@@emanuelacosta2541 I love how you're right. Like any other game you're top cut with that many hours but in Poe it's genuinely valid to say you're a beginner with multiple thousand hours
nice video, would suggest to give at least 1 numerical example for calculations for newer player, i.e. taking 10k phys/ele/chaos dmg hit and showing a final number a character would take assuming having those layers of defense
Awesome info, thanks! Been theorycrafting a build using Wildfire Phloem and Dawnbreaker, scaling into thousands of Weeping Wounds to get flat damage reduction. Looks like it won't be as good as I thought it'd be, since the flat reduction happens before ALL of the reduced and less damage taken :/
9:48 Important indeed. I thought Svalinn CwS would be a questionable idea(dawnbreaker opportunity cost) until I realised it stoppde Ruin from being applied
One defensive layer you may have missed: Cast on death - portal :^) I paid for 6 portals, I'm using 6 portals (Also gl all in the gauntlet, I'm gonna be trying a storm burst decay occultist)
I would sit through a seminar of this information if it was contextualized with the relative magnitudes of each avoidance / mitigation “layer” are available in-game and what gear slot they use, and which of those options are mutually exclusive. This could culminate in a excel file where different defensive layer configuration possibilities are laid out in the sheet. You could tick boxes for your required items (helm, shield, timeless jewel) and it would eliminate defensive layer configurations which rely heavily on that slot.
speaking of defensive layers I'm kinda worried about leech in POE2. We can't go back to having recovery based on damage or we end up going back to one shot mechanics because some builds will recover to full each game tick. This is already happening in PoE and it's why there's a lot of damage that is pass or fail
7:56 A little confused here, please help enlighten me. Regarding endurance charge, you mean this is additive to existing sources of reduced physical damage taken and is capped at 90%? Meaning if i theoretically have insane amount of armor and pdr, endurance charges may not actually do anything to phys damage because i hit 90% cap Similarly, since the new changes to endurance charge reduces elemental damage, does that also count towards the resist cap like it does in the past? E.g. if i am resist capped at 90%, endurance charge doesnt do anything with elemental damage
1st question : Yes, if you have insane amount of armour, pdr doesn’t do much to phys damage. Before settlers changes to endurance charge, having endurance charge just make you more tankier against big phys hit (more pdr = less armour required to cap 90%) 2nd question : No, after settler changes, endurance charges now gives both pdr and edr. And as dreamcore already shown, damage reduction is calculated after resistance. If you have 90 ele res with endurance charges, the endurance charges will provide 4% edr per charge as a layer on top of ele res. (Note: if you have transcendence for shifting armour to provide you edr instead of pdr, transcendence armour edr and endurance charges edr are combine together and capped at 90% as a second layer on top of ele res)
Recoup is based on hit damage taken post all mitigation steps and leech is based on hit damage dealt post all mitigation steps. Regen is not tied to any of those mechanics
will spell suppression and fortification be added together for spell damage? basically turning into 70% or more less damage taken? or is it like with more multipliers, each one is a seperate instance?
Spell suppression is technically a less damage taken modifier (50% less by default) so it's multiplied against other less/more taken modifiers such as Fortification
@@linemat7887 Yep, max rolled ones were up for like 10c. It was the same for Ydna before people realized how powerful ward stacking can be (especially with lucky block).
I don't know any ways to achieve instant healing from an attack, however things like Immutable Force + Bloodnotch paired with enough recoup can make you recover more HP than you lose. There's also an amulet called Tainted Pact that makes chaos DoT heal you
There have been builds in the past which used mechanics that have since been patched out to reach 100%+ less damage taken to achieve immortality, and though they didn't take damage, they also didn't heal from taking damage when going beyond 100%
Another great option for a video would be all the changes made to the campaign Act 1-5 such as blights, bosses, and hidden areas that one could use to gain items such as flasks, oils, and essences
@@Yohsene Had to test this IG as I seemed to remember being inflicted with ailments when I used Glancing several years ago, but no you're right, ailments are still prevented
im playing LS slayer and its increadibly tanky, i use the svalinn shield to reach max block (90%) and i raised my evasion rating a bunch to reach 89% chance to evade (on my way for 95%). i also got very good leech so the only thing that seems to kill me is degens or very big hits or sawblades in t17. not sure how to go about defending against degens and sawblades especially. im wondering, is bleeding considered physical damage? if this is the case, would armour help?
Bleeding is physical damage, yes! Unfortunately, Armour is physical damage reduction against *hits*, for physical degen you need raw physical damage reduction such as Crab Barriers or Endurance Charges. If you are right side of the tree, Damage Over Time Mastery and Lethe would help too!
That is NOT how reduced extra critical damage taken is calculated. In your example : 15% reduced extra crit means 0.85 * 30% (130% base crit multi) = 0.255 (0.26 rounded up as always) so the monster crit multi with 15% reduced extra damage taken from crits is effectively 126% instead of 130%, this is the reason you need 100% reduced extra crit damage taken to be effectively immune to the extra damage crits do (no matter the multiplier) You should fix/edit this since its way too misleading in an otherwise helpful for the new players video. EDIT : He did say 50% on that part so my bad for not hearing it right on my device the first time.
