Hmm, you're right, I agree. Although CI is actually implemented in a similarly sloppy form: by setting chaos resist to 100. If a mob had chaos damage and chaos penetration, it would oneshot CI chars...
Hmm, you're right, I agree. Although CI is actually implemented in a similarly sloppy form: by setting chaos resist to 100. If a mob had chaos damage and chaos penetration, it would oneshot CI chars...
It would not. CI does not work by setting resistance to 100%, it works by making you immune, which is a boolean state. Being immune to chaos damage also sets your resistance to 100% entirely for display purposes, but that has no mechanical effect because being immune means your resistance is never applied to incoming damage anyway.
That happens because it was decided that it would be cool if your resistance showed as 100% in the character panel while you were immune, not because that's functionally how the immunity works.
It's likely that the resistance change will eventually be removed, because any future effects which scale things based on your chaos resistance would want your resistance to actually maintain it's value, rather than becoming 100%, when you become immune.
And you can't have "Additional" something if you don't have at least 1 of that something.
Can't you? IIRC, source of "X% Additional Block Chance" work fine even if your block chance is 0% when you get it.
There is no "Additional Block Chance" in the game since the refactor to block stats in 3.4.0. Prior to that version, all forms of "additional Block Chance" did require some base block chance to add to.
Likewise, the change made here swapped the Dodge chance granted by those nodes to no longer be "additional" so it would apply even if you have no other Dodge chance.
If something is explicitly worded as "100% reduced X", then sure. But unaffected implies a more... boolean state of things.
For example, Chaos Inoculation is worded as "Immune to Chaos Damage". But what if it was actually coded as 100% reduced chaos damage taken? Then you get shocked and die. That would be really dumb, and is definitely not how it works, or should work.
That's how I feel about this: unaffected should not be treated the same as 100% reduced.
unaffected should not be treated the same as 100% reduced.
You are correct, it should not. That's what we fixed here. There was a big purge of using these stats this way to emulate "unaffected" a while back, but this one must have been missed (or possibly added in after that in the incorrect way).
There is no immunity to anything generally. It's always either a 100% reduction in damage see CI or 100% avoid ect.
Even things like divine shrines are just a 100% reduction in damage. You can still die while under its effects.
This is a case of people assuming how things work because the academic and real world difference is the only difference and people tend to only think in real world terms.
Cause let's be honest to most people if you tell them all damage is reduced by 100% to 0% they would think they are immortal.
It's the same with freezing it don't make you unable to move it reduces your action speed to 0 so you are unable to move.
PoE is built on an academic style of wording. Which is abnormal to almost all gaming in general.
There is no immunity to anything generally. It's always either a 100% reduction in damage see CI or 100% avoid ect.
There is immunity, and CI applies it. Immunity is a boolean state, not a 100% damage reduction.
Even things like divine shrines are just a 100% reduction in damage.
The Divine Shrine does make you immune to damage, it is not a 100% damage reduction. You cannot take damage in any way while under the effect of the shrine.
You can still die while under its effects.
Yes, but not from taking damage. You can still be Culled, lose life from some non-damage source such as Rage or a Caustic Flask, etc.