Damage number for enemy crit and heal

This makes me wonder how many people don’t have capped crit avoidance. IMO, it’s one of the most important stats in the game (though I prefer the crit damage reduction suffix as it’s less punishing if you don’t have it capped and only takes up 1 slot).

Yeah, that would be nice, it’s often not the hit that removed your final 10% hp that killed you, rather the other 90% that evaporated in the blink of an eye.

I have experimented on blind+less damage taken from crit. Didn’t take that build far before respec. But would be amazing if I can know what the crit damage amount is to know if I got enough reduction in 1 affix. Might make it more viable for tanky character that is starving for affix slot

Blind is, IMO, pointless. It reduces the enemy’s chance to crit, but that doesn’t mean it can’t so you’re still in the position where you need either capped crit avoidance or capped crit reduction to not be hit by a crit. Blind does not affect the damage a crit does.

The crit reduction suffix on two handed weapons caps out at 50% at t5 which will halve the damage you take from crits (meaning that a crit will do the same damage as a normal hit).

Disagree on blind being useless. There is a ranged attack being aimless on it, but if we are just talking bout crit
Crit avoidance is akin to 100% dodge build. It normally needs 3-4 affixes/implicit to reach 100%. Blind is 50% so it is worth 2 affixes here.

Blind+crit damage reduction is 50% armor, 50% dodge. The build requires 1 affix and can be sustained with leech.

We are talking about perfect affix at end game though which is idealized. If we are talking about early-mid mono, level 60-90, I will need to know if that extra tier in less damage taken from crit is worth the risk of fracture in crafting over other affix (like damage type prefix). If my sustain looks consistently okay, then I wont risk the craft until I have spare weapons.

Not to mention if there ever an enemy with crit vulnerabilty skill, the full crit avoidance would be bricked without extra affix to get it above 100 or blind for squishy char. Mono mods should have the crit vuln as well if I am not wrong.

All theorycrafting above would require knowing when a big crit accurs amidst all the enemy potshots and its effect on our sustain.

On another note, it would be great if the less damage taken from crit affix is available on other equip too (like 1 handed weapon and shield). The effect can be smaller to compensate

There are more ways to obtain CA than what you are mentioning. One blessing can give you up to 45% if you are still talking about the non-empowered monoliths. It comes down to gear optimization and RNG.

No, blind is an additional multiplicative modifier to the target’s crit chance, as is crit avoidance therefore while they do stack, a mob being blind can still crit you for the same amount of damage therefore you still need 100% crit avoidance to not be crit. Ergo blind is not particularly useful for making sure you don’t get crit.

If you have blind & 50% crit avoidance, the mob will still have 25% of it’s “normal” chance to crit you.

I like crit damage reduction, 1 affix that negates crits, is always useful & you’re not punished for not hitting a breakpoint (anything less than 100% crit avoidance & you will get crit eventually which you may not be prepared for since you’re not used to it).

IMO, damage reduction is more important than damage, so getting a t4-5 crit reduction suffix would be more useful than getting a t4-5 damage prefix.

They could add crit vulnerability (and you would be right, though it wouldn’t affect crit damage reduction), but it doesn’t exist for mobs at the moment.

You should be able to tell if you take a big crit. If you loose a lot of hp, it’s an issue, if you get crit & don’t loose a lot of hp, crits aren’t an issue.

I kinda agree but suspect the devs don’t since crit reduction is only on two-handed weapons to provide them with some more defensive options compared to sword & board.

Ok that is a questionable design on blind then. Well, I already have my own criticism that ailment other than chill is mostly useless in LE.
So add that one to the pile.

Btw it is a struggle to quote on mobile so no more quoting here.
Disagree on damage reduction is more important. In a min max situation, we want to balance the lowest defense needed to get the highest offense. If sustain is good enough, then getting that extra 20% damage affix is more fun.

