Nerf the Bullymong. (Or, How I Learned To Hate Physical Damage)
Let me just put some numbers together:
I have about 3100 EHP and a listed 52% "estimated" phys reduction (4141 armour). I just got into an encounter with Zekoa, the Headcrusher, boss of Riverside map. Area level 71, T6 waystone with no monster damage mods. Naturally, the giant Quadrilla opens with his pillar slam. Keep in mind I'm well aware of the power of the Big Boncc. I'm a considerable distance away--maybe half of the arena's worth. I flub the dodge roll, but I'm still about on the edge of the shockwave. I was not directly struck by the pillar. I immediately died. One-shot, at distance and off to the side, by a melee enemy who, for all intents and purposes, may as well be wielding a weapon five times longer than it is visually. I would understand this outcome if this thirty foot tall Quadrilla had actually visibly shoved me directly into my grave with the business end of his pillar. What good is armor if 52% doesn't mean 52%? What good is having HP at all if my best efforts to avoid the main brunt of the attack still end my existence? I may as well have refunded my entire passive tree and made a beeline for Chaos Inoculation, ignoring all attempts at survivability. At least then it would have made sense. So let's face the reality: If a melee enemy's slams are dealing the same damage hitting with the weapon as they do with the shockwave, there is a design issue. If 52% phys reduction is only "estimated", show me the exact calculations involved so I know what the real value is in any given situation. Elemental resistances don't have to deal with this. Evasion doesn't have to deal with this. Why does armor? What are you going to do to fix this so that Templar will be actually playable instead of being dead on arrival? Zuletzt angestoßen am 03.02.2025, 11:59:33
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thats what I really want for the game:
a "fight-log" where i can see what the fuck happened to me :-D |
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the issue is how armour works
someone tried to reverse-engineer the formula and concluded something like: [damage taken] = [damage dealt]² / ( [armour] / 12 + [damage dealt] ) so your 4141 armour is basically zero, you need way bigger numbers there to even get any meaningful mitigation against the big hits that oneshot you a 3413 damage hit gets reduced by less than 10% and leaves you at 1hp and in higher tier maps the bosses hit for 5k+ apparently, other people get oneshot with 20+k armour its how armour works, they hopefully will fix this in the next week or two |
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" This is when a trash mob tries to poke you with a stick. The physical damage is square function. Say you play with 3k armor. If you take 100 dmg, you are protecting against 10k with 400. (25) If you take 1000 dmg, you are protecting against 1m with 1300. (770) So you will prevent 75% if you get hit for 100. But you will prevent 23% if you get hit for 1000. You are getting slapped for few thousands. Guess what happens to you :) |
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" POE Overlay doesn’t have a log, but if you enable the option, it creates a video log of your death, and you can ‘see’ (I think you know why I used ") why you died. |
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Yep I got one shot by the guy and didn't even realize the boss was aggroed. I was running towards the boss icon and just died, didn't even see him. I giggled with the usual wtf just happened POE moment. I didn't even see the edge of the big pillar just hit by the slight edge of the shockwave. Probably had a "monster AoE" modifier but expected to actually see the guy before he aggroed. Derp.
Yeah bullymong is pretty accurate. |
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Next patch notes will surely rename them Bonerfarts and still do nothing about the pathetic state of armor and life. Seriously, it's like GGG is scared to buff Red side in any meaningful way.
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