Enemy damage over time has always been a sore spot for players since early access and the scaling of damage with empowered monoliths and corruption only exacerbates the issue. The current system of making a portion of armor apply to damage over time is counter intuitive (armor is damage reduction from hits).
My proposed solution is this:
Add two additional suffix affixes āDamage Over Time Resistanceā and āReduced Duration of Ailmentsā that can drop on helms, body armors, belts, gloves and boots.
Damage Over Time Resistance would stack multiplicatively with existing resistances and function similarly (capped at 75%).
Reduced Duration of Ailments would mitigate damage over time on a different axis and would be capped to avoid ailment immunity.
The addition of these affixes would provide a clear and intuitive way to mitigate damage over time. Consequently builds that already have a lot of pressure on their suffixes (life builds) would suffer under these changes which brings me to the second and more controversial part of the solution.
Helms, Body Armors, Belts, Boots, and Gloves should roll with 3 Suffixes.
Having layered defenses simply requires a larger variety of stats. The additional suffixes would allow players the flexibility to accommodate multiple defensive layers. Existing affix values can be adjusted to compensate for this change.
āDamage Over Time Resistanceā already exists, itās called āless Damage Over Time Takenā, for example Oracle Amulet or Advent of the Erased has it, some class skills and passives have it too.
āReduced Duration of Ailmentsā doesnāt exist per se, but the same effect of ailment ending sooner can be achieved by using Ward and Ailment Cleansing on Potion Use affix or various Cleanse skills like Warcry, Frost Wall, Smite, Smoke Bomb and others.
On a side note, you can solve Damage over Time with Endurance, Mana before Health, and also by simply regenerating enough HP/Ward.
The problem with the existing affixes is that they are only available as implicits.
Which I would say sucks. Because this either forces you into one of the few (sometimes otherwse not particulary compelling) uniques, and good luck finding some with XLP, and even more luck when burning through WW, or into very specic exalted subtypes, denying you the use of uniques in the respective item slots.
I would say it is a shame those are not available as regular affixes as it would certainly improve a number of buids.
The sources of damage over time defense as you well pointed out are too specific, you need a skill/specific item to get those defenses, cleanse is pretty much a necessity.
Armor is widely available, but thereās nothing similar against DoT, and DoT damage scales it the same way hit damage does.
I wouldnāt call for extra affix slots, but a suffix for less DoT taken in a few equipment slots would be cool, if you happen to not have a specific source of DoT reductionā¦
His point was about Armor vs. DoT being too unintuitive though?
Armor is %DR vs hits. If you have this affix, armor is now partially %DR vs. DoTs too. Now you get your head around the āpercentage of a percentageā problem and itās pretty simple.
I listed what else is there to counter DoT damage. I guess I forgot to add Frailty debuff to the list.
If anything, I have a problem with how (new) players learn about the existence of DoT reduction. Game Guide only tells you DoT damage cannot be mitigated by most mechanics. No mention of Armor vs. DoT existing.
As I explained, I was talking on the aspect of adding a new affix for DoT. He has many points on his topic you laser-focused on the first one Iām not talking about.
And I said youāre were on point with the sources of reduction. Frailty actually is global damage reduction, apply to both hits and DoTs, but doesnāt work on spires until you find them, and the cold one can be really really scary with corruption.
I always felt DoT damage is far too scary, you can get from 100 to 0 with a simple poison cloud or those cold breaths from the bats, capable of killing you within a few seconds, far scarier than many chunky enemies hitting hard, which always felt off.
Having the option to add a few affixes to reduce DoT would make sense, so you are not forced to go with specifics.
His post has one point, and the solution for it.
You clearly said āhe brings out a fair pointā. If you referred to the solution, next time say āhe suggested a fair solutionā, or use the quote function and quote the part in question
You did say āwell pointed outā, but if you say āthereās nothing similar against DoTā after seeing a list of such things, it means you disregarded my list.
The solution also brings points into the discussion table.
