other gear, which gives less options for build planning.
There are a lot of possibilities to give more options. For example recreating the effect on higher level gear, like LE already did with âthe clawâ and âthe fangâ.
Except this isnât PoE and resistance doesnât work like that.
Enemies already have 1% resistance pen per area level, up to 75%
So your 50% resistance at high level means the enemy does 25% more damage to you. If you have 0% resistance, you take 175% of the max res damage, NOT 400%
It is mentioned in the Game Guide > Combat Mechanics > Penetrations
This bit is still wrong. Ideally youâd just remove it.
This could also be wrong depending on what youâre thinking.
In lvl 75+ zones, the amount of extra damage you take by being under the cap is the same as how much youâre under the cap (as Airowird explained), so if youâre 1% under the cap, youâll take 1% increased damage, this is why they implemented the area level resistance penetration in the way they did.
If youâre in a <75 zone itâs a bit more complicated because there are more options available.
If youâre in a lvl 50 zone, mobs will have -50% resist penetration, so if you have 50% resist before the penetration, its treated as 0% & you take ânormalâ damage. If youâve got 75% resist in that lvl 50 zone, the penetration reduces it to 25%, so you take less damage, how much less depends on what youâre comparing it to. If you only have 25% resist then the mobs would treat is as if you had -25% and youâll take 25% more damage than you would compared to having 50% resist & 67% more than if you had 75% resist ('cause youâd take 125 damage from a 100 damage hit compared to only taking 75 damage from the same hit if you had 75% resist & 125 / 75 = 1.666 recurring).
In lvl 75+ zones, the amount of extra damage you take by being under the cap is the same as how much youâre under the cap (as Airowird explained), so if youâre 1% under the cap, youâll take 1% increased damage, this is why they implemented the area level resistance penetration in the way they did.
so if youâre 1% under the cap, youâll take 1% increased damage
This sounds very complicated. Especially to implement it as code.
I understood it this way:
Enemy has 50% pen.
I have 125% resist.
I will have cap with 75% resist.
So instead of 100 damage I would get 25 damage.
Enemy has 50% pen.
I have 100% resist.
I will have 50% resist, 25% below cap.
Instead of 100 damage I would take 50 damage.
Logically I feel forced to go for cap, because 50 would be twice as much as 25.
I still havenât understood how what you said is implemented in the game.
Edit: Ahhh I got it. I canât go to 150% resistance xDD
Allright took it out
What you said is not correct. So letâs start with basics. And weâre assuming empowered monos, since thatâs the easier math:
-You have 75% resist. Your effective resistance is 0% because of area penetration. You take a 100 damage hit. You take 100 damage.
-You have 150% resist. Your effective resistance is 0% because 75% is the cap and then area penetration kicks in. You take a 100 damage hit, you take 100 damage.
-You have 70% resist. Your effective resistance is -5% because of area penetration. You take a 100 damage hit, you take 105 damage. So 5% more.
-You have 50% resist. Effective -25%. 100 damage hit, you take 125 damage. So 25% more.
-You have 0% resist. Effective -75%. 100 daamage hit, you take 175. So 75% more.
-You manage to increase max resist to 90%. Effective 15%. 100 damage hit, you take 85. So 15% less.
So from this you can see that in higher level areas (75+), things are pretty straight forward. 1% less resists = 1% more damage. 50% less resists = 50% more damage. Itâs a 1:1 ratio because the effective base is always 0%.
Which is very different from normal games where the base is assumed to be 75%, so going from 74% to 75% is usually around a 4% reduction.