I did say 50% not 15% but I do see now that I should have put the calculation on screen. In hindsight, using 50% for the example was a bad idea without the calc on screen because if it's misheard as 15% as you did, if gives the wrong impression of how the mechanic works, my bad
@@dreamcore_gg yeap you good watched in on another device again, you indeed say 50%, and as i also said very helpful video for new players keep up the good job
Your entire video is objectively false and flawed. In poe there are three defende layers: 1) do a billion shaper dps 2) dont stand still 3) dont get hit. You waste all yhis time calculating hit rates and evade probabilities and suppress percentage. Tell me, when im pumping 1.6 billion damage all i need to calculate is divs per hour.
GIGATANK
Trickster for life!
Lol how can I use this log in emoji?
@@emanuelacosta2541 It's a channel member emote
One of most usefull videos that you watch as new player on your channel. Great work!
Dude, just what I need, I'm relatively new(2200 hours) and looking to optimize my build and stop dying so much, thanks!! Greetings from Argentina :]
Glad to hear it's helpful!
ah yes. path of exile, the only game where 2200 hours can still mean “new.”
@@emanuelacosta2541 I love how you're right. Like any other game you're top cut with that many hours but in Poe it's genuinely valid to say you're a beginner with multiple thousand hours
The reality of this comment cracked me up
@@JohnWhitneyTheFourth Eve Online is also like this lol! :D
nice video, would suggest to give at least 1 numerical example for calculations for newer player, i.e. taking 10k phys/ele/chaos dmg hit and showing a final number a character would take assuming having those layers of defense
I appreciate this coming out before the gauntlet. My builds often aren't the tankiest so hopefully I can incorporate some of this into my plans
Without having watched it fully yet. Thank you. Longly awaited content!
This was great! Thanks for the info!
I usually play POE leagues for 2 - 3 weeks, but I always watch Dreamcore videos
Another Dreamcore video, hell yes!
i've been needing this for ages ! thanks
It is a complex system which is not easy to understand but these videos help so much. Thank you
Awesome info, thanks!
Been theorycrafting a build using Wildfire Phloem and Dawnbreaker, scaling into thousands of Weeping Wounds to get flat damage reduction. Looks like it won't be as good as I thought it'd be, since the flat reduction happens before ALL of the reduced and less damage taken :/
Next chapter: Recovery Mechanics
The story of how 1% unmitigated damage can still kill you!
Just few days ago i made an excel with the layers and this info is excelent for complete the details.
9:48 Important indeed. I thought Svalinn CwS would be a questionable idea(dawnbreaker opportunity cost) until I realised it stoppde Ruin from being applied
I cannot wait for you to dig into PoE2 mechanics ... they are going to be a whole new world for us to learn (hopefully)!
They indeed will be, I look forward to it!
One defensive layer you may have missed:
Cast on death - portal :^)
I paid for 6 portals, I'm using 6 portals
(Also gl all in the gauntlet, I'm gonna be trying a storm burst decay occultist)
I would sit through a seminar of this information if it was contextualized with the relative magnitudes of each avoidance / mitigation “layer” are available in-game and what gear slot they use, and which of those options are mutually exclusive. This could culminate in a excel file where different defensive layer configuration possibilities are laid out in the sheet. You could tick boxes for your required items (helm, shield, timeless jewel) and it would eliminate defensive layer configurations which rely heavily on that slot.
Bruh Surgeon General made over an hour long vid on PoE Leech mechanics alone!
I was really hoping for a confusing, crudely made mspaint flow chart
speaking of defensive layers I'm kinda worried about leech in POE2. We can't go back to having recovery based on damage or we end up going back to one shot mechanics because some builds will recover to full each game tick. This is already happening in PoE and it's why there's a lot of damage that is pass or fail
Amazing incredible guide
7:56
A little confused here, please help enlighten me. Regarding endurance charge, you mean this is additive to existing sources of reduced physical damage taken and is capped at 90%? Meaning if i theoretically have insane amount of armor and pdr, endurance charges may not actually do anything to phys damage because i hit 90% cap
Similarly, since the new changes to endurance charge reduces elemental damage, does that also count towards the resist cap like it does in the past? E.g. if i am resist capped at 90%, endurance charge doesnt do anything with elemental damage
1st question : Yes, if you have insane amount of armour, pdr doesn’t do much to phys damage. Before settlers changes to endurance charge, having endurance charge just make you more tankier against big phys hit (more pdr = less armour required to cap 90%)
2nd question : No, after settler changes, endurance charges now gives both pdr and edr. And as dreamcore already shown, damage reduction is calculated after resistance. If you have 90 ele res with endurance charges, the endurance charges will provide 4% edr per charge as a layer on top of ele res. (Note: if you have transcendence for shifting armour to provide you edr instead of pdr, transcendence armour edr and endurance charges edr are combine together and capped at 90% as a second layer on top of ele res)
Thank you for clarifying
god i love damage
Amazing one. And also your vids helps me learn english)
It is time to make the most Z dps set up known to man LOG THE FUCK IN FOR 10 MINUTE SIRUS KILL
Wherer do recoup, regen, and leech fit into the calculations?
