Okay, here is how health regen works in concept. This is the standard method I use in all my builds. Is a minimum of 10 points of health regen per 10 levels so to have a level 100 with at least 100 health regen. The one build that struggles the most is my BD, it has a current 58 health regen and it gets popped like crazy from small hits.
I have a Pally Rive build with similar stats but has over 900 health regen when buffed. You will notice the difference. I face tank almost everything. Leech is too spiky and requires to be hitting something. Off screeners or effects like spires leech does nothing for.
Can you explain why the last 10-20% of resistances aren’t as strong? I honestly didn’t even look up the resist calcs or heard a streamer mention them. I just assumed capping them was best for defense, although I ran with 50% poison res for a while on my Rive tourney character before I found a shield with T7 all res. Since I plan on using this game to get my HC fix since I don’t do it on PoE anymore I will just always try to max them.
And I do agree the trading statement for not having an equivalent to T1 life and high resists is kind of out of place for this post, but I still think it’s worth a mention. I don’t know if I necessarily think it’s right nor not, but it is an interesting point that I haven’t really thought of before this.
The ‘chaotic’ category of damage type has been suggested before, the issue is phys and poison are physical. So for that only void and necro are considered ‘chaotic’.
I touch on the PoE time development in my last paragraph although I guess not explicitly mentioning PoE. I’m aware the game is technically in beta, but that doesn’t mean I can’t mention them now. I even say that I’m sure some of these are lower priority then maybe some other, more impactful problems that I just haven’t run across yet, but that doesn’t mean it’s ok to have them. Especially when I feel like its a pretty obvious problem that maybe should have just been done right the first time instead of accruing the so called “tech debt” that PoE has where they need to go back and fix things years after they come out. Fix them now while in beta instead of letting them exist and frustrate the players playing now. PoE gets bashed for not using “good” solutions to temporarily fix something, but instead waits until they have the “perfect” solution, and players suffer for it harder now while waiting then they really need to.
Edit- just realized I didn’t have anything about PoE in the last paragraph, so decided to make this edit and leave my wrongness for all to see. But I am aware of how much time PoE has had to develop into the game today, but that’s all the more reason why LE should learn from PoE and not make these mistakes to begin with, so that they don’t need 5 years of development to make the game good. They can just implement the lessons from PoE’s mistakes and skip a lot of the trial and error they would have to do if there wasn’t a game that had already done all the trial and error for them. Now I’m not saying they should just copy PoE mechanics to fix the problems, but they should implement systems that are already using the lessons that PoE has taught us to get it right the first time. Or at least better than they otherwise would have.
It’s less a case of the last 10-20% aren’t as strong and more a case of every % of resist always results in that much less damage taken. Mobs penetrate % resists naturally based on their level, which caps out at 75. If you have 75% resist, you take at most 100% natural damage in any given 75 or higher level area. If you have 50% resist you’ll take 125%. All of that means each percent is worth just as much as the rest, which can easily give the impression that the last few points you’re missing don’t matter if it means upending your build.
Resists cap at 75% just like most other games.
Enemies have innate resistance penetration equal to the zone level up to 75 max pen.
The resistance cap is calculated before the penetration is applied so on zone level 75+ your total max resist will be 0. Monsters in the game are balanced around this system (so are weaker in general than PoE). This means that having less than capped resistance will result in less increased damage taken compared to a traditional resist systems.
To make an example for clarification, in PoE you will take about 4% more damage at 74 resist compared to 75 resist. In LE, you will just take 1% more damage.
Resistances are still at the top of the defensive stats because they mitigate both hits and dots. Most other defensive layers do nothing against dots.
and with the last changes (removal of set-res affixes, increasing and adding more res implicits, incresing rolls of res affixes) its much easier and cheaper to get capped res.
i think what heavy mentioned might be true before these changes.
edit: but also depends on the build and your other defensive layers and how they interact with each other, so it depends.
I poorly worded my self here, but as the others already pointed out and explained.
Resistances work slightly different in LE comapred to other similar games, because the enemies penetrate resistances.
What i mainly meant is, don’t focus that much on trying to forcefully cap resistances.
For example if you have an item with an resistance implicit like Solarum Greaves (up to 45% fire resistance) and a T5 elemental resistance affix (up to 20%), it’s not really worth getting that last missing 10-20% resistance with another affix.
