u/080087

▲ 11 r/Fantasy

What's your favourite example of entrusting hopes to future generations?

There is a foe or system so powerful that it cannot be beaten in the present. So instead, the heroes chip at it, and pass down knowledge/power to those that follow, over and over until finally they break through.

The best example of what I mean is Dungeon Crawler Carl with the Cookbook. But there are others such as the structure of the Expeditions in Expedition 33 and One for All in My Hero Academia.

What other examples of this are there?

reddit.com
u/080087 — 1 day ago

Explaining POB's EHP Calculation

TL;DR Configured properly, EHP tells you how resistant a build is to multi-hit aka getting shotgunned, and also tells you how resistant a build is to getting hit by that attack consistently over time.

I see a very common sentiment that POB's Effective Hit Pool (EHP) number is worthless, so I wanted to explain what it actually means and how to get useful information out of it.


The Pitfall

Here is an example of a build that has 3m EHP - https://pobb.in/UwzsLhujoIk0. But as any experienced player will tell you, that build will die multiple times a map because it only has 5k phys max hit and 19k ele max hit

Obviously something is going wrong. We can't assume super high EHP means the build is unkillable. Then what does it actually mean?


Explanation of EHP

It means that for the given attack, the build can get hit by an absurd number of them and not die i.e. it is unlikely to die to getting shotgunned. In the config section under "Enemy Stats" we see the default attack deals

  • 2,241 physical

  • 2,241 fire, 2,241 cold, 2,241 lightning

  • 896 chaos

In the calcs tab, "Damage Taken" section, we can see that means each hit actually deals

  • 2274 phys (higher than base due to crit)

  • 614 fire, 614 cold, 614 fire

  • 0 chaos damage

  • Total = 4117 damage

POB then calculates

  • 93.75% of the time, the hit is blocked (dealing 0 damage) and recovers 257 es

  • 6.25% of the time, the hit is not blocked and deals 4117 damage to es

  • On average, getting hit by this attack only deals 16 damage.

It then spits out the two key numbers in the Effective Health Pool section:

  • Hits before death - 319 (i.e. at 16 damage a hit, it will take 319 hits to deal 5.1k damage which is the total ES pool)

  • Time before death - 223 secs (i.e. at a hit every 0.7 secs, it will take 223 secs to do 319 of them)


How to make EHP more representative

The default values that POB uses are fairly low. You can manually adjust them to values you think are more representative to the content you are facing. If you really want to get technical you can look on poedb to figure out exactly how much damage a given attack does.

Let's assume an enemy with an auto attack of 3k phys. Then map modifiers of +150% phys gained as fire, cold and lightning (i.e. 4.5k fire/cold/lightning damage). Put that into POB (https://pobb.in/Dh4dsSCOCYBX) and you can see that the build no longer claims 3m EHP, it's only 211k.

Digging into it deeper, you can see:

  • Hits before death (in the Damaging Hits section) = 0.76 (i.e. if it makes it through, it will one shot)

  • Hits before death (in the EHP section) = 12.17 (which makes sense, since ~11/12 hits are blocked and on average it will take 12 hits to kill)

  • The 211k EHP is because it takes 211k worth of 17.6k incoming hits to kill.

If a pack of these shotgun you, you will almost certainly die. And even a single one getting consistent auto-attacks off will kill you within 8.5 secs.


How to use the above info to become tankier

What's the difference between the two cases? Scenario 2 has the attack being a one shot. As long as its not a one shot, EHP shoots back up.

After setting your enemy config properly, if your EHP is super high then great - you have successfully mitigated death by shotgun.

If your EHP is still low, then either:

  • you don't have avoidance and need more (to avoid death by shotgun)

  • you don't have enough max hit and need more (to not get one shot)

u/080087 — 5 days ago

Guide to Defences - Part 2 - Juiced Maps

The Defence guide part 1 was aimed at getting builds to a point they could comfortably do T16s/most content with minimal deaths

This part attempts to identify what is required to go from pretty tanky to facetank (almost) everything territory.

Caveat - this is for general content. If you're doing specialised content, like deep delve or juiced expedition, you will need to apply your own knowledge

Also, ignoring all of this and killing everything from offscreen is a perfectly viable way to play. I just hate dying.


Multi-hit Defence

Getting shotgunned by a giant pack is an extremely common form of death, especially in juiced maps when there are 100s of mobs at any one time. Having protection against this will very noticeably cut down death frequency. Sadly, not that many good options for this. But luckily, once this problem is solved it generally remains solved no matter how juiced the content gets

  • Block/spell block are the gold standard, especially paired with a recover on block mechanic.
  • Defiance of Destiny is also extremely powerful for the builds that can run it.
  • Evasion and spell dodge both work but are generally worse than block/spell block
  • There are also niche build-specific mechanics, like perma ward that can fill this role.

Scaling Recovery/Ultra Recovery

Tied in with the above, having extremely high recovery (100% of your hit pool per second and up) helps mitigate a lot of death to attrition. The easiest way to achieve this for most builds is to have recovery that scales in-combat.

