For the sanctity of their slow gameplay vision they have to nerf every strong build and give 99% dr dropping off like 1% per 2s or 5s on pinnacles. Then give fortify back to melee builds.
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Here are the scaling factors based on your own numbers:
The relationship you showed here with your percentages is exponential.
Consider the following simpler example:
2 (100% increase from last)
4 (100% increase from last)
8 (100% increase from last)
16 (100% increase from last)
32 (100% increase from last)
64 (100% increase from last)
While more extreme, this is the most basic example of exponential growth, and your values reflect what I'm observing.
It's the same idea as compound interest in a bank account, which is definitively exponential.
Saying that it's linear is just plain wrong.
It is a linear scalar that results in exponential base values. However, you're comparing scalars when comparing gem level to archmage (or indeed to any other form of scalar).
The reason that compound interest is so valuable is that it is applied so frequently over many, many intervals. There is a hard cap on the amount of +skills that can be obtained, and the growth factor is approximately 12% (linearly) per +skill level.
Furthermore, even all of this aside, nothing about the discussion of +skills in any way invalidates the fact that archmage is ridiculously overpowered in comparison with its own competition. +skills and Archmage have essentially zero interaction in terms of trade-off; you're never choosing between them. In the case that all +skill disappeared from the game tomorrow, Archmage would remain equally as powerful relative to its analogues, which +skills is not one of.
I don't think the exponential growth of base damage caused by +skills is problematic, because it is capped before exponentiation causes issues. However, even if we were to agree to it being a problem, it wouldn't change archmage also being a problem at all.
Last edited by Pathological#1188 on Jan 3, 2025, 1:35:06 AM
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Posted byPathological#1188on Jan 3, 2025, 1:32:29 AM
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While Archmage is the problem with high boost. I do have one question .... without Archmage, how well elemental skill fare? I mean, I'm not go that far yet, but either spark, arc is a pure suffer when deal with boss. Forgemaster is like .... 10-15 second before time limit even I keep constant Mana Tempest (2-3 Arc. each tempest and only +2 skill since no better wand/focus/staff drop.) and Orb.
If Archmage nerf by half, base skill should at least boost up to not suffering and pain.
Slow in, slow out cuz I'm just a player.
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Posted bynnilfoest#6766on Jan 3, 2025, 1:50:45 AM
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TL;DR: “+N Level to (Cold/Fire/Lightning/All) Spell Skills” resulting in an exponential increase to the base value of skills is overpowered, as nearly all other modifiers are scalar.
Disclaimer: 99% of my time played is on Stormweaver Sorceress. While it’s true that I know very little about the scaling of other classes, I believe that most of what I have here applies to them as well. I also have no experience in PoE 1, so I’m unaware if these problems have existed before.
Let me get straight to the point with the so-called “hot take”:
Archmage is NOT the problem.
Instead, a single modifier is dominating everyone’s itemization choices, warping the in-game economy and significantly stifling build diversity. “+ N Level to (Cold/Fire/Lightning/All) Spell Skills” (“+Levels” for short) is extremely unbalanced and should be removed from the game almost entirely. The only exceptions that should be made are for uniques, such as Fireflower or Levinstone, or notables on the passive skill tree.
To understand why +Levels is such a problem, we must understand the nature of damage scaling with respect to skill level. If you look at nearly any ability in the “Elemental” category on PoE2DB, you’ll notice that skill base damage scales exponentially with skill level.
At lower skill levels, this is less of a problem. After all, exponential scaling is, by nature, less noticeable at lower variable values. However, as skills reach level 20 and beyond, the difference becomes staggering.
However, most (if not all) other scaling is multiplicative; scalar. Consider the following example with the other directly damage-related modifiers: “+% (Cold/Lightning/Fire/Spell) Damage”, using the max value for a single modifier:
Max Level 20 Spark Damage (per projectile)
No Modifier = 229
120% = 503
+1 = 257
+2 = 289
+3 = 324
+4 = 363
+5 = 406
+6 = 455
These values look fine, right? The thing is, these modifiers are not applied in a vacuum during normal gameplay. You must factor in the bonuses provided from the passive tree, which are almost all scalar in nature. These bonuses cause the exponential base scaling from +Levels to be overwhelming. Consider the same example as above, with an easily-attainable total of 100% Increased Spell Damage from the passive tree:
Max Level 20 Spark Damage (per projectile)
No Modifier = 229
120% + 100% = 732
+1 + 100% = 514
+2 + 100% = 578
+3 + 100% = 648
+4 + 100% = 726
+5 + 100% = 812
+6 + 100% = 910
Again, this is with just a 100% passive modifier, not including what comes on gear with other modifiers and from other passives. Consider another 100% bonus from passives and/or other gear modifiers (again, easily attainable):
Max Level 20 Spark Damage (per projectile)
No Modifier = 229
120% + 200% = 961
+1 + 200% = 771
+2 + 200% = 867
+3 + 200% = 972
+4 + 200% = 1089
+5 + 200% = 1218
+6 + 200% = 1365
Thus, it becomes obvious that +Levels is far more impactful than any other single damage-scaling modifier on gear because it exponentially modifies the base damage of the skill. This is reflected by the severe economic skew towards wands, staves, and other weapons with the max +Levels modifier on them.
But this is not the only problem with the +Levels modifier. A not-so-obvious consequence of using +Levels is that the mana costs grow alongside the base damage of the skill at a similar rate. At first glance, you might think that this is the balancing trade-off. I would agree, but I think this makes matters even worse.
Because +Levels is so overwhelmingly strong, players are inclined to build around it and mitigate its sole downside. This has resulted in mana-modifier gear being disproportionately valuable versus other modifiers.
Enter Archmage, a build strategy that encourages the very same mana-modifier stacking that mitigates the