Ziz, when you mention a thing, can you give a 1 sentence summary of what it does? For instance 'Lightning Coil is a unique that has 30% of Physical Damage from Hits taken as Lightning Damage'. That would make your explanations 10x better.
Yep, + that, I had to wait until he hovers the item and pause the video to figure out why it is good Just highlighting a stat that makes unique great instead of name-dropping it would make so much difference
That would significantly slow the pace of the video and cause him to lose engagement among people not super new. As a generalisation it's likely fair to suggest PoE players typically know how to use a search engine.
I would love to see a simpler breakdown of how the math works with example damage sources, redirection sources, and mitigation sources laid out in Google Sheets for the (what I would consider to be) more complicated interactions like this. It may be easier to visualize and show the interaction from beginning to end making the whole process more clear with why this specific interaction is so good. PoB is great, don't get me wrong, but there's way to much going on for my (ohh squirrel) adhd/add brain to follow in a technical video like this. Great topic though! Would love to see more content like this. Subscribed in hopes it sends you down that path!... (of Exile) xD Edit: Rewording/specifying detail in the math request section for clarity
You can farm the divination card "The Coming Storm" which needs 8 cards and gives a lightning coil. I'm not sure which maps drop it but you can check the wiki for the full list.
Hi Scissoring, can you cover how people make things like petrified blood work? I see it a lot on high end builds but don't quite understand how they're getting their max hit up. Seems like they just fall over.
The two methods I've used have been life stacking (9k+ life, then you have 5k to spare) or with pathfinder you can maintain a life flask, which keeps you full hp while allowing petrified blood to still save you if you get bonked a bit hard.
they are super squishy to degens, and petrified blood itself does lower your eHP against single big hits. Personally I don't like it at all, and it's more of a "I want to go low life for pain attunment, but don't want to lose half my life" sort of thing, rather than a defensive layer.
Main thing with petrified blood is that certain interactions fundamentally break the balance of the skill. Three main interactions come to mind to explain why builds want it. First is lowlife scalings. Some builds want to stay on low life for pain attunement or various other reasons, and petrified blood is a huge defensive layer for them. Other interaction is leech. Leech will not be removed until you reach full life, and you're never reaching full life with petrified blood. Third is defensive layers that either ignore the downside of petrified blood, or actually benefit from capping your life at a certain value. Pathfinder is a good example because all their sustain is from flasks, so they get an additional life buffer from petrified blood. Also consider items like defiance of destiny, which has the line, "Gain #% of Missing Unreserved Life before being hit by an Enemy". This interaction benefits from being capped at half life. Petrified blood is mainly utility, on a lot of builds it doesn't increase your theoretical max hit. But it's worth for the other things it provides, and for some builds it absolutely does increase your tankiness considerably
Another big interaction is with Defiance of Destiny and regaining 42% of missing unreserved life before you get hit, which is actually boosted by Petrified Blood making recovery 67% more effective. Stack it with a heap of Damage Recouped as Life and with Viridi’s Veil making you immune to crits and rolling all damage as unlucky and your EHP skyrocket, since you effectively heal off anything that isn’t one-shotting you. Run it on Chieftain with Cloak of Flame + Dawnbreaker for 60% of Phys taken as Fire as well as easy 90% max ele res, and allocate Juggernaut’s Unbreakable with Forbidden Flesh and Forbidden Flame. And then ofc run Vaal Breach with 100% ignite chance and some sort of prolif on your main skill so you can get fat Hinekora explosions on bosses. Throw a Progenesis and some chaos res + Soul of Shakari in there, snag corrupted blood immunity from a notable or a GG jewel, and then run a bleed immunity flask (or steelskin, but Molten Shell is better since you want lots of armour) - the only thing left to screw you is ground degen. Congrats! You’ve successfully created a character with 100k EHP that can take a max ele hit of roughly 120k, while still pumping out 200-300k consistent DPS from corpse explodes and inconsistent 10mil+ ignites on bosses thanks to Vaal Breach. Have fun.
The biggest is progenesis, especially if you can scale the flask effect. Progenesis gives you one shot protection above what your max hp would be without petrified blood. The other largest factors are having huge life recovery and more defensive layers.
I hate that defense depends heavily on lightning coil. Honestly, physical to element should be on the tree\jewels\eyes instead. It's the same shit every league and I hope PoE2 doesn't follow this shitty trend.
