![]() All this means that you have multiple ways to mitigate physical damage and while you can obviously try to maximise all of them, if it means being totally vulnerable to poison you’re likely to die a lot in some areas (does being killed by flowers sound good to you ). After armour reduced the physical damage, your Physical resistance will further reduce it. To put things into perspective an armour of 3000 with 95% absorption will protect you like an armour of 4000 with the default 70% absorption. High resist to your own damage type (especially if it’s physical with Internal Trauma DoT) is also particularly important as some monsters will reflect damage back to you. Resistance to damage over time (poison, bleed, vitality decay and elemental damages) is particularly important. If you can increase maximum resist and have effective resist higher than 80% it can add a lot to your tankiness. Getting to 80% (or as close as possible) on every major damage resist OTOH is a priority. Keep in mind there are potions that increase resists for a decent duration and you can use those to overcap critical resists for those dangerous fights so if you don’t mind a little preparation, a high overcap is not a priority (but is comfortable). ![]() The way resistances work, dropping from 80% to 60% doubles the damage you receive and some monsters can drop your resists by more than 20 points (but not many of them thankfully). Having them overcapped (higher than 80%) is also useful if you can afford it because many of the most dangerous enemies can reduce your resistances. To me they are at least as important as Armour/Armour Absorption combo. USER_NAME_01 didn’t talk about resists in his answer probably because they are so obvious for experienced players that they don’t even think of them but as a new player i can tell you they should not be neglected. Going to throw my 2cents in even thought i’m also quite new to the game but i learned some things dying. There are people that will tell you Fumble and Impaired Aim are a must if you can pick them, though, because they get them in appropriate times (if you’re one of them, I don’t like you! :p). I only pick Block if I play a character that can achieve a high % chance or is tanky/tanky as fuck. I personally don’t like any of them and think they’re shit because my luck is so bad that I never, literally never get them in the right moment. Damage Absorption also stacks multiplicative.īlock, fumble and impaired aim are all RNG. Only Arcanist has a huge amount of it in a regular skill, then there’s Menhir’s Bulwark, Primal Bond and Possession, which are all exclusive skills. Necromancer loves his Ravenous Earth’s first modifier, but if you can’t get it, it’s fine (although, I don’t believe you won’t have enough points to pick it, unless you’re a spellbinder, which sometimes has issues with points).ĭamage absorption is rather only an addition. For example, if you’re playing Soldier, you’ll always want War Cry unless your character is a kiter. Reduction for the enemy would be a must if you can pick a source of it not sacrificing much. I don’t know if you mean reduce target’s damage or damage absorption for you character. ![]() Status effects only for Crucible and certain monsters. Don’t get me wrong, it is important, but a caster will never exceed 2k, if they build caster items, so this can be ignored in some cases. The base 70% absorption doesn’t do anything for you.Īrmor might be put here, but idk, armor is rather not important because not every build can focus on getting it without sacrificing anything. If you don’t have enough of it, you’re receiving crits all the time.Īrmor absorption is #2, if you have less than 95%, you basically have no armor.
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