Only means you didnāt get what I was explaining. That is a you situation due to lack of comprehension. With āas you well pointed outā, I am approving and endorsing your list of sources.
Well we were discussing on my prior message before you posted this, where I also give it as a good suggestion so, youāre just being deceptive or intentionally obtuse, or just lack comprehension, pick your poison, I donāt care this is a non-discussion.
seems to me like the end game c100 and up is setup for you must have LP and the right LP to get anywhere. base stats and just useing what drops is not working. seems to be way to much focus on staying alive and not as much on being able to kill stuff in a decent time frame. DOT is a major issue but so is not knowing more info on how i died. yes we have killing blow and over kill but what does that truly mean? when i says i died from void and im capped it kinda makes to go WTF. did my res get shredded or what happened? just not enuf info for us to build a solid defense too. also seems the plate class cant take a hit and the clothys can tank and stay alive forever. that to me is just bad. ward is no longer a thing that works like we think it should. i would think ward is like armor for cloth base classes.
i may just be dumb and not seeing stuff clearly. anyway my input means nothing and things look way off to me. last cycle was much better for my minion build and this cycle i cant take 1 hit no matter what.
Trying to mitigate annoying mechanics/damage is often best solved by removing it. There is just an overabundance of Dots and Aoe. It also creates too much screen clutter making it hard to see the possible danger.
PS - Remove all spires and at no point should anything be doing damage if it isnāt on my screen.
for real way to much on my screen with my stuff going on and my friends stuff and then all the game stuff i cant see the ground to save my life most of the time.
wish there was a way to tone down the amount of stuff me and my friends have on the screen make it more translucent. less in my face but still know they did something.
You absolutely do not need Legendary items for only 100 Corruption. If youāre routinely dying at that level, youāre doing something very, very wrong in either your build, your gear choices, or your gameplay.
TBF, all damage is annoying, they should just remove all of it. Then youād never die & you could go full glass cannon & feel super powerful & tanky at the same time! Plus youād never have to feel inferior because you canāt cope with mechanics that other, clearly more inferior players, can.
Every danger is a obstacle to overcome, some more and some less so. The more āannoyingā a specific mechanic is the more prevalent the ways to overcome it.
Have several of those mechanics to overcome it in conjunction and you have a deep itemization system which allows a variety of build-options.
The less the more āshallowā defenses get, which is opposite of what is to be achieved.
Especially the 3/3 split for prefixes/suffixes should happen since it gives more variance to gear and allows a bit more tight balancing.
Also progression is inversed because of exalted modifiers. Usually with higher tiers affixes become less important to upgradeā¦ but also less likely to drop. This causes the power-curve to tighten up the closer you get to āthe endā of itemization. First upgrades provide a good 50+% increase for the affix, later ones 5% or less, exponential curve as well.
Since EHG - for whatever odd reason - decided to go the opposite route it means the majority of power is locked behind extremely hard to acquire end-game affixes which drop extremely rarely, that means any lucky drop is a massive upgrade there but nigh impossible to achieve.
Does it though? If you have a 3/3 split (even with adjusted rolls), itās easier to max or invest in most defensive layers at once.
The way it is now, you have to make choices on which you want to prioritize.
So Iād argue you actually get less variance with 3/3 than with 2/2.
You reduce the numbers of the respective affixes, which nonetheless gives each affix a higher chance to appear overall on gear, leading to more evened out results.
The variance per item is higher, the variance of the end result put together from all of em is lower, youāre right there.
No, you are not.
Iām telling you, because you clearly think your post was perfect, but it was probably only perfect in your head. Everyone else has to read what youāve written, and youāve written āthereās nothing similar against DoTā, so you are NOT endorsing the list.
Are you projecting your own faults now?
I donāt remember asking for your opinion about my posts, and Iām not interested in what you think. Stick to the topic please.
Why? We are done here. I only care to discuss if thereās something to discuss about. Clearly is not. Again youāre being deceptive/obtuse or lack comprehension for whatever reason. You pick the āprojectingā card? Good. I donāt care. Have a nice day/night.