Bro, use helmet enchant and unveil on body armour. Don't need to rely on lightning coil or cloak of flames. When you get a delve helmet, you can get 10% phys to ele from it, and then you can also use eldritch currency for more
@@m.h.4907 I think you're missing my point. I don't want it on armor period. I want to use other unique body armors besides one that is only used for defense.
@@sadomoreno5829Yeah, you can do that too. Then run taste of hate and progenisis and you'll never die. I'll do that too on my Maw of Mischief build because I'm tied to unique body and helmet
@@ghgfjfgkghdfh Flask is 30 div, but you can use Atziri alternative, leathe shade keystone..there are many ways to build defenses. Phys mitigation isn't the only viable option and Degen is anyway more of a problem in endgame for most builds
He needs to learn how to use et cetera(etc). Definition : used at the end of a list to indicate that further, similar items are included. "protect seedling from damage caused by feet, lawnmowers, pets, etc." you need more than 1 exemple before using et cetera.
Hi, this is extremely helpful. If possible, could you do another vid about Evasion and how it interacts with everything else as a defensive layer? That would be awesome.
Armor does not equal less physical damage taken %. Thats why it says estimated. Things like Endurance Charges, say, 4% less physical damage taken. Armor, does not. The armor formula is a bit weird to explain, so I will just put it kind of like Ziz does. Armor has a hard cap to how much dmg it can prevent, based on the armor you have. So if you have lets say 75k armor, you might be preventing 90% of damage from white mobs, 85% from magic mobs (who probably do slightly more damage), and then probably only 40% of the big rares. Then, you probably only prevent 10% of the damage uber/pinnacles. Endurance charges, prevent 4% each. That is not armor (And they do stack together). So we will say the 3 endurance charges reduce the damage by 12%, and then the armor reduces the amount by X. So if you take 100k damage, youll take (88k - ArmorFormulaShitHere) so long as the damage you take is at least 10k. Obviously 100k is a big hit, but I believe endurance charges and armor combined still can't combine past 90% DR in the phys mitigation calculation (AKA before dmg conversions) @@sillakilla8674
Ya I never even considered the fact that conversion is getting around overwhelm/penetration. Also didn't know that armour doesn't actually mitigate what it says it will. Very interesting. Still not playing HC lol but I'll look for conversion in the future.
Yes please make more videos similar to this! I think it would be really awesome and informative if you made a series explaining how you create a build.
I honestly really dislike the way that armour and evasion work in PoE. With effectively no way of knowing an enemy's accuracy rating or the amount of physical hit damage they do with any given attack, we have to rely on really sketchy "average" calculations to know how much mitigation we've got. The best part of taking a % of phys as elemental or chaos is that we can know how much less physical damage we would take from any hit exactly.
@@avalokiteshvara113 tell me which games actually give you a full run down of all your stats and how they work correctly. At least PoE community has PoB to fall back onto. In every game there’s hidden mechs that you can’t see that drastically affect your gameplay. Educate yourself.
So many builds relying on these conversion steps kind of sends the message that armour isnt doing it's job properly. I wouldn't mind conversion getting a lovetap if armour could actually stand on it's own two feet instead of being rendered ineffective exactly when you would need it (Big Hits)
It really feels weird that the bottleneck for making a character somewhat tanky is in the chest piece. It basically renders any more unique choice moot because you will reach a certain point where your character just cannot handle any physical damage
Why is this so poorly explained with the game's UI? What purpose does this serve, having such damage mitigation mechanics obfuscated like this, other than to get wiki-ignorant players killed because... why not make the game as obtuse and hard to learn as possible? I don't understand. The more I learn about some of this kinda crap the more I get pissed at the devs. I hate being 'that guy' on every video, but this is yet another situation where it seems like the devs just want to get their jollies off watching newbs die and get high on widening the divide between veterans AKA "in the know/wiki warriors" and filthy casuals.
thanks for mentioning lightning coil, now the price will go up, and i already can't afford it... 3 divine orbs to get a 6 link............. and i can't even find 1 divine orbs during the entire duration of a season. fuck this game.
constructive critic: way to messy video, and to low effort putting together. you should maby look to some octavian videos or similar style from the past, covering the same but at a polished level with grafic, the wiki formula, etc. like a slideshow but tuned down to even new played understanding it all.
Old video so I doubt I get a reply, but what is the downside to using a lightning coil? 50% conversion seems so busted and with no obvious downside why doesn’t everyone use this chest piece ?