If you instead get another defensive affix that’s usually worth it more.
People are just focus on capping resistance all the time “because that’s how you do it in other games”.
While i can understand having habits from other games, it also annoys me sometimes, that people just assume stuff in all similar games is the same
In my previous post my problem isn’t capping resists being needed or not or difficulty in capping them if you want to. My problem with resistances in LE is that 7 resists at 75% cap become dead stats to people much easier than PoEs system of 3 resistances at 135% cap.
If I can cap a resist with one piece of gear or close enough then I won’t want to buy any gear with that resist on it or craft with it otherwise I have to change my other gear more to accommodate. If I need 3 pieces of gear or so to cap a resist but there are only three it makes the gear puzzle of resists more flexible and there is more of a chance that any piece I will be able to fit that resist in without overcapping and it being pointless.
In the end I don’t see what advantages this system of 7 resists with low caps has over the 3 resists with higher caps. I don’t find it more interesting and it just causes more issues in my mind.
6 you dont need to cap poison.
The reason that mike gave on stream was the exactly flip side of this. Gear upgrades become less obvious and you need to figure out how to fix it. I do/would enjoy either system but I would be sad to see the loss of damage types for offensive reasons. Void and Necrotic have really cool themes and identities that would be a tragedy to throw away.
I 100% agree, I usually get around 45 at most the one build that is capped is the druid with its poison res on the tree that I had to take to get to the next tier of points.
Some advantages, off the top of my head:
- It increases opportunity cost for affixes (and adds relative value to resistance implicits for the same reason).
- It adds relative value to uniques that have special interactions with typed damage taken (orian’s eye being an obvious one in the game’s current state).
- It can reduce competition for items in trade, making it cheaper to buy an item with the resistances you want if it’s on the market (or it might increase prices by raising demand for specific resists…markets are weird
)
How about:
- Elemental - Fire, Ice, Lightning
- Material - Physical, Bleed, Poison
- Corruption - Necrotic, Void
This is one of those things I think Wolcen did well, actually.
The affix that gives these more encompassing resists would probably be lower than than the single ones, but should cover more in total. For example, a Fire Resist affix could give 60%, while Elemental could be like 25-30% (depending on actual balance needs).
I think having so many defenses to cover with 1/3 less total affixes compared to other games is a flaw in LE’s itemization.
Good suggestion. Just remove the bleed because its an ailment.
Oh, true. It already fits in the “Physical,” doesn’t it?
Anyway, what I see this doing is actually making room for more damage types down the road with pre-built categories to fit them in so as to minimize the catastrophic effect that would normally have on people’s existing builds. It still gives them reason to adjust them and more room for min-maxing, but makes the process manageable at the same time.
that is not counting the blessing though and those offer a different kind of grind.
Yes, it’s a physical DoT.
I think you raised great feedback.
Only thing though, is that I’m not sure tab affinity would benefit LE that much. There simply isn’t categories of items that would work with affinity.
I’m not saying tab affinity’s are super important, but I definitely think it would work in Last Epoch. Idols, every single armor type, base types of items would be awesome though maybe a bit excessive. Being able to have one for helmets and then one for exalted helmets, tabs for specific class relics, tabs for lab keys. It would be so cool to be able to preset all your tabs for all these specific things. Honestly I would love a stash tab affinity come with addition to a “favorite” option on items. I am so paranoid I’m gonna mess up a shift click and accidentally switch a piece of my gear off my character and then shatter it by going to fast between maps, and being able to favorite and that in itself could also be a stash tab affinity.
I also would probably add that I do think out of everything I mentioned in my original post, this would definitely be what I would consider the least important thing that I mentioned in my post, especially when not having to pay for “premium” stash tabs isn’t a thing. It’s certainly not important to the game’s raw gameplay loop, but would still be nice to see at some point down the road even if it comes after launch when there is more time freed up for less important additions.
And since you have a loot filter in the game itself already, you could maybe even make it so items that match certain rules get auto stashed in certain tabs. That would maybe be the coolest way to do it from an advanced player perspective as someone who would be willing to take the time to specify certain tabs for certain rules to make my stash sorting better.
indeded I realised it just yesterday. I usually play caster / minions. And when i leveled my sentinel, even with 40% block and a lot of block effectiveness, a few resistances everywhere i was getting melted… it lacked the regen.