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Last edited by Aodui on Sep 1, 2017, 12:49:58 PM
Last bumped on Feb 11, 2017, 9:06:05 PM
Here is an official answers from the devs, I hope you'll find it interesting.

Spoiler
Last edited by IceDeal on Feb 3, 2017, 5:28:38 PM
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Last edited by Aodui on Sep 1, 2017, 12:53:49 PM
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Aodui wrote:
Just making it known that blight is so stupidly overpowered in PVP that in the upcoming Cutthroat race you may as well be racing towards Chaos Inoculation.


This is indeed true!
there is a dozen skills without T balance now. Everything needs balancing not just scorching ray and blight. PvP is so broken at this point in time that scorching ray and blight almost seem standardized. Just get For Honor and forget about it because its going to be awhile before they touch anything. Maybe after the Ps4 port and the nintendo snap port. By that time they will probably be developing Hello Kitty Exiles, the next amazing ARPG.
I Stream PvP Twitch.tv/GrindcoreTHRALL
THE STORY OF MY Descent into the Abysmal Afterlife( HC to SC, too Stronk!)
http://www.pathofexile.com/forum/view-thread/346754
PK massacre, http://www.youtube.com/watch?v=Ldz09uBZ-ug
Last edited by GrindcoreTHRALL on Feb 4, 2017, 9:32:36 AM
I was going to skip all of these races but if Blight is as broken as you claim maybe I'll play one for the lolz

Unless of course it conflicts in any way with my For Honor schedule, as Grindcore already mentioned

So Shadow Blight into act 2 Arc mines FTW? (sounds like a terrible passive tree)

Or just stick with Blight and run down all the non-Shadows with flame dash...
Scratch everything, further tests of max stack Scorching Ray actually show that there's 0 reduction on the skill. My initial findings were a red herring
Last edited by CoalMN on Feb 16, 2017, 9:49:05 PM
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I suspect that Blight and Blade Flurry are balanced in a similar manner


BF is attack so it inherit pvp reduction based on attack speed.
if you just press and hold BF button pvp reduction works as intended:

   for 10 aps BF; 10k avg physical damage:
   RD = ((D / T) / 125) ^ 0.61 * 125 * T
   D = 10000
   T = 0.1
   RD = 737.5

so, the damage per hit reduced from 10000 to 737.5, i.e. 92.6% hit damage reduction.
(damage is ramp up per stage but that is unimportant for the calculation)

While using 'channelling and release charges' feature each stack of six 'fairly' balanced hits gain additional 6 hits with same 92.6% reduction.
charged BF deals 12 hits per .6 sec or 20 hits per sec. (if we assume 'charges release' is instant)
 
   for 20 aps BF; 10k avg physical damage:
   RD = ((D / T) / 125) ^ 0.61 * 125 * T
   D = 10000
   T = 0.05
   RD = 562.8

'fair' reduction for perfectly charged BF is 94.4%
737.5 is 131% of 562.8, so we have 31% of 'cheated damage' for current constants.


As for pure DoT skills, PvP reduction T constant should be set separately. Otherwise it simply deals 'plain damage' as Vortex DoT / RF did.

I think, we need someone to post video of 2 min HoGM SR run.
Problem: impostor syndrome
Solution: nerf everything
Result: depressing mess
Last edited by a_z0_9 on Feb 8, 2017, 10:23:15 AM
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Last edited by Aodui on Sep 1, 2017, 12:53:55 PM

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