Hellfire Mine Resistance Reduction is high

Question: Is Hellfire Mine rr too high?
My in game experience: Applying rr for 1000 hours
obraz
Aether and chaos rr is higher compared with other skills
Ones with aether/chaos rr
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obraz
My thinking is it is made that way to compensate Hellfire Mines being mere 2.4m radius
Word of Pain is whole screen AoE, Spectral Wrath is a proc when hit

obraz
Thermite Mine at 16/16, 25% ele rr at 12/16
Compared to other ele rr skills
obraz
obraz
obraz
Aura of Censure comparable to 12/16 Thermite, but it’s an aura and exclusive skill
Raging Tempest is comparable to 16/16 Thermite, but requires less points and the summoned Wind Devil follows you (its AI can target wrong enemy though)
Vulnerability is comparable to 12/16 Thermite, but it’s whole screen AoE, requires 10 points and has da shred

The only other 35 rr skill
obraz
Whole screen AoE, damage reduction, disrupt
7,5 second recharge means about 25 rr on average

I don’t compare it to bleed/vitality rr, because it’s another story

Aether/chaos rr mines are better than other aether/chaos rr skills, but ele rr mines are worse than other ele rr skills (debatable, it’s all about more skill points requirement, though mathematically it loses with Raging Tempest)

There is no aether skill in Demolitionist (supports more aether rr on mines - more reliant on gear, devotions and the other mastery)
There are 3 chaos skills in Demolitionist - Fire Strike, Hellfire Mines and Blackwater Cocktail

Compared to other aether/chaos rr masteries

There is one aether skill in Inquisitor - Storm Box with transmuter
There is one chaos skill in Inquisitor - Flames of Ignafarr with transmuter

There is plenty of aether skills in Necromancer (supports less aether rr in the mastery)

Devotions
obraz
obraz

Aether/chaos rr on devotions are the same value as Hellfire Mines (Arcane Bomb is harder to apply)

obraz

More than 16/16 Thermite Mines but less than aether/chaos devotions (doesn’t support 30% rr on Thermite Mines - counterpoint, higher than other x rr devotions [20 and 24])

I don’t take item skill modifiers and items rr into account (at least for now)

Personal answer to the question [Is Hellfire Mine rr too high?]: Looking at all these values presented, yes, to me the rr is too high, OR, Thermite Mine rr is too low, OR, Raging Tempest rr is too high

I do not suggest any change, my expertise with the game is too low. First time posting about game math, please don’t eat me. If I am wrong at any point, please correct me. With enough item skill modifiers arguments I will compare them.

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Reserved for further expansion in the future.

No, Hellfire Mine RR is not too high.
You need to invest 50 points in the mastery to get access to it and the radius is rather small.

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Other way to see it is because Arcanist and Occultist lack Aether and Chaos RR, while Necro+Demo usually go for Vitality damage.

I look from this perspective, are any outperforming aether or chaos builds involving Demo class? I don’t think so, my only guess will be some chaos Sorc but Idk.

Idea of having aether or chaos RR in Inquisitor/Demo is to use it as support class to one with necessary damage but without any , Arcanist - aether or Chaos - Occultist.

About value, you need 50 points spent in mastery bar and Demo don’t even have exclusive skill there, so it makes sense Hellfire mine to provide something extra perhaps.

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wasn’t there a thread post patch highlighting how Thermite Mines (not hellfire) actually got hit harder by the global RR nerf, for some reason, making it more costly now, and, aside from mechanic, more inline with other ele RR skills?

other than that, for my own personal taste, i think mines need something to offset the terrible clunky behavior. Aside from facetank builds i hate mines, and would even prefer getting arthritis from spamming wind devils for RR compared. Even a single wind devil is more manageable than mines (for me) on any build that doesn’t rely on 95%+ on static combat - and those with static combat “need” the resist shred.

I think i’ve several times mentioned, somewhere, that i’d prefer a completely different mechanical behavior from mines, like the exploding mines of old or something, lingering debuff, whatever; “make them useful”
-perhaps then it would be a place to talk about RR output, and even then, how many demos do aether? (he said currently trying to fluff some pierce->aether sabo shenanigans :sweat_smile:)

It’s not really OP because it only applies if the enemy is standing on it

I applaud OP anyway for suggesting a nerf.

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