You can simply overcap Resistances and not have to worry about resistance shred. That is proactive compared to the reactive nature of managing Sunder and hence easier mechanically.
(A few builds can take similar measures vs Sunder by stacking healing so that you don’t have to “react” to it, but that is harder to do in practice compared to overcapping resistances)
Also, in return for enemies losing their resistance reduction, their damage numbers got increased as well, making sunder even more dangerous since it multiplies said numbers.
You mean simply overcap your resistances by 59.
40 for the the previous flat resistance reduction from various nemesis and 19 for the previous 24% reduced target’s resistance from anasteria/aleksander.
Isnt it that X% reduced target’s resistance stack with flat resistance reduction?
As for the increased damage numbers of monster, well that is a bad news.
yes, but the other way
%reduced comes first, then the flat, so enemies with %reduced was actually pretty nasty
(also Ana didn’t just have 24% reduced she had 50%)
seems to be scaled by difficulty encounter, so ex Celestials is 50%, most others are 30% except for couple hard cases “avoid this obvious dangerous attack” like Aleks meteor is also 50%
thats the thing,they arent always 30,i seen some at 27,i was curious if the numbers are random from a hard 20 to 30 maybe on normal,or if they were manualy made to be that number,i guess i could test it…but to lazy for that as i dont find sunder much of an issue lol
Heh, this build can eat sunders for breakfast in SR80-81 and somewhat in SR85-86.
I was expecting it to die instead lawl, because I somehow missed the fact it didn’t have enough stun resist and very, very much not enough freeze resist. Though of course, due to disturbed sleep (still learning which bedding to use on the new mattress…) from ever annoying nightsweats I failed 2 runs due to stupid mistakes I made. It’s pretty forgiving otherwise.
Probably can’t eat Alex’s meteor though, because that’s a very deadly massive damage + sunder skill.
Did eat IM’s sunder a lot though and survived it in SR80-81. While being mobbed lawl.
Only downside is it’s slow in boss shards due to not great single target DPS. Because elemental AoM doesn’t have the best item support to get the damage up enough.
You don’t need to be at exactly 80% cap all the time, so could safely ignore the %reduced target’s resistances in terms of overcapping considering its rarity, or worst case scenario, pop resistance potions for stuff.
Was giving the last few posts a lot of thought. This is in regards to res over caps and such. As it stands currently GD has quite a few mobs. I know there are about 1700ish MI (don’t know if this is a duplicated count) but let’s use 1700 as an argument for the following:
If there are 1700 mobs, how many currently, have resistance shred? Maybe 1-5%? So as it stands, players are forced (argumentative statement of course) to counteract something that barely exist in the game and is mostly only relevant in content in ultimate campaign and above. There are exceptions outside of this (an example includes Zaria(?)’s crystals and such) but it doesn’t feel good to gear for a mechanic that is mostly irrelevant.
Consumables as an answer to the res overcap, to me, leaves us in an environment that was the same as pre 1.2 arcane where if the potion falls off for x reason you are scrambling in inventory/skill bars to reapply the pots. Again though argumentative point as you can move out of arcane so…
Alternatively, you could drink if you have knowledge of what is coming and even then you can pull something, especially in non boss floors in SR, and get recked before you even had time to open up inventory or hit the right pot as taking time to drink one for each res might mean you get shredded and die before you’ve clicked the right on…unless of course the res shred is universal. Additionally if pots are the go to to answer shred, I want a physical res one.
If res shred is universal, isn’t that just a weaker sunder anyways as it can be hard countered by over caps? This is what Crate was avoiding anyways (Except phys as most characters can’t cap that in a regular basis).
I mean the argument could go on indefinitely but the fact of the matter is very few mobs shred at this point.
I know I am repeating myself here but shred should just be removed, sunder replacing it while expanding what sunder can do (individualized to the mob applying it, such as applying secondary effects to the player like reducing damage or leech etc) and allowing for other ways to mitigate sunder on armor enchants. Like how PoE has physical damage taken converted to lighting damage taken allowing for squishy classes to take this stat to mitigate low phys res or armor.
For me, the infinite potions and dodges on the contrary made the game easier. and in grim dawn just lacked a challenge, I do not even always pick up items and compare stats, just spam cast uber skill - and that’s it.
I will say I am pleasantly surprised by the evade mechanic. At first I was under the impression it was going to be the only movement type, not an additional one. So, bravo Crate.
I have mixed feelings on sunder. Obviously the elite players will be able to roll through it, requiring a buff, but casual players will have to handle the frustration. This has been the age old battle in games though, people who spend thousands of hours playing learning every tiny aspect of the game versus players who just play to play. Neither side is right or wrong.
I’m curious to see how things play out though. So far, I haven’t found sunder to be that much of an annoyance other than the screen flash which triggers my PTSD.
So far 1.2 has been an interesting ride, definitely looking forward to the expansion.
With the danger of reviving a dead topic, I’d like to add my little nugget on the conversation. I agree with the OP, in the sense that sunder/evade is annoying. Perhaps not as much as the OP believes so, but it is. To me it was nothing more than a hassle. I got around it pretty quick. What I believe the OP wanted to say, and I would like to say that as well, is that, since it wasn’t there from the start, Crate should have made such changes optional. I bought several copies from my friends to check it, and we all kept buying DLC and such because of what it was. An ARPG with no fancy mechanics, and now, its not the game we paid for. From my experience, the reason you don’t see more people expressing their dislike, is because of most of the ones who don’t like it are around my age, and in general, we avoid forums, and stuff. I would have done the same, if I hadn’t read the official Crate response in this conversation. The response had a vibe of "well,it sucks/we already have your money, so, and finally ‘this game is not for you, i guess’ which frankly made me to stop checking when their next game/dlc will come out. Finalising, the solutions i read earlier, (mod/play the beta) are not much useful. First and foremost, the save files have been updated. I haven’t tested it, but I believe they cannot revert. Second. If a mod was created, that means that a lot of people have that issue. Third, since the mod is unofficial, how long it will take until it stops working. Anyhow. This is what i wanted to add. Have fun everyone!
The thing is, it would be nice if everyone was happy but it can’t be.
Could be both ways, either never updated the game again and kept as it was, which some people adored but then again guys like me would not be satisfied… you see I got nothing against being sunder optional feature… you can even mod it out and devs support modding which I think in your case could solve your “issue”.
I believe tqfan made that mod so check it out with your buds. You saying mods wouldn’t be useful but have u tried it or like dislike doing that in general?
Either way, I personally think devs handle everything with passion and professionalism here. We are all people after all not some robots.
Are you telling me that sunder is a sophisticated mechanic? With all the adjustments they gave it, let me tell you that it’s not even noticeable anymore.
You don’t increase the game’s difficulty by making the difficulty increase optional.
I tried in the past long ago and it was revertible so I think you should try it
No. I created this mod because I felt pity for a few people I noticed that had this issue and wanted to give them an option / easier transition to 1.2.
I’m reliable but it’s an easy thing to mod so I’m not even needed and someone else could do it on request if necessary.
Not sure what was left unsaid on this topic, but ok…
We did. You can opt into v1.1.9.8 at any time and play the game the way it was when you paid for it. We knew v1.2 was going to shake the game up dramatically, so we made sure everyone could keep playing the way it used to be.
Considering this makes such a user unable to then purchase the new loyalist pack we just released and the upcoming Fangs of Asterkarn expansion, I would hardly say the motivation was “haha, we got your money, sucks to be you”.