Why does this skill proc give - Vitalty Resistance when there’s already tons of - Vitalty Resistance available in the game.
It should grant - Aether Resistance or atleast add it along with the - Vitalty Resistance
Never used this, but looking at it, yep, I have to agree.
To enable other builds that want to go Vitality, like Demolitionist/Necromancer, where you can get a little over 90% (taking in account gargabol + two -15% vitality RR rings). Some monsters have over 100% vitality resistance, too.
Vitality is the most common damage type/resist in the game. Ravager has 139%, Mogdrogen 110%. The basic monsters, the ghost-like creatures, chthonians (Void Leech or something like that), have 125% vitality resist. And those are the one-shot guys that die off sneezing.
With maximum effort, Demolitionist/Necromancer can have 44 + 30 + 30 +25 + 28 Vitality resist, if you get two Signets of the Fallen and two Gargabol Corruptions, Will of Rattosh and Manticore devotions. Other builds easily get e.g. 150 elemental resist without even bothering picking up items that reduce the particular resistances, and many monsters have less than 70% elemental resist.
Comparison, 157% vitality RR, on Viod leech, when you fully stach your RR and get hit by them, you deal 22% increased damage, while to any other monster, with even 120% elemental RR, you deal 50% increased damage.
As USER_NAME said enemies are more resistant to vitality then to other damage type.
But the main reason why Rattosh has it - devotion should give RR type II for each damage. Aether already present on Widow.
True, but when I use Rattosh, aether rr on widow doesn´t do fuck for me, no offense. And even if you could use both, arcane bomb is a shitty mechanic.
Yuck. :undecided:
You can get free -30% Aether RR from rings, 20% from scepter.
Inquisitor provides -25% and Necromancer -33%. Arcane bomb is a typical boss-only devotion, where they usually don’t move or have huge hitbox.
You can get up to 118% aether RR using only Necromancer. Most enemies have under 50% Aether resist anyway, only few aether bosses have above 50, Aleksander and Valdaran both have 97 iirc, but they are nemesis.
Edit: You can even go manticore for 28 all RR, and your total RR increases to 146%.
Being pigeon holed into using the same items for every build to get -rr is bullshit. I mean why make any other gear if were expected to use the same items.I already use manticore on every build that needs flat -rr (which also vitality builds can use) There’s just as much need for aether -rr on the proc. I mean Solael’s flame has both fire/chaos and aether bomb has lightning/aether.
Aether warlocks need it just as bad as vitality demolitionists need vitality -rr
If you actually notice the devotion map, there’s only one -% specific resist reduction proc for each damage type.
Pierce/Physical - Assassin Mark
Acid/Cold - Murmur
Fire/Chaos - Edlritch Fire
Aether/Lightning - Arcane Bomb
Bleed - Rend
Vitality - Will of Rattosh
Highly doubt they are gonna add another for Aether, specially when it’s one of the easiest damage types to get RR for. If anything, % aether damage modifiers on Rattosh should be replaced with something else.
Now that i noticed this, kind of odd that Vitality, Acid and Cold had to wait for an expansion to get a devotion RR proc, while all other damage types had one since launch.
Aether and chaos had zero available in class skills until expansion. Cold and vitality already had tons available in class skills. Stop using -rr from gear as an excuse. As you shouldn’t be forced to use the same gear for every single build of a damage type.
Plus cold had 3 forms of - rr in devotion tree before expansion.
This is the main issue with balancing your game around resists, it literally makes all gear without a way to reduce them bottom tier.
Except it’s not an excuse, that’s how the game is balanced. Some types have better item support, others have better devotion support, others have better mastery support. Aether just happens to have extensive RR support through items and masteries.
Again, Aether is not getting a second RR source from devotions, it makes the devotion map biased towards Aether. Like, what’s the logic behind Aether having two devotion RR sources, while the others have one? It’s inconsistent.
Poison, Vitality, Cold never had any source of -RR before AoM on the devotion map.
Lightning, Fire, Aether, Chaos, Bleed, Physical, Pierce had - RR sources
Manticore was a global RR source. Cold only used Viper and Elemental Storm before the expac
Balancing is always done on the basis of gearing. Even if we disregard gearing for an instance, your suggestion makes no sense. Firstly aether will be an anomaly on the map having two sources of RR for no reason whatsover. Secondly it penalizes builds that want to build around Vitality but don’t use more than one mastery with the relevant RR. Vitality has more RR available because it is also extremely resisted by the enemies. Even trash bosses have a fair amount of Vitality Resist
Only Aether did, Chaos only had Hellfire Mine pre-expansion. Not the best in terms of usability but it was there.
Imagine rumor existing during the coldbreaker days.
Btw, why do most enemies have more vit resist compared to their other resists? I noticed it when checking through grimtools monsterdb too.
I don’t think you can compare the amount of RR vit has with chaos and aether. Aether is already one of the strongest damage types in the game and adding more aether -rr would be ridiculous. Don’t forget aether has devastation which can wreck bosses even without rr support from the class. While chaos is weak, I don’t think another chaos -rr is the solution for that but instead a rework of the classes that would involve chaos (add chaos rr to CoF/vulnerability and remove maybe bleed then swap to Word of Pain in inq)
Zantai’s nerf train would have hit Coldbreaker way harder than it did. They would need dental records to identify the corpse.