On the big hit=crit, I think some mobs do have naturally high damage without it being crit. Things like the wengari matriarch leap slam. But again, without clear indicator, we won’t know if it is a case of not enough armor, or not enough crit mitigation when we are in midgame

Slightly digressing on 2 handed defensive option. Wish we can add block n block effectiveness to it since you know, you can still block with a large weapon.

That’s kinda subjective as well,

  • Slow is useful (for ranged builds),
  • Time Rot used to be an awesome defensive mechanic,
  • Shock is good for the resist shred as well as stun reduction
  • Frostbite helps with freeze
  • Frailty is a must-have on every single build (like chill IMO)

That’s most of the non-damaging ailments?

Yup, it’s a pain.

True, but dead dps do no dps (@Bax) & the game is balanced differently to the current PoE.

I think there’s two different things there. First, telegraphed attacks hit harder, no questions, but they can be “mitigated” by moving out of the way (which is why they’re telegraphed). Some mobs will hit harder than others though I think that would broadly be balanced by the number that they come in in a pack, more numerous mobs do less damage individually which is why they come in bigger packs to present more of a “threat”.

I use blind as more of an interrupt or a flash than as a duration ailment. It is very effective in my static orb build. It does just enough to reset what the mob was going to do before they are obliterated by the smaller orbs and the explosion.

There are other ailment more useful than slow for ranged such as knockback and immobilize. Granted I only play cold sorcerer and rouge gor ranged char at the moment so my knowledge on what skill node is available is lacking. But if you can apply affix, you would want chill. Only thing I can see slow being useful is in conjunction with ground effect DoT skill

On frailty, I would rather them slow att and cast speed (not movespeed) so that the effect is visible. Personal opinion. Still prefers chill over frailty.

Knockback does not work on most bosses where arguably where most cc skill would be needed. Same thing with immobilize

Shock is OP and in need of nerf so my bias exclude that.

Frostbite… Again freeze is useless on boss due to shorter duration, hard to proc and inability to interrupt most big attacks.

Crit vuln is useful situationally when the mono mod has crit avoidance.

Also, I don’t play arena so that makes my view narrower on ailment function

On the other hand DoT ailment that doesnt shred also feels lacking especially on mid game when you don’t have enough cast/att speed. Comparing them to crit build that also need cast/att speed. Either crit is too strong or dot is too weak by midgame before getting good gear.

I think at edge case, blind can still be used if only for their effect on ranged attack benefit. It allows tank char to stand still against enemies that throw high damaging ranged attack like the necrotic reaper enemy. But again, I don’t like to add permanent skill node to situational cases. I would rather have situational or reactive solution for situational case (like teleport, hp flask, or maybe the freeze flask)

Maybe too OP, but would be better if it gives melee enemy chance to miss or cause them to attack in random direction as well. The latter would be more appealing and funny visually leading to more adoption by player if only to enjoy their effect. Personal opinion.

Crit vulnerability (sorry, forgot that), is a great way to easily crit all hits if you have a fast hitting Rogue build. It is equivalent to having additional flat crit when you hit the target, from memory it’s ~5% flat crit per stack, plus the crit avoidance effect. It’s not just the crit avoidance effect.

Oh ok, I missed the stackability and the flat crit chance. Thanks.

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Yeah, Crit Vulnerability is forking awesome for fast hitting crit builds (as the Rogue hit builds usually are).

Hmm, hmm…warpath proccing crit vuln…Sadly it is just a dream currently until they introduce a unique with one

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Or multiplayer. Just saying.

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Good conversations!

If we jump back slightly, did we have anyone against color coded numbers depending on the source? (Healing, damage, crit, etc) Just curious!

My preference is to minimize the amount of color on screen so limit color to the important info, ie: healing, damage, ailment and critical

If each damage type (lightning, necro etc) have its own color, it muddied the important information and also makes for visual clutter

Oh I agree. It should all be togglable (sp?) in options. Also, I imagined just (damage/healing/crit) as the colored default. Coloring elemental damage would be for min maxing most likely. Awesome!

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