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is there a strategy? probably, but i just go for defense defense and defense (hp and res), only then i max offence. and i still barely alive in the squid boss (his waterjet attack). to be fair that's the only problem in beta and 1.0
any other boss/monster i feel it's way easier than back then, but i dont exactly test it (i play another build). so, who knows
>Gets mad when his character dies and gets deleted
You could... just NOT play hardcore, you know? Nobody will think any less of you.
Besides, this game isn't PoE. If you had actually read how resistances work or... the loading screen tips... You would know that every area level will decrease your resistances by 1% up to 75% deduction and overcapping does jack against that.
So in other words: You need to cap out resistances in order for resistances to be 0% during the endgame. And then there's the fact that you think 750 HP is enough to survive 3 big ♥♥♥♥-off meteors. You can't heal through oneshots. If you want to facetank, you'll need to play wards or have around 3k-4k HP endgame (so around 1500-2000 during your 50s) with a lot of regeneration, endurance/threshold and capped resistances.
In this game, Defense > Offense. You will still delete entire screens even when focussing on your defenses first.
On another note: You are supposed to dodge that water jet, Inovade... Use a movement skill through it to avoid the damage.
It all depends what area you are in, debuffs (resistance shred, marked for death, shock etc) .
Its not just taking flat resistance and boom.
Your resistance can even go into negative with some debuffs which increases thedamage you take.
Very very roughly speaking see it this way: 75% is the cap, in a level 100 area that means you are at 0% on taking increased damage and then you only take the base damage of each attack.
If the attack is powerful enough to delete you well....too bad lol
Every enemy level (area level) give enemies 1% damage penetration for all damage types. This caps at level 75.
You can mass resistances as you wish, but they are effective only up to the cap of 75%. Any extra point does not count except for shred mechanics, it is shown so you can see where you have too much and have wiggle room. Resistances are applied after enemy penetration, that's why having more than 75% doesn't help in that regard.
In endgame, post 75, you basically take normal damage from enemies if your resistance to the enemy damage type is capped. Your 75% resistance gets zeroed by their 75% penetration.
Resistances can go negative and make you take extra damage. Suppose you only have 20% fire res in endgame, enemies that use fire will deal 55% extra damage to you.
Bottom line is, get everything at least to 75% or you're taking extra damage.
resistat, Monster will hit harder depend on level (double dmg at ) lv 100
so resistant is just migration, if you don't want to get hit double dmg then cap resistant
you will still hurt but it's not double.
If its random spikes its likely the mobs gewtting lucking and landing crits (need crit avoid or reduction to counter) or a choreographed mega ability you meant to dodge unless you got really high defences.
You need:
Health
- the ability to take damage and survive long enough to heal it back, too low health and you enter 1 shot range to attacks, especially if multiple attacks are landing on you at the same second
Health Regen
- Be it Hp+regen, Health leech or Ward
- You need a way to get your health back that is not dependent on potions (they are a 'oh snap' moment use, don't rely on them or your build will fail when under pressure)
Armor
-Not only does it reduce physical damage at 100% of its value it also reduces all other damage at 70% of its value. Taking too much fire damage? More armor will reduce that. If you are a semi naked wizard with no armor this will be a great way to strengthen your character's defenses against all damage
Crit Avoidance/Crit Damage Reduction
- Most important as you walk into Monoliths and fight ever increasingly higher levels of monsters/bosses.
- Boss crits can 1 shot you, so if you can get items that give you 100% chance to not be crit, take them ASAP, otherwise consider taking the -reduce damage bonus from crits to help smooth out the damage you are taking from them if you can't stop them
Anything less than 75% resist means you are taking extra damage for no reason
Also Mark of Death is a curse that reduces your resistances by 25%, consider getting 100% resist to avoid that destroying you if it appears in your Monolith (if you have the stat budget for it, otherwise it's just nice to have as insurance)
Here you go, you can use this, navigate to the monster in question and see the numbers.
Monster damage uses the same formula as the player does, just make sure to account for area level, corruption, and modifiers if applicable.
https://lastepoch.tunklab.com/bestiary
They believe their resists are capped out so they can steamroll trough the game. Meanwhile the game without saying anything debuffs you so hard that every version of you accross the Epochs can feel it.
Also some Bosses have extremely high numbers on certain attacks and thats on purpose so you cant sleep on your resists. Now you learned your lesson and you can become better.
on top of that, you can have more survivability if you upgrade your endurance and endurence threshold. In short, if I understood it well, those two affixes help you take less damage when you are low life (1affixe sets the amount of hp left you need to have to be considered low life, the other lets you take up to 60% less damage when below that threshold).
The game is balanced around burst damage up to and including one-shots.
All this "you need to cap xyz and get quadrillion health and max out crit avoidance and reduced damage" talk.
No. You need to not stand in bad, because sooner or later, even if it's survivable right now, it later wont be because the game isnt balanced for that.
As long as you can walk/move/teleport out of telegraphed attacks you can beat even high corruption content naked.
Enough people have done so.
If defensive layers were working as they should, even then it can be hard or close to impossible for you to max those stats, simply because Uniques dont seem to follow the general rule, that items should always provide some defensives.
But in LE most Uniques provide either entirely offensive, or entirely defensive utility.
So if you wanna play a fun build utilizing some of the small pool of actually fun uniques, or let's say even Set items, you are at the whim of getting high LP and/or getting lucky with getting your defensive layers into your Legendaries by Luck.
My Warlock has 2 defensive layers.
No maxed resist. No maxed crit avoidance.
WHen I channel GHostflame I get 80% Chance to dodge (Tefuns and Shroud of Obscurity) while generating Ward constantly up to ~5k I have been running the default 100 Monos pretty successfully with that, but even now, I will get one-shot if I stop channeling at the wrong time, or dont dodge something with my 80% (which is still a 1 in 5 chance)
And there simply is no way to get more meaningful defensive layers without going through RNG and hope my T7 exalted stats go on my few remaining LP left on my items.
so, tl;dr, the further you get into the game, the less your defensives matter, because no matter what you do, things will one-shot you.
just as an example.
At 5k Ward, with 80% dodge, with maxed Void and Physical Resistance as well as ~50% Endurance, Orobyss Meteor will still one-shot me if it hits.