Recoup is based on hit damage taken post all mitigation steps and leech is based on hit damage dealt post all mitigation steps. Regen is not tied to any of those mechanics
Goddamn this video can be an effective new player repellent
will spell suppression and fortification be added together for spell damage? basically turning into 70% or more less damage taken? or is it like with more multipliers, each one is a seperate instance?
Spell suppression is technically a less damage taken modifier (50% less by default) so it's multiplied against other less/more taken modifiers such as Fortification
I remember when Svalin was teased and chat went "1alch 1 alch 1alch"
Tbh it was on the very start. Ppl started to widely use in like 1-2 weeks into
I was one of the 1alc guys but be the first to try it in the 2nd character of the league, quickly changed my mind and admited i was wrong
@@linemat7887 Yep, max rolled ones were up for like 10c. It was the same for Ydna before people realized how powerful ward stacking can be (especially with lucky block).
Excellent content! Might possibly have benefited from doing an example or two.
Play ES and evade hits -> you finally get hit but you reduce the hit and regen it -> profit
Is the less dmg mod on doppelganger guise stacks with fortify?
Stacks multiplicatively yes, like any more/less modifiers calculated at the same step
Only about 300 hours in PoE. Already made it through med school once. Now I need a mathematics degree. Ugh! LOL
Is there a way that damage mitigation is more than 100% and now the hit heals you
Elevore unique has this tech u said but only in spell blocking
I don't know any ways to achieve instant healing from an attack, however things like Immutable Force + Bloodnotch paired with enough recoup can make you recover more HP than you lose. There's also an amulet called Tainted Pact that makes chaos DoT heal you
There have been builds in the past which used mechanics that have since been patched out to reach 100%+ less damage taken to achieve immortality, and though they didn't take damage, they also didn't heal from taking damage when going beyond 100%
Another great option for a video would be all the changes made to the campaign Act 1-5 such as blights, bosses, and hidden areas that one could use to gain items such as flasks, oils, and essences
I disagree. It’s such a tiny and insignificant part of the game.
Can ailments be apply when spell/attack is blocked?
No, ailments are an on-hit effect applied by the magnitude of the hit but blocking prevents on-hit effects
@@dreamcore_gg So if i use spell and ememy block it fully then i will not ignite him?
@@dreamcore_gg Block prevents the attacker's on-hit effects (as you point out at 9:50). This includes ailments.
@@Yohsene Had to test this IG as I seemed to remember being inflicted with ailments when I used Glancing several years ago, but no you're right, ailments are still prevented
I noticed that transcence is no longer op.
It's still very strong but is considerably harder to use now with the phys taken as and enduring cry nerfs
watching this to prepare for poe2
im playing LS slayer and its increadibly tanky, i use the svalinn shield to reach max block (90%) and i raised my evasion rating a bunch to reach 89% chance to evade (on my way for 95%). i also got very good leech so the only thing that seems to kill me is degens or very big hits or sawblades in t17. not sure how to go about defending against degens and sawblades especially. im wondering, is bleeding considered physical damage? if this is the case, would armour help?
Bleeding is physical damage, yes! Unfortunately, Armour is physical damage reduction against *hits*, for physical degen you need raw physical damage reduction such as Crab Barriers or Endurance Charges. If you are right side of the tree, Damage Over Time Mastery and Lethe would help too!
I liked before I watch
anyway ONESHOT waiting U ;)))
inb4 nerf, buuuuuuuuuut
fourth vow eternal damnation nebuloch jugg is bretty solid, boys
Eternal damnation would nullify the effects of nebuloch.
@@ricklandavazo3049 lol
I hope they make PoE2 more accessible.. I love PoE but this game is like a second job to be mid at 😂
peepoNotes
That is NOT how reduced extra critical damage taken is calculated.
In your example : 15% reduced extra crit means 0.85 * 30% (130% base crit multi) = 0.255 (0.26 rounded up as always) so the monster crit multi with 15% reduced extra damage taken from crits is effectively 126% instead of 130%, this is the reason you need 100% reduced extra crit damage taken to be effectively immune to the extra damage crits do (no matter the multiplier)
You should fix/edit this since its way too misleading in an otherwise helpful for the new players video.
EDIT : He did say 50% on that part so my bad for not hearing it right on my device the first time.
He said 50% not 15
he said 50 not 15...
I did say 50% not 15% but I do see now that I should have put the calculation on screen. In hindsight, using 50% for the example was a bad idea without the calc on screen because if it's misheard as 15% as you did, if gives the wrong impression of how the mechanic works, my bad
@@dreamcore_gg yeap you good watched in on another device again, you indeed say 50%, and as i also said very helpful video for new players keep up the good job
Your entire video is objectively false and flawed. In poe there are three defende layers: 1) do a billion shaper dps 2) dont stand still 3) dont get hit.
You waste all yhis time calculating hit rates and evade probabilities and suppress percentage. Tell me, when im pumping 1.6 billion damage all i need to calculate is divs per hour.
Flawless logic
the reality is if you wanna "just do all the mods" and click all the altars you gotta kill stuff before it realizes you exists