Damage Over Time Changes - Part 1
" You will not stack phys damage but instead rely on chaos and poison damage from the tree. They said that it will be based on the base of the skill which will probably be adjusted in the implementation, plus they said that all the poison nodes are getting a significant buff to compensate for the loss. So if you will build pure chaos/poison you should be fine. "Let your smile change the world, but don't let the world change your smile." -unknown
"The Emperor beckons and the world attends." -Izaro "Shine boldly so that all may find you when the night falls." -Izaro | |
nerfing ignite is stupid, ignite does not stack and therefore does not scale with attack/castspeed.
current ignite does 20%dmg per second, with 1k doupledip dmg this is 220% per second, that means that you can match the ignite dmg by just casting the spell 2,2 times a second. instead of finally nerfing crit you are forced to play crit, good job. |
|
" It did with certain spells like Vortex or Essence Drain (well in this case spell damage boosted both base damage and DoT damage of ES and if you poisoned with it, it boosted poison damage as well). I don't think it worked universally. Last edited by Torin on Apr 27, 2017, 9:19:59 AM
| |
RIP Taming+Emberwake I loved you and I shall miss you.
Now for some constructive opinionating, I hope with all these changes the boss immunities are going to be looked at, what I mean by this is I play exclusively life based builds (don't like ES based don't ask why I don't know) and for me double dipping damage is the only way I seem to have been able to defeat most end game stuff, simply because life is weak and trying to dodge around bosses for 5+ minutes while the new DoT's work seems like an impossible job for 6 portals. You cant die 6 times if you can kill the boss in a comfortable time, I feel like these changes will make end game bosses unfairly tanky if life builds and boss hp/immunities aren't looked at. | |
I had really high hopes for these changes and looks like you pulled through on those. Looks great!
Just looking for some clarification on a few things, based on what I've seen reading replies, the community isn't sure if this will change any of the modifiers that affect RF, though it will receive a significant buff with the changes to support gems. Will any of the changes negatively affect any of the current ways of scaling RF? next question if a very unique and specific question, and that is will we be seeing a lot more rips to the grandmaster that uses barrage to apply powerful bleeds as they do half damage now while standing still or are grandmasters considered monsters in this case still only doing 1/6 damage? From what I've experienced they are treated as players and it's a pvp environment so I forsee a lot more deaths to that grandmaster than before. This leads me to another question I hadn't thought of before writing out that last question. Does this mean bleeds are going to be super op in pvp? Before if you knew someone was using bleeds as their main damage you could normally defeat them by standing your ground and a bleed flask for panic situations. Now if you did that you would likely still rip to the bleed the second you run out of flask charges.
Spoiler
Who am I kidding GGG doesn't give a shit about pvp. Gonna be even more annoying to level leo.
|
|
" I have a question, that is not exactly about DoT mechanics, but is absolutely relevant to everyone who wants to make a DoT build: When the tooltip's approach to crucial info delivery (hit dmg, dot dmg, duration, etc) will be updated? many builds suffer from this lack of good info delivery on the tooltips, but since DoT has a more complex math it becomes an even worse problem. maybe a built in calculator? I don´t really think the tooltip has enough space for that much info, but for a game that is totally based on informed decisions, we have very poor tools for decision making. | |
Can you please also talk about Immunitys against Bleed/Poison/Ignite on Bosses (Such as the Guardians). I hope that they'll be a thing of the past with the upcoming changes...
| |
caustic arrow = unplayable in light of changes?
|
|
" Just download Path of Building. Their built in calculators provide way more info about your skills than you could ever fit in a tooltip. | |
" +1 for this post. I agree this seems like a bandage fix and will further limit the number of viable builds. Will wait to see how it rolls in beta, but I agree with this post that another approach to making non-DOT builds viable would be nodes that greatly boost base damage while removing or mitigating the ability to ignite/bleed/poison. Completely removing or greatly reducing a source of damage just to balance will only make all previous builds that relied on DOT damage less viable. Again, will have to wait and see how this is implemented. I would really love to hear thoughts from the master build craftsmen who design the endgame builds we all use. For the record, double-dipping is only bad with chips and dips when you are at a party. |