Damage Over Time Changes - Part 1
" No there is not. " SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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I don't know does this post ask for hype or rage because double dip problem is not from "yesterday" and only question is what was waiting? New support packs and more money?
Does every fix need be global nerf? | |
" While I understand why you'd make this distingution I'd like to point out that this will again introduce a confusion around this mechanic - which you are in another case trying to avoid. It's best to have a consistent system without such tweaks and backdoors even if it means a less used mechanic or more danger to players. I'd propose to bring the two values closer and have the same effect on both monsters and players (say 1/3rd). | |
YES YES PLEASE MORE!!! <3
How about ES, vaal pact nerfs? In order to get rid of clearspeed meta cap global movement speed at 100% but make all skills instant so everything feels great.
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" From what I'm understanding ignite is now based off the base damage off the spell not the end result... which would significantly cut it's damage down. Last edited by Drekor on May 3, 2017, 12:01:05 PM
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I love my ignite fireball, but I welcome these changes for more diverse builds.
And yes ignite may be broken, but not as broken as Barrage pathfinders. | |
stopped reading at " then we doubled it". sounds like a familiar old adage.
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Dont stop at DOT changes, theres a lot more broken mechanic that should be fixed, and dont forget buff Life builds.
Settlers master craft service Settlers My IGN TreeOfDead
https://www.pathofexile.com/forum/view-thread/2037371 Vouch Settlers veiled crafting all service all crafts mods Settlers SC master craft service Settlers SC craft mod! Veiled crafting Service Settlers craft PM: TreeOfDead |
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Not a good change as it is a double nerf for poison and bleed. Also ingite to some extent, but at least elemental and fire damage will still scale both the hit and the ignite.
Essentially it is a double nerf. Say you have increased: Physical damage 100% Attack damage 100% Aoe damage 100% Projectile damage 100% More area damage 50% Old system A 100 dam phys hit would do: 100*(5.0) *(1.5)= 750 hit damage. Poison would do 750* 0.08= 60 base *(4.0) *(1.5)= 360 double dipped poison damage 60 poison damage would be a fine change New system Damage =750. Poison = 100*0.08 *1.00 =8 X2 for new mechanic =16.0 *note that none of the damage above, even attack damage scales poison anymore on top of not double dipping anymore After the X2 multiplier to 'compensate' for double dipping, the poison does only 16 damage. Under the old system if poison simply weren't scaled again it would do 60 (double dipped it does 360). You can see here that the poison damage is less not just because it doesn't double dip anymore, but because it also is scaled much less. Naturally the poison damage in the first case will increase far more than the new case with several hundred% added damage applying to the attack. None of it will apply to the poison in the new system. On top of that, critical hits don't scale poison or bleed at all anymore where they didn't double dip before (if I am correct). This is an unneeded nerf as well. Last edited by Lord_Tao on May 4, 2017, 2:09:59 PM
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Will you change the nerfed percent chaos conversion values on unique items back to their original values since the main reason behind this nerf was poison double dipping?
IGN: Enkel
Enkel's Renewed Quality Shop - 1: http://www.pathofexile.com/forum/view-thread/804756 Enkel's Renewed Quality Shop - 2: http://www.pathofexile.com/forum/view-thread/964835 Enkel's Accessories - 1 (Jewellery): http://www.pathofexile.com/forum/view-thread/806716 |