Resolute Technique heavily overpowered
" The issue with this, is many players can get to a point that without crits, they can ignore large portions of your armor, if not all of it. With 21k armor and 3k hp, Mouze/Jerk often 2-3 shot me with heavy strike. |
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" Iron Reflexes is the hard counter. Take it and quite complaining. If that doesn't work, the evasion wouldn't have saved you even if you still had it. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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" What I am illustrating, is someone with a passive 21k armor, and a granite of 40k+, could not mitigate an RT users hits, which aren't crits. There is a reason why armor is considered a terrible protection, and many if not most high tier maras and other players, pick less then 3 armor passives, including IR, it simply isn't worth it. The issue is, I believe, that, in pvp, physical hits simply hold all of the cards. With RT, they cannot be mitigated, unlike elemental, which is ALWAYS mitigated to a much larger degree. Basically, RT allows you to ignore, at a point, every single defensive option any person has. In pvp anyways. (Block is arguable, due to sword block negation and viper strike, but still worth note) |
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That's more of a problem with armor than it is RT. Without RT, and even with a terrible hit rate of something like 50% to 60%, you could still get your face smashed in on many an occasion.
My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
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" Actually, to put it in context, he was saying that RT simply required armor to be countered, as the user could not crit. Which is specifically wrong, due to the fact that slower attack weapons, with higher damage rolls, will devastate and melt your mitigation from armor, even on an RT hit. So what you are saying, is quite true, which is the point I am making. In pvp, RT is extremely broken, however, it is also speaking to the issue that evasion/armor are simply worthless in pvp (Most pvp in open pvp had 0 armor nodes, sometimes even dropping IR, because they were using astrals for resists) |
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I have to admit that Scrotie is made SOME VERY GOOD points, but I think he is overrating them.
" I am pretty sure that crits dont matter a lot in PvE in terms of armor avoiding, because base damage is probably high enough to bypass it. If you hit for 2000 damage possible armor reductions are around ~15% no matter how much armor enemies have. And decreasing this number indirectly by a critical hit might only reduce it from 15 to 11 maybe. Those numbers are just a guess but I think they are quite accurate. However OVERKILLING is much more of a matter. If you crit chances are high that you do more then 100% damage to an enemy, which obviously is a loss of effective DPS. In contrast having not 100% Chance to hit matter a lot more, because it will often decide the hits you will need to kill an enemy. As I said, even if you have 95% Chance to hit, CHANCES ARE HIGH, that you will need 4 instead of 3 hits for a group of enemies. Thats very bad in terms of survivability(consistent stuns) and killspeed. What I am want to say is that 95->100% is A LOT BETTER AND MORE VALUEABLE then overcoming a minor % of armor reduction On the arguement with the statusalignments and the Diamondflasks I cant disagree because I dont know any numbers and its difficult to evaluate the situation properly. Somebody else said it correctly: RT is not the problem, its the lack of other options in the STR tree. Zuletzt bearbeitet von Nasabot#4956 um 01.01.2013, 07:11:16
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My problem with RT is that it takes excitement spikes out of the game. Doing a huge critical is fun, especially when you are only doing them once in a while because your character is not specialized in dealing crits. With RT, you never have a lucky crit in a sticky situation.
Disregard witches, aquire currency.
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I guess the problem with it is unless your a Dex based class like Ranger, duelist, or shadow, or primarily magic based or hybrid like Witch, or a templar who uses offensive spells and not elemental melee abilities the crit nodes are useless. There are quite a bit of critical chance nodes near the Templar and Marauder starting areas, but there really isn't any point. I guess in the end consistent high damage will be better for anything melee based thats pure or hybrid(templar) strength based. I'll be trying a 2H templar build during OB without the use of RT and see how it fairs. I just hope there are some changes to make RT a little less mandatory, but still competitive.
"The path of a true warrior is not how strong you become to defeat others; but how strong you become to protect those who matter most."
Yhuma - melee Dagger Shadow |
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I've been wishing to do a melee build without RT ever since I learned additional accuracy quality bonus was 80% crit chance.
I think. Zuletzt bearbeitet von SL4Y3R#7487 um 03.01.2013, 00:37:35
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" Str users can, with solid amounts of investment, get a comparable amount of accuracy, but at the same time, it takes much more investment, then is efficient. (Str needs to be weak somewhere, the stat itself is already likely the best of the 3, only int competing when CI is picked, making the 1% es increase, 1.5%) But more on point, the context in which I was saying, was referring to RT in PvP, in which, it is quite broken. Is RT broken? Yes, however, in pve, it is necessary, due to the utter need for any character that wishes to be considered "tanky" to have a high % chance to hit, in order to keep their leech flowing, as without leech, a good third, if not more, of your damage mitigation (Through replacing HP) is eliminated. |
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