Damage Over Time Changes - Part 1

i had played the last week a lot, and it was great! thx for the game!


perhaps you can make the game a little easier here and there, and provide more information on how things are interconnected in the game so that new players know what they can do.

i downloaded path of building. the tool provides a detailed explanation on how every stat is caculated, why not adding smth like this into the game?

How is this going to work with the Emberwake ring, Xophs Nurture, and Sudden ignition Threshold? Will each of the ignites start with a base damage for ignite and stack?
What am I missing here? The problem is that double dipping is making other skills non-competitive and non-attractive. So the idea is to separate the damage types to eliminate double dipping. Okay, I'm with you so far.. but then you want to DOUBLE the damage of the skills that were double dipping to compensate for the damage lost by the removal of double dipping? What about the first reason you stated for the change in the first place, the non poison or ignite skills that couldn't reach the same damage levels?

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Rory wrote:
We've decided to make some changes to this system for a few reasons. Firstly, builds that didn't use Poison or Ignite required significantly more investment to reach the same damage values, and we'd like to level the playing field to bring more builds to a closer power level and progression.
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Cleverk wrote:
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The ratio will remain unchanged for Bleeding caused by monsters, so you will still be able to stand still to mitigate the majority of monster Bleeding damage, but monsters you inflict Bleeding on won't be so lucky.


I don't agree with this.


I could be wrong but I think this is being done because GGG is going to keep the amount of bleeding dealt by monsters the same as pre-patch. I mean how much double dipping did monsters do? Its not like they are all running around with 6 link skills and 120 passive points. Or are they? I don't know.
@Rory:

WTB Selfless Leader jewel back!
On another note:
Minion Damage will that still boost the poison/bleed/ignite from minions?
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KateM wrote:
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Cleverk wrote:
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The ratio will remain unchanged for Bleeding caused by monsters, so you will still be able to stand still to mitigate the majority of monster Bleeding damage, but monsters you inflict Bleeding on won't be so lucky.


I don't agree with this.


I could be wrong but I think this is being done because GGG is going to keep the amount of bleeding dealt by monsters the same as pre-patch. I mean how much double dipping did monsters do? Its not like they are all running around with 6 link skills and 120 passive points. Or are they? I don't know.


Monsters did double dip with certain map mods

the worst offender being "increased monster damage"
Life will be technically better Soon TM
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waskely wrote:
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KateM wrote:


I could be wrong but I think this is being done because GGG is going to keep the amount of bleeding dealt by monsters the same as pre-patch. I mean how much double dipping did monsters do? Its not like they are all running around with 6 link skills and 120 passive points. Or are they? I don't know.


Monsters did double dip with certain map mods

the worst offender being "increased monster damage"


I originally had that in there but I removed it before posting to avoid confusion. They may have done it on occasion but its nothing like the double dip you get with players
Clarification Requested for Poison:

Will the damage be doubled from its current value? (8% into 16%)
or will its previous pre-nerf value be doubled (10% into 20%)

As you previously in the initial nerf post that the nerf was temporary until the mechanic is proper balanced. Please confirm.

Also, will poison be staying at a base of 2 seconds as well?

Doesn't this also cause a bit of concern in regards to say burning arrow, since it will now only scale off of elemental and DOT modifiers, the prior of which is lacking in the lower section of the tree.
State of Beyond Mechanic: https://www.pathofexile.com/forum/view-thread/3568084

State of Blight Mechanic: https://www.pathofexile.com/forum/view-thread/3568078

State of Harbinger Mechanic: https://www.pathofexile.com/forum/view-thread/3568062
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defektiv wrote:
What am I missing here? The problem is that double dipping is making other skills non-competitive and non-attractive. So the idea is to separate the damage types to eliminate double dipping. Okay, I'm with you so far.. but then you want to DOUBLE the damage of the skills that were double dipping to compensate for the damage lost by the removal of double dipping? What about the first reason you stated for the change in the first place, the non poison or ignite skills that couldn't reach the same damage levels?

"
Rory wrote:
We've decided to make some changes to this system for a few reasons. Firstly, builds that didn't use Poison or Ignite required significantly more investment to reach the same damage values, and we'd like to level the playing field to bring more builds to a closer power level and progression.


What you're missing is the fact that double dipping and double damage are not the same thing. Whats happening is that they arent taking out double dipping, they are changing the way these ailments work entirely and as an intended side effect they will no longer be able to double dip. But as a consequence of this change, the initial unmodified damage of these ailments will be much lower than before hence the need to bump up the initial damage.
I am curious how will the changes affect Righteous fire if they will affect it at all ?

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