Help with scaling damage
" Of course I need other people's opinions', but when they're thoroughly supported by data. For example, the last post considers that you need 100% chance to apply bleeding, in order to be a bleeder. And I mathematically proved it wrong. That's how it's usually done and I have no problems in being proven wrong and learning better things. Last edited by Hitman473107#7521 on Jul 17, 2025, 11:37:12 AM
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" I cant tell if you are serious right now. But Seaman is correct. This is an exercise in futility. Have a nice day. One last food for thought. If you have 25% chance to bleed that means each attack is 75% chance to do no damage as a bleed build. That is going to feel AWFUL in practice while mapping. Last edited by gladiatorpie#3317 on Jul 17, 2025, 11:46:24 AM
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" Is there something wrong with my math? Tell me where and I'll happily admit my mistake. I think I have the least amount of pride and superiority on this forum, from what I've seen. Of course that seaman is correct, he seems to be a valued member of this forum. There's no point to argue with that fact in mind, too much or at all, for everyone's sake (especially my own). So, am I close to receive my second ban for whatever it is I've said? " Wrong. It just means that the first attack might delay a bit the bleeding, but you'll have a subsequent steady flow afterwards, nonetheless. And I have a lot more chance to bleed (with Vulnerability) than 25% (I have 55%) and more than one attack per second (thanks to faster attacks support and Haste). I just highlighted that you don't need a high chance to apply an ailment that doesn't stack, in order to constantly apply it. Any chance larger and it's wasted in the long run for nothing, when you can use those points to boost your actual damage or something else. Last edited by Hitman473107#7521 on Jul 17, 2025, 12:05:22 PM
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So, I see that all the people have given up on this thread, which is for the best. The conclusion (mine at least) is that focusing exclusively on damage, while not omitting survival (defense, life) and other useful effects (like ailments and stun) at the same time (but as by-products, not direct investments), both in the passive tree and from the roster of skill gems used, renders nothing more than 90k dps (without adding bleeding damage), both in-game and in a character building tool, when the character is supported by gear which might be around 25% efficiency (from the possible total that might be achieved) for damage boost. Assuming that someone would find gear to make the overall damage 4 times greater, it would mean somewhere around 400k dps. So, I guess that, based on the research I've done so far, having 1 million dps, not to mention 20 or 240 million, is just a fantasy and shouldn't be taken into consideration at all, until it's proven with actual in-game items and numbers.
Last edited by Hitman473107#7521 on Jul 17, 2025, 12:40:31 PM
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