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.
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.
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 )
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.
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.
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.
I mentioned in another thread that the 3 pieces I work in flat health regen and % health regen are helm, boots, gloves. All pieces of gear should have % health regen if they are a tank unless it’s a low-life ward build, but they can use Xithara’s Conundrum.
well i’m using the shields that heal me instead. I really wanna max block the character, (it also boosts the damage from my shield throw) and i want to experiments things. But yeah health regen seems strong in this game.
I play an ST Forge Guard that is a mix of melee and ranged. It uses the ST for weaker packs or pairs of big rares where it can bounce between the 2 mobs like a ping pong ball, and as a buff for the rive and shield rush. I use lunge with shield bash on the landing for the power-dive into a melee pack and rive them down with 3rd strike crit and 18% kill threshold. Pretty tanky decent damage and it’s not even properly geared. Rive is sitting at about 40k tooltip dps.
Great analysis, I really agree with you on the mob pack mechanics, I didn’t even really think about it until I read this but it does seem to be in a design where you essentially either get one hit because every projectile hit you at the same time, or you dodged and all projectiles miss This becomes more apparent in late level arena as only some builds that can obtain that kind of protection from ranged waves and push past I dunno lets say 500. Melee characters do suffer the most in this aspect, this is why you will see alot of the same types of builds murdering arena, ie EQ werebear, static/lighting mage. But theres always VK Rive.
The problem with adding so much base hp regen is that if any build has much in the way of % increased health regen they’d be unkillable outside of a oneshot.
If you had +10 flat health regen every 10 levels, your Pally would have ~10k hp regen/sec given your suggestion. That’s not even slightly reasonable. Your proposal would require a not insignificant rework of the Pally.
Poison isn’t physical, poison is poison.
There are several ways of sustaining your hp, regen, life on hit, life on block, leech.