Because melee does no damage without taking meaningful risks. Ranged weapons can do half the important work of a fight before it starts: standing in a good position. Melee has no choice of positioning in the overwhelming majority of cases; in the most important ones, there’s a literal gigantic glowing ring indicating where they must stand.
I dunno how much con you are using to get melted by 2 GS hits.
Even-spec armour plus my suggestions give you the best mitigation from this situation.
You still getting 10-15 percent mitigation from 50 percent of their attacks. Which is a 5-7.5 percent mitigation on an attack that on average will hit 5-10 percent less than a full physical attack would.so would still be around a 10 percent reduction.
Unless arcane gems have done kind of bug I’m unaware of.
Plz explain how arcane gems are the weakness to this set up. Thanks
GS can crit up to 7k vs 200con light armor. So yea you die to 2 crits if they happen.
But not sure about build required for it since never tested on my own. Probably 50-100con max and rest str+dex.
You have gems all physical dmg. And elemental is only vs range. You have no reists vs mele magic dmg. So any mele weapon that will convert 40-50% dmg into any magic type will melt you hard.
Attacks using coversion gems generally hit for 5-10 percent less than full physical attacks.
You don’t wanna waste gem slots mitigating attacks that do less dmg than standard physical attacks, logic dictates this.
And wasting slots on opals isn’t good IMO, when you can just use ele aversion to mitigate majority of elemental dmg you will receive or slot rubies to mitigate the hardest hitting and easiest to land elemental dmg (fire staff, blunderbuss, explosive arrow etc)
Ele aversion and physical aversion is the meta now.
Use your onyxs for melee physical attacks. Or use moonstones if you wanna get big mitigation apart from rapier, spear and hammer physical attacks.
Ele physical attacks hit less, you don’t wanna mitigate them, even stat armour will be all you need plus onyxs.
I should know I have a void assassin build with full void buffs on an SnS and hatchet. Attunement, void dmg ring and runeglass case of abyss in armour slots.
The problem I have with melee aversion is it would pretty much be the same as the shirking fort meta we have just come out of.
Melee physical aversion would render all other armour pieces as unanimously inferior.
Meta would be an elementally skewed armour set with full melee physical aversion and a load of emeralds to mitigate bows.
Only ranged physical attacks that aren’t thrust such as throwing hatchet or grav well would hit hard. Outcome would be any melee thrust dmg being beyond useless. Spear and rapier would be trash tier PvP weps overnight.
We don’t need that. People on this forum don’t seem to be intelligent enough to think of these things.
range can increase the distance for melee to have to go further to catch you. there is multiple range players on different elevation terrain. melee burn stamina trying to get close to you while dodging. by the time they reach you they have hardly any stamina left to dodge your ccs, or any other ccs for that matter. range can damage from higher ground. melee can not damage you from high ground. i can keep going…
Well if you are really noob on stam control and dodge management then you deserve to die to those left clicks because anyone with avarage skill can easly run away from melee. But there is no run away from a ranged unless you don’t use your mates as a shield or hide behind a object.