Overhauling Defenses in Last Epoch

It will definitely be interesting to figure out

Att and Vit being Hp and Mana stats makes way more sense! Like to see how armor works in-game. I want to try the new penetration system, but what happens with shock?

Hype!!

Curious to see how this plays out. Will definitely have to create a new character to test it out, probably many.

So now you have 6 resistance to cap at 75% only through affixes and not main stats.
That was a huge criticism before the change that items were overall full of defensive stats. I hope the resistance goes pretty high in tier 5 so you don’t need too many to cap your res.

Since vitality original purpose has been replaced does that mean that there will be an affix for this triple res the same way we had and will have elemental resistance ?

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They specifically say it should be easy to cap to allow for offensive stats and im sure there are a lot of passives that grant resistances

We won’t know this until we eventually find out what mob stats are. Also until we know the equation for how armor rating gets translated to % mitigation. Is it still based on hp value like prots were? We’ll see. It says it’s based on area level.

Love these changes! now i would love to see traditional weapons where % dmg affixes increase the damage on the weapon itself and weapons have a min to max dmg on them maybe even the traditional 6 affixes on rares

Counterpoint: I’d rather have LE stay unique and not have the same systems as PoE.

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So, Check yourself before you… wreck yourself?

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Staying unique is good but traditional ways like this is better overall poe was better before the bloat of affixes for items if they kept is simple like pre LOD D2 was with rare items it would be in a better place right now and so last epoch is doing this pretty good besides weapons feeling more like stat sticks rather then actual weapons

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While the weapons themselves don’t have a range, damage does (+/- 25%), which is simpler to deal with (especially for spells & their adaptive spell damage).

Sources of shred on skill trees are mostly still there. The full patch notes will include details of where that’s not the case or where there have been other changes to those nodes.

Shock functions like lightning resistance shred, except that it also increases enemies’ chance to be stunned by 10%. Because it no longer scales with enemy health like it used to, increased shock effectiveness is no longer necessary for shock to scale into end game and most sources of it have been removed or greatly reduced in value.

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ya but it feels so much better when it actually adds to the weapon itself mostly for melee weapons

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But why? It adds another “axis of randomness” for which to differentiate weapons, sure (do you go for one with a smaller range but lower values or a bigger range with higher potential values?), but what else? Why does it feel better to have a damage range on the weapon rather than in the calculation?

I worry about penetration. So resistance cap is 75%, Penetration scales up to 75% based on zone level. So in zones 75 and up, even if you are resist capped, you basically have 0 resist. If you aren’t capped, you go negative resist.

This seems to make resists both mandatory and pointless at the same time.

Maybe it just needs to be played to see it in action. It seems like it would be better if it were shred instead of penetration that scaled with zone level. That way you could overcap to compensate.

We might be able to think of it as 0 resist being what the enemies are balanced around. If you don’t have capped resistance then you’ll be negative, meaning you take more damage from those mobs than ‘intended’. Armor on top of resistances will help you scale into taking less damage then ‘intended’ if we’re using the same idea of 0 resist (cap - penetration) being what it’s balanced around.

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The enemy shred up to the cap is actually my favorite thing that im seeing and think makes a ton of sense

I’m interested to see what happens to Low-Life builds. No changes to ward and if you stack vitality now in addition to the existing builds you could end with a ton of ward.

I’m expecting ward to feel pretty good if you can get % res and high ward like before. Previously high ward tended to ignore prots since they got more ehp from ward. Now resistances will scale your ehp from ward…

it makes it so more weapons have more viable choices to use why use a sword that does 40 dmg when theres one that does 60? having range can make you choose do i want more min dmg and less max or more max and less min 72-330 or 99-250 you can also add perks for each weapon type to make them differnt aswell in D2 pre lod Lances were kings of long range good max but had low min exec sword was the middle ground but could also be used as 1 handers on barbs and martel had high min good max but low range and also did extra dmg to undead this gave all these weapons different feelings and they were all good choices but differen’t D3 sucked because weapons were bassicly all stat sticks and LE is bassicly that atm and it could be better

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