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Go here and put in the numbers, you will see what effects what and how much weight each defensive stat has. You can even use the + button to add in custom DR if you want to consider DR from other sources.
I see the math, i understand it.
But, as a mage, i see myself hardly getting over 2k HP without being really determined about it.
Having Hp helps in every case and against every attack type. But without any special endurance boost, it seems to far away to me.
Especially because resistance for at least 2 types should be build up easily just trough idols.
Remember to adjust you expectations a lot of "attacks" from bosses are actually DoT's
This is so far from the truth it's laughable. Currently, Last Epoch is one of the most friendly ARPG out there where you barely rely on your gear, it only accounts for like 10 or 15% of your overall power. It's handy, but far from required. Have a good build and you're good to go.
OP, try not to understand it all at once. You can freely change your builds when needed, just mix and match, try things out, follow a guide, take it slow but steady. I think most builds stick to 1 or 2 damage types. Try not to get overwhelmed for most because the reality is you'll only use 1 or 2 of those.
ARPG's generally have a lot of fluff you can just safely ignore. As long as you put on gear that suits your build to a degree, you'll be fine.
Doesn't elemental damage/resistance affixeshave overall less high numbers then specific ones like fire?
I am trying to make a simple fire meteor build work. Ward is a pretty big factor in my survival. But mostly only because i am throwing around my mana/40+ mana cost spells.
Totally agree on the potion thing.
Sounds like one way to make resistance somewhat useful.
DR tends to produce the "best" defense, its also why things like the low life primalist stacking ward is so tanky. You are able to layer in 25% dr for being at low life, 16% dr for being close, and stack ward for a frightening amount of EHP. Where as the "tanky" class like the sentinel has less DR and sure they get free resistances from their passives, but that is just the option to use different suffix for more health.
That is because having 75% in every resistance does not mean you will not die. In fact you will die a lot even with every resistance at 75% if your hp is not high enough. For example oe of the bosses that adds corruption to your monoliths summons a meteor that is half cold damage and half lightning (or something like that), and even with 1500 + hp and having these resists both capped, you will instantly die if you get hit by this skill.
This is why you want more HP, and also why you want stats like
- % of (insert damage type here) damage taken as (insert other damage type here). The goal being to take large damage hits and cut them into smaller more manageable pieces.
As such for the given example if you took lightning damage as physical, you would now split that damage into physical, cold, and lightning, which is then reduced by all 3 resists, and as such is lower over all, maybe enough to survive being 1 shot.
Like in any arpg, the goal of damage mitigation is finding ways to split it into small pieces, or negate a large portion entirely. Especially when you got damage modifiers that multiply incoming damage.