  • As above, recover on block or defiance of destiny are extremely good at covering this

  • Life gain on hit/es gain on hit/instant leech paired with a fast hitting skill is probably one of the easiest to obtain for most builds

  • Recoup is the next best generic option

  • Divine Shield and the ar/es mastery for 5% recovery over 1 second is great for the builds that can use it

  • Pathfinder life flasks, Juggernaut Untiring, Tainted Pact, perma ward are also alternatives


Max Hit

Once the above two are solved, the only real way to die to hits anymore is by getting one shot. Everyone will have their own max hit benchmarks. Here are mine (written phys/ele/chaos)

  • 12/25/15 - this is out of pure glass cannon territory, but the build will still need to do easier content and be careful rolling maps/clicking altars to avoid too many dps mods

  • 25/35/20 - these builds can generally do a 2-3 dps mods/altars fine. Past that risks one shots

  • 35/50/25 - hard content (e.g. titanic blight) is possible but sketchy, with risk of random one shots

  • 50/100/35 - hard content with a few dps mods is not sketchy. But once it gets to 5+ dps mods it is once again once shot territory

  • 75/250/50 - this can safely do the hardest content and click all the dps mods

Generally, phys hits is most dangerous for super squishy characters. Ele hits are most dangerous for everyone else. Chaos is not super threatening unless you are not capped or are playing a super vulnerable build (and due to CI existing, GGG can't balance chaos to be super threatening).


Damage over Time

Lastly, DoT kills a lot of otherwise tanky builds that rely on block/spell block, or gain on hit for their recovery, particularly out-of-combat while looting. There's only really one great way to avoid that, and that is with high out-of-combat recovery. In my experience, 1k is good enough to ignore most common ground DoTs.

  • Overleech (Slayer, Petrified Blood)

  • Regeneration

  • Recoup loops

  • Pathfinder life flasks

Getting enough DoT mitigation/recovery to tank DoT attacks is much harder, and for most builds not worth. Easier to rely on in-combat recovery and just move out of the attack.

reddit.com
u/080087 — 7 days ago

Guide to Defences - Part 2 - Juiced Maps

The Defence guide part 1 was aimed at getting builds to a point they could comfortably do T16s/most content with minimal deaths

This part attempts to identify what is required to go from pretty tanky to facetank (almost) everything territory.

Caveat - this is for general content. If you're doing specialised content, like deep delve or juiced expedition, you will need to apply your own knowledge

Also, ignoring all of this and killing everything from offscreen is a perfectly viable way to play. I just hate dying.


Multi-hit Defence

Getting shotgunned by a giant pack is an extremely common form of death, especially in juiced maps when there are 100s of mobs at any one time. Having protection against this will very noticeably cut down death frequency. Sadly, not that many good options for this. But luckily, once this problem is solved it generally remains solved no matter how juiced the content gets

  • Block/spell block are the gold standard, especially paired with a recover on block mechanic.
  • Defiance of Destiny is also extremely powerful for the builds that can run it.
  • Evasion and spell dodge both work but are generally worse than block/spell block
  • There are also niche build-specific mechanics, like perma ward that can fill this role.

Scaling Recovery/Ultra Recovery

Tied in with the above, having extremely high recovery (100% of your hit pool per second and up) helps mitigate a lot of death to attrition. The easiest way to achieve this for most builds is to have recovery that scales in-combat.

  • As above, recover on block or defiance of destiny are extremely good at covering this

  • Life gain on hit/es gain on hit/instant leech paired with a fast hitting skill is probably one of the easiest to obtain for most builds

  • Recoup is the next best generic option

  • Divine Shield and the ar/es mastery for 5% recovery over 1 second is great for the builds that can use it

  • Pathfinder life flasks, Juggernaut Untiring, Tainted Pact, perma ward are also alternatives


Max Hit

Once the above two are solved, the only real way to die to hits anymore is by getting one shot. Everyone will have their own max hit benchmarks. Here are mine (written phys/ele/chaos)

  • 12/25/15 - this is out of pure glass cannon territory, but the build will still need to do easier content and be careful rolling maps/clicking altars to avoid too many dps mods

  • 25/35/20 - these builds can generally do a 2-3 dps mods/altars fine. Past that risks one shots

  • 35/50/25 - hard content (e.g. titanic blight) is possible but sketchy, with risk of random one shots

  • 50/100/35 - hard content with a few dps mods is not sketchy. But once it gets to 5+ dps mods it is once again once shot territory

  • 75/250/50 - this can safely do the hardest content and click all the dps mods

Generally, phys hits is most dangerous for super squishy characters. Ele hits are most dangerous for everyone else. Chaos is not super threatening unless you are not capped or are playing a super vulnerable build (and due to CI existing, GGG can't balance chaos to be super threatening).


Damage over Time

Lastly, DoT kills a lot of otherwise tanky builds that rely on block/spell block, or gain on hit for their recovery, particularly out-of-combat while looting. There's only really one great way to avoid that, and that is with high out-of-combat recovery. In my experience, 1k is good enough to ignore most common ground DoTs.

  • Overleech (Slayer, Petrified Blood)

  • Regeneration

  • Recoup loops

  • Pathfinder life flasks

Getting enough DoT mitigation/recovery to tank DoT attacks is much harder, and for most builds not worth. Easier to rely on in-combat recovery and just move out of the attack.

reddit.com
u/080087 — 7 days ago