Armor should be able to mitigate elemental damage
OP or not just depends on how to calculate its mitigation and how much does it need to invest.
Current AR physical reduction is really suck, adding elemental mitigation to AR is reasonable. |
![]() |
Making everything work against everything isn't great though.
Maybe as a keystone. |
![]() |
If you don't have enough physical damage reduction with Armour, you either forgot to scale flat % reduction at all or simply don't have enough armour. For Block / Recover on Block builds, this does a lot more than Evasion, because you don't block hits you evade (no recovery) and you take full damage from hits you neither evade nor block.
Adding mitigation for elemental damage is clearly overpowered, mostly because it affects spells. Evasion does not. Something like "Armour damage reduction applies to elemental damage from attacks at half value" would work. That way, you get all your benefits, armour tank builds will afk even more, and armour doesn't become a necessary defence for literally every build. It's very important to me to mention the clear misrepresentation in your diagram as well. Armour should be compared with Evasion and Energy Shield. Armour provides physical damage reduction (currently not to dots, though it should apply there; poison is not physical, so it shouldn't apply to that though). Evasion provides chance based defence against attack damage, but requires a greater life pool to take the big hits. Evasion provides additional defence in receiving fewer critical strikes. Energy shield adds more HP on top instead of mitigating; Energy shield nodes aren't easily available together with life nodes. It provides a method to restore HP automatically, but requires the player to take no damage for a while in order to use it. It cannot be maintained with flasks. Armour and Evasion have diminishing returns, Energy Shield scales linearly. Energy shield (in terms of point value; this is no reflection on usefulness or EHP) is considerably harder to obtain (for those, who didn't understand what I mean: You can have around 15-18k ES with almost full investment, but easily gather 50-100k armour / evasion). Block, Spell Block, Dodge, and Spell Dodge should be compared to another. These mitigate damge completely and scale in different ways. They scale hyperbolically until they reach a hard cap. The hard cap for Block chance can be increased, I'm unaware whether that applies to Spell Block as well. I have no knowledge of ways to increase the hard cap for Dodge and Spell Dodge. The main sources of Dodge and Spell Dodge multiplicatively reduce the effect of Block and Spell Block, which is a reasonable balance measure, because hitting both hard caps would provide a too big overall increase to EHP. However, they also multiplicatively reduce the effect of Energy Shield, to the point, that the nodes provide a negative overall effect unless they actually make the character get very close to hard cap (assuming you take all the nodes up to phase Acrobatics, you would need to have 20% Dodge chance and 30% Spell Dodge chance before taking the nodes to get even on EHP, discounting the Block chance that most ES builds use). Thus, Dodge and Spell Dodge are somewhat more limited in other options and have to be played in conjunction with life under almost all circumstances. Block has various options to recover Life or Energy Shield on Block, adding to its sustain. Most Block nodes are located far from the Energy Shield nodes, so while it is possible to scale Block without direct drawbacks to Energy Shield, it does require large investment to play it in the same build. Now this might be (and should have been) obvious, but Spell Block and Spell Dodge are NOT to Block and Dodge (which is the way you have displayed it). Spell Block can be scaled based on Block in certain ways, but also requires investment and is not free. Some Spell Dodge is easily accessible behind the main source of Dodge, but is generally scaled individually from Dodge. My point is that all these defences are different. They all scale differently and in different parts of the skill tree, and some share a spot in items and are mutually exclusive. I think they're mostly well balanced, except for elemental attack damage from attacks with armour, as I mentioned in my suggestion above. P.S.: I have seen no information, that would suggest, that the physical damage reduction from Armour would not reduce the risk of stun, so there's another mistake. Also, I thought about putting my explanation of the defensive mechanics and their scaling in a spoiler, but I wanted people to read it rather than skipping it because it's hidden. "tl;dr"-people don't read it either way, so let them scroll. |
![]() |
" Absolutely agreed on that. It can be added as Keystone, with some drawbacks to avoid abusing, etc (if needed). Because ATM, we just have a "Path of life nodes". IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504 There is no knowledge That is not power |
![]() |
" Armor is great if you also stack other source of physical mitigation (EC, AA, pantheon, etc. ...) It should mitigate physical degen though (bleed). You can mitigate elemental damage through resistances which is pretty easy and having one universal mitigation isn´t good for build diversity. |
![]() |