I disagree the part about adding Choas RR to Occultist. Everyone already flocks to Occultist for Chaos builds. The biggest pain atm moment is the lack of diversity in Chaos. For Aether we have 2 masteries that support it very well and one mastery that supports it fairly decently (inquisitor)
Chaos has support in 3 masteries but Occultist is proffered for 90% Chaos builds. Recent changes to inquisitor items and devotions helped reduce that number.
As for your question, Vitality in general has shit loads of ADCtH procs associated with it and very often has Life Leech RR associated with it. This makes Vitality builds virtually immortal save for against asshole enemies who reduce your total damage output by 50%+ thereby reducing your leech potential.
To counter all this free ADCtH and Life Leech RR the enemies have been made highly resistant to the damage type
How everyone will understand it: make every devotion reduce all resistances so we can make a character with -500% RR to all resists and kill every enemy in less than 10 seconds.
I doubt you’ll ever find ANY GAME which has a strong mechanic in every skill/item/whatever. The purpose of balancing is to make the game interesting in adding variety. This is what you want in a, even, gamebreaking mechanic, which is RR.
If Crate wanted to add variety in RR, they’d need to either completely remove any RR from items or expand, actually massively expand devotion tree. Why expansion of devotion tree? Simply because if we were able to get a particular RR the same way we can now, and there was plenty of it, people would only focus on building that. You’d never seen a 2500% X damage characters, but only 1k damage with over 200% RR, which would, effectively, make the builds have 5000% to a particular damage type.
RR is a gamebreaking mechanic because it allows us to achieve the impossible. There are monsters invulnerable to a particular damage type. Increasing the amounts of RR would only make the game worse to play as everything would die instantly and make the game boring. You’d only focus on damage, because resists would not matter at all, by that point. Why get over 0% X resist when you can get +1200% bonus damage by adding only one skill?
You can’t look at a game, a mechanic, and say “oh shit this game sucks it has no variety” and stop thinking about it anymore. If you think something is shit, think about how would it look if they added more of it? If developers thought the same way you do, we’d have another version of League of Legends instead of Grim dawn, where developers add stuff they think is cool and don’t think at all about what can happen if they implement that.
Resist Reduction allows us not only to reduce the defenses of our enemies to 0%, but also reduce it under 0%, for example to -120%, which actually increases our damage by 120%, meaning we already hit 220% of our damage to that particular enemy. This is why we don’t get any further RR, and if we do, it’s only in sets to prevent mass-stack of it.
The same is about defences. I would love to have more defensive styles in this game, like more items that reduce % HP damage, that give massive amounts of resists, massive armor and massive % physical resist. But what would add that to the game? Only mess and tedium/monotony. Every character would have massive defense and massive damage.
Even though the game is balanced enough to choose between a tank or a glass cannon, I managed to make a tank-cannon, where my DPS is 40k, while having over 30% physical resist, 4k armor and every resist overcapped by at least 30%. Not to mention HP damage reduction, damage absorption and healing.
So, if you don’t like the “monotony” in RR, don’t play the game. Crate thought about everything by adding only few items/skill with RR to the game. They’re not stupid as another game company that adds to the game whatever they think is cool. Crate basically first think about what would be interesting, then about pros and then cons. There’s never something they add because they like it and fuck consequences.
why does cold, Lightning & Fire get 3 devotions with -rr (Viper & Elemental Storm grant all 3) This makes your entire argument moot.
and aether only 1
yeah I forgot aboot that one until after I went back to work
What are you talking aboot cold had
Viper, Elemental Storm and I counted Manticore as it is a universal -rr proc
At user name no I believe you need to remove -rr from all gear, as it makes the items without it a lot less appealing to down right useless. Having -rr on gear hurts variety it doesn’t help it
Because elemental is also a damage type (see damage conversion). So no, my argument isn’t “moot”. Also, those two aren’t -% specific resist reduction, which is what you want for Will of Rattosh.
Aether isn’t getting a second devotion RR proc, unless all other damage types get one as well. Even less of chance of that happening now that Aether damage is one of the best damage types in the game. Even further less because you want the specific RR type, which stacks with others like it and the other two RR types.
Yeah, no.
elemental isn’t a damage type otherwise you would need 80 fire resists 80 cold resists 80 lightning resists and 80 elemental resists
what are you smoking brah?
Cold, Lightning & Fire literally have 4 Devotion choices to add -RR (with 3 of them all working at same time) This isn’t debatable.
Meanwhile all other damage types can get 2. With Aether having the absolute worst proc out of all of them.
You said -RR and not Reduced Resist/ %Reduced resist, those are different types of resistance reductions. Viper and Elemental Storm were available to Fire and Lightning as well but they also had -RR that cold never did. Which is why they choose to add the missing Cold -RR in AoM
Manticore is useless on most elemental builds since it’ll be overwritten by Elemental Storm
Adding stackable -RR to Rattosh won’t solve this, in fact it’d add to the imbalance. The only extra type of RR available to Elemental is Viper which is % Reduced Elemental Resist. So the only solution to this is to add global % Reduced Resist to some new tier1 devotion. This would even things out as this every damage type would have 3 types of resistance reduction available to them.