Physical reflect bug?
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I encountered an issue where physical reflect maps still deal damage to my character even though I’m using:
a flask with 55% reduced reflected damage taken with 25% + 70% increased effect (playing with Mageblood). According to the numbers (and my experiance from previous leagues), this should reduce reflected damage enough that I take no damage at all, yet I consistently receive a small amount of reflect damage. I verified this on three different maps, and the reflect damage only fully disappears after taking the Soul of Yugul Pantheon. Without Yugul, I always take a bit of physical reflect damage (when i open few boxes at once i can acutally kill myself with 13k ES :>). After further testing, I discovered that the damage is actually caused by Jolting Eshgraft. When I unequip Eshgraft, I no longer need the Yugul pantheon and I stop taking reflect damage entirely. My question: Is this intended behaviour of Jolting Eshgraft when interacting with physical reflect, or is this a bug? Last bumped on Nov 19, 2025, 11:44:00 AM
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Increased damage taken from Overcharged Sinews stacks additively with your reduced reflected damage taken (as well as from shock and other sources of increased damage taken).
Last edited by seaman#4993 on Nov 19, 2025, 11:17:40 AM
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There are some scenarios that make you require more than 100% to be immune. Example Boss Gruthkul, Mother of Despair from Cemetery, this will stack debuffs and will most likely kill you with reflect if you don't have enough increases to counter.
Check the reflect mitigation part at wiki. https://www.poewiki.net/wiki/Reflect#Mechanics_of_damage_reflection Here are more discussion regarding reflect from year ago https://www.reddit.com/r/pathofexile/comments/1f4x9k9/realistically_how_much_reduced_reflected_damage/ |
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Thanks for the reply guys, and for the clarifications - now I know it’s working as intended.
BUT... I’m really not a fan of these reflect damage calculation shenanigans. The way "increased damage taken" interacts with reflect feels unnecessary and overly complicated. In my opinion, if I have 100% reflect mitigation, it should apply fully to the reflected damage. The 10% increased damage taken from Jolting should be applied earlier in the calculation, so that it gets nullified by the reflect mitigation instead of leaking damage through the system. Right now it just feels like spaghetti code. |
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"Reflected damage taken" is a variant of "damage taken," so it's affected by "damage taken" modifiers. This can't be calculated separately; it's calculated simultaneously, and all applicable sources of increased/reduced mods stack additively.
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