Poe needs to rework how physical hits and armor works. Makes no fucking sense armor working like this. It is even a bigger absurd to have a tool tip saying that you have 80% physical reduction when in reality you have none of it
I never realized only 10% of armour was applied to hits. Making the 8% of armour applied to ele hits actually decent. Damn, ive been missing out. thanks.
PSA - phys taken as elemental is absolutely busted strong, but is an almost "russian roullette" death sentance in Sims. This is how you expose yourself to the threat of double phys gained as mods, coupled with pen mods. While overall I choose to use cloak or lightning coil for most of the game outside of sims, the global defenses grasping mail is going to be a far better option if you are looking to grind sims. The conversion chests will work, but you're going to need some strong sources of elemental dmg reduction to not get giga-slapped from the wrong mod set.
Sloppy video, even in editing. Could've used a statement to summarize lightning coil's properties and why they matter to armor calculation. Should've presented an image of the item itself. This helps viewer understanding, pretty basic really. Especially when you had the time to put an ad on the video Definitely expected better from one of the top POE streamers. Do better.
@@ethanlarge3572 that's the thing. Had to wait until he moused over it. Many newer players who'll have to wait for that moment and also know to pause to actually learn to recognize the stats in-game. Rather lax for such a renowned RU-vidr.
6:44 What? How the hell pathfinder can get 100% conversion phys taken as "something" ? This ascendancy never ever had a built-in phys taken as "something" never! What does he even mean ?
Он имеет ввиду, что Алкоголичка может увеличить эффект флакона на 100%, тоесть Taste of Hate будет не 15% физ конверта давать, а 30%. Итого: 50%броня+30%Флакон и 20% голова + мастери в дерево(как вариант).
Hot take: E.S bases should have "X% Physical damage taken as Chaos" by default in their suffix pool. (t5: 2%, t4: 4% t3: 6%, t2: 8%, t1: 10% for chests other items half that amount) Currently most "ES" builds use a hybrid base (we're talking rare items here), mostly because you have no other way to mitigate phys damage. Chances are that if you by any reason have crafted a ES base (with the exception of warlock this league), you had to add either phys taken as fire/lightning or phys taken as cold. Hybrid bases have straight phys reduction for strength bases and spell suppression for dexterity bases. ES bases have "faster start of ES recharge" but let's be real you can't rely on ES recharge if you don't have enough evasion (hence we go back to hybrid bases). Damage shifting is pretty in flavor for casters, shifting to chaos balance itself because chaos goes through ES. Finally in the case of CI, I personally don't see bad for CI to be the strongest defense option for casters, but I see the point.
@@Siegram999 that's why it is a hot take. 25% phys damage taken deleted it's quite a substantial amount. But then we have Fortify, so fortify that needs investment just for phys.
Didn't watch yet but i saw lightning coil, obvs phys mitigation to answer the question, lets watch and probably learn something new as always in PoE, this game is just infinite :D
It's called "Estimated" Physical Damage Reduction And that Estimation is one of the biggest Jbait for new players in PoE ok forget new players. there's even player who play this game for 3 years+ and still don't know about it lol
I dont like coil. The only one character that massively benefits from it is pathfinder. The rest are still dying with this chest. Forth vow on the other hand...is literally plug and play on the left side of the tree and it does way more than coil.
12:03 thats not really true you can afk is it? you are still taking all that damage to the face right? so you would have to find a way to recoop/heal/regen before the next wave of balls take you out right?
Very well done guide for damage conversion! I just learned thanks to you how to find monster damage templates like with the Shaper's abilities. Though I wonder about a little detail, when PoB states the maximum amount of hits if it counts them all at once or if it calculates delays between hits. Because between hits you still have access to a form of regen such as recoup, leech or generic life regen so it increases your maximum hits taken even further.
It won't count delays between hits because there are so many different monsters that have different attack speeds. Think of it more like "A pack of this mob just surrounded me and I can tank this many hitting me at the same time before I get sent to the void"
How does Pathfinder get all the bonus that you say ? i cant find anything in the tree that gives anything other then flask bonus. please elaborate on this.
I'm currently using a chest for offerings for my build for the benefits of offerings on a non-minion build, but i've thought of at least 4 different ways to play this character with different ascendencies, and loving how variable it is. What you explained about pathfinder made me decide that the next phys character I make is going to be a pathfinder. Might even go bonezone since recoup nodes are not far at all.