Elemental Penetration.

Here's some more penetration Markus



Not the best belt but it's a nice damage boost.

Also made these:

Crit Shockwave Totem 650k +: #1657327 / Crit VMS (1 mil DPS): #1511368 / Crit self-cast spark: #1565708
1.3 crit firestorm: #1280086 / 1.3 crit Ice Nova: #1219809 / Flame Nova (sire of shards incinerate): #1359847
penetrations numbers are high since ascendacy. but is this the issue of pvp that we should address?

for sure no,

the problem has always been the AoE.

AoE > non aoe. this havent changed since the very beginning.

Cyclone was king = you were stacking max aoe + weapon range, outranging your target, turning like a wheel around your target and disabling all possibilities of getting namelocked. there was no counter.

EA = obvious. AoE + very fast, unblockable, you dont even need damage nodes in tree to deal max damage in game. but its power comes it from beeing aoe.

LA = guess what? aoe. chains from walls, chains from frost walls. on top of that it was dealing hell lot of damage when there is a frost wall.

oldie goldie, firestorm + inquisitor = aoe. i dont wanna waste my time to explain this.

fireball, arctic breath = aoe. unblockable.

HoT is aoe too. surprised? no. anything that doesnt require mouse aiming should have low damage imho.

damage formula MUST be build around AOE too. for example:(this is just a suggestion i didnt like this idea either)the more aoe you have, the less damage you should get in pvp.
"You have great power. You're right to be proud. It's unfortunate you have to die now, but I will honor you with 45% of my strength."
There's two threads about major issues in pvp right now, penetration and secondary dmg.

Those two things honestly go hand in hand. Also AoE shotgun/overlap. These three things broke pvp. My miner would be shit if I'm not abusing at least two out of these three things.

To fix penetration, implement pvp diminishing returns. Can use:

Actual_pen = 100 * (sheet_pen) / (sheet_pen + 100)

That formula will net you 20% actual at 25%, 33.33% actual at 50%, and 50% actual at 100%

To fix Aoe/Shotgun, use Kalh's idea.

To fix secondary dmg, get rid of it all together. I don't understand its place in the game, how does damage that can't be blocked, evaded, or dodged fit into the game thematically?
______________________M
"
gump124 wrote:
There's two threads about major issues in pvp right now, penetration and secondary dmg.


The thread about Secondary Damages was a joke about this one thread showing how ironic it is to complain about elemental penetration when OP abuse the shit of the most broken mechanism and has been for years now.
I'm sure OP knew the risks. But spreading awareness is how we get things fixed, right?

... right guys?
______________________M
"
Rupenus wrote:
penetrations numbers are high since ascendacy. but is this the issue of pvp that we should address?

for sure no,

the problem has always been the AoE.

AoE > non aoe. this havent changed since the very beginning.

Cyclone was king = you were stacking max aoe + weapon range, outranging your target, turning like a wheel around your target and disabling all possibilities of getting namelocked. there was no counter.

EA = obvious. AoE + very fast, unblockable, you dont even need damage nodes in tree to deal max damage in game. but its power comes it from beeing aoe.

LA = guess what? aoe. chains from walls, chains from frost walls. on top of that it was dealing hell lot of damage when there is a frost wall.

oldie goldie, firestorm + inquisitor = aoe. i dont wanna waste my time to explain this.

fireball, arctic breath = aoe. unblockable.

HoT is aoe too. surprised? no. anything that doesnt require mouse aiming should have low damage imho.

damage formula MUST be build around AOE too. for example:(this is just a suggestion i didnt like this idea either)the more aoe you have, the less damage you should get in pvp.


While true AoE > single target skills. It's because of a few things, more support gems that allow them to perform as good or better then single target. Also require little to no aim and benefit from overlapping or pseudo shotgunning.

Where does Barrage stand in all of this though? Again bow damage is ridiculously high when you consider quiver,tree synergy and fact its ranged. Lets not forget, 1 shot 8k life, 5+ second immortal call after the first arrow touched me, 40k armor (not by choice but that's just what I had).

The problems left in PvP are as follows...

Zerphi's and basically anything abusing flask charges i.e Worms. There's also some stupidly imbalanced shit with witch ascendancy, especially the one that lets offerings affect the player when layered with other things.

EA and most bow skills.

Hands free, walk and win builds.

GGG, the ADA of gaming....huuuur i gotz mai skilz.
IGN: MullaXul
"
Ahfack wrote:
I'm for it. Or cap Ele pen at 50%.

I put it in prime's thread but I think introducing a unique that does this would be cool:

Amulet
Ele Res Cannot be Penetrated
Max Ele Res Cannot Exceed 75%


That's cool but any build that relies on another unique amulet would be doomed. Make it a jewel or maybe even an aura.
Icedeal, I belive your experience about talismans is based on 50% conversion talismans, and not the greatwolf pieces, but correct me if im wrong, and your statement applies to those well, but greatwolf talismans are really broken in some situations.

With some examples, If the opponent deals one element damage type and has:
  • 58% penetration, 38% from support gem, 20% for all elements, with a regular talisman of the correct type you take 22.9% less damage
  • only 38% from support gem, with a regular talisman of the correct type you take 30.2% less damage
  • 58% penetration, 38% from support gem, 20% for all elements, with a greatwolf talisman of the correct type you take 45.8% less damage
  • only 38% from support gem, with a greatwolf talisman of the correct type you take 60.3% less damage


So even between talismans there is a huge difference.
IGN: Márkusz
My builds: thread/1600072
( •_•)>⌐■-■
(⌐■_■)
I think Lapiz has it now, but before he got it I played with the 100%light conversion greatwolf talisman for about a week.

I tested with rup and a few others and it did work, but was considerably underwhelming. I went from being 1-2 shotted to 2-3 shotted. He then just swapped his light pen to Ele focus and I was right back to being 1shotted.

I'd say the fire conversion ones for EA are the closest to "worth it", especially Heelon's, but it's not as much of a game changer as one would hope.
🎆🎆 www.youtube.com/c/Ahfack
🎆🎆 NEW #1 LLRF Helm -> 30% MORE|25CON|25BURN|-12fire|352es
🎆🎆 #1 Phys/Impale Leg 70% Multi Amulet + #1 Phys Rings!
🎆🎆 ^^Free 7L Fortify Cyclone!
🎆🎆 https://www.pathofexile.com/forum/view-thread/534134
Indeed my experience was with 50% talisman but I reckon even with 100% one you just have to switch one penetration gem or add more damage with crit to get back to your initial hit.

It may give you the edge on a "balanced" match up (build and gear wise) but if you are lacking behind your opponent it won't do much for you.

Also those 100% talismans are so rare (heck even good 50% ones are very difficult to find now) that they can't be considerate as a valid counter anyway.

Report Forum Post

Report Account:

Report Type

Additional Info