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Teiryn Jan 26, 2017 @ 2:19am
Elemental resistance in maps
...How much in maps? Does the cap still count?

I am well above the cap in merciless, does that mean it is optimal to get gear with less or no resistance just for more damage?
Last edited by Teiryn; Jan 26, 2017 @ 2:24am
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Showing 1-8 of 8 comments
Kim Soyoung Jan 26, 2017 @ 2:24am 
depend oon maps mod
Nakos Jan 26, 2017 @ 2:42am 
Enter a Map and check your Defense tab.

I suspect the default negative modifiers for Merciless are still in place, in addtion to whatever the Map mods may add on top of that.
The_Driver Jan 26, 2017 @ 2:45am 
Well, if you go for an easy setup, you'll want to be overcapped for two curses by map mods or mobs, meaning you'll go to 169% if you don't have any max res increases. There are further things that can lower your resists, like e.g. Essence mobs effects, if you don't want them to affect you, you'll want even more than that.

If you know what map mods you'll fight (and possibly adapt gear towards it) and can dispel curses, you can live with lower resists.
Teiryn Jan 26, 2017 @ 9:21am 
My elemental resistances in merciless: 179%, 167% and 209%.

Would this be enough to run high maps? Thanks :)
Last edited by Teiryn; Jan 26, 2017 @ 9:21am
The_Driver Jan 26, 2017 @ 10:49am 
Originally posted by Aura:
My elemental resistances in merciless: 179%, 167% and 209%.
No offense, but are you sure it's in merciless? I ask specifically because the hideout isn't considered merciless, you'll have normal resists there instead. (As the hideout is considered Normal difficulty, so that any char can visit it, even without beating Normal.) You wouldn't be the first to make that mistake. And probably not the last. ^^

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If those resists are merciless resists, they're very high (add 60 to get to the normal ones and to compare it to the normal 169 reference value) and enough for resistance purposes. If you have items with modifiers like "Critical Strike Chance is increased by Uncapped Lightning Resistance" ( http://pathofexile.gamepedia.com/Voice_of_the_Storm ), you may still want to up the resist accordingly.

If those resists are normal resists instead, the second one is a tiny bit too low to reach the default cap of 75% in dual curse red maps, where you'd take 8% more damage that you could mitigate for just 2 additional resistance points there.

If you have increased the cap and they are normal resists instead, adjust your math accordingly, e.g. if your cap has become 85%, you'd be talking 27% remaining damage of that second element versus 15% remaining damage in double curse maps, which equals taking nearly double the amount of damage of that type. In which case it would be noticeable, and depending on how much you rely on the cap being raised potentially dangerous (e.g. if that's your type of damage and you mitigate reflect with it). THIS is why no one should just simply say "yes it's enough".

If those are normal resists and you've increased your cap by more than 10% on the first resistance, you don't get capped resistance there either in dual curse maps. So see the previous paragraph for that one as well then.
Teiryn Jan 26, 2017 @ 11:13am 
Originally posted by The_Driver:
Originally posted by Aura:
My elemental resistances in merciless: 179%, 167% and 209%.
No offense, but are you sure it's in merciless? I ask specifically because the hideout isn't considered merciless, you'll have normal resists there instead. (As the hideout is considered Normal difficulty, so that any char can visit it, even without beating Normal.) You wouldn't be the first to make that mistake. And probably not the last. ^^

---

If those resists are merciless resists, they're very high (add 60 to get to the normal ones and to compare it to the normal 169 reference value) and enough for resistance purposes. If you have items with modifiers like "Critical Strike Chance is increased by Uncapped Lightning Resistance" ( http://pathofexile.gamepedia.com/Voice_of_the_Storm ), you may still want to up the resist accordingly.

If those resists are normal resists instead, the second one is a tiny bit too low to reach the default cap of 75% in dual curse red maps, where you'd take 8% more damage that you could mitigate for just 2 additional resistance points there.

If you have increased the cap and they are normal resists instead, adjust your math accordingly, e.g. if your cap has become 85%, you'd be talking 27% remaining damage of that second element versus 15% remaining damage in double curse maps, which equals taking nearly double the amount of damage of that type. In which case it would be noticeable, and depending on how much you rely on the cap being raised potentially dangerous (e.g. if that's your type of damage and you mitigate reflect with it). THIS is why no one should just simply say "yes it's enough".

If those are normal resists and you've increased your cap by more than 10% on the first resistance, you don't get capped resistance there either in dual curse maps. So see the previous paragraph for that one as well then.
Yes, it's in merciless. The cap is 75% for me.

So basically you can almost never have too much resist for maps?

Thanks :)
The_Driver Jan 26, 2017 @ 11:32am 
Originally posted by Aura:
So basically you can almost never have too much resist for maps?
Well, typically 169 normalized (in hideout) is the spot to aim for for 75% cap.

Max resist increases are incredibly powerful (you'd need 13% (12.5 but that's not possible) to potentially half your received damage from that element and just 6% more to half it again).

If you haven't increased the cap, 179 is a very safe value (because you have 10% overcapped in those few double curse maps, which would be what Essence mobs can debuff you of). After that you'd need good reasons to intentionally stack more, but as demonstrated in my previous post with scaling, there just might be for your specific setup (although other modifiers may still be more effective!).
Teiryn Jan 26, 2017 @ 11:53am 
Originally posted by The_Driver:
Originally posted by Aura:
So basically you can almost never have too much resist for maps?
Well, typically 169 normalized (in hideout) is the spot to aim for for 75% cap.

Max resist increases are incredibly powerful (you'd need 13% (12.5 but that's not possible) to potentially half your received damage from that element and just 6% more to half it again).

If you haven't increased the cap, 179 is a very safe value (because you have 10% overcapped in those few double curse maps, which would be what Essence mobs can debuff you of). After that you'd need good reasons to intentionally stack more, but as demonstrated in my previous post with scaling, there just might be for your specific setup (although other modifiers may still be more effective!).
Thanks :)
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Date Posted: Jan 26, 2017 @ 2:19am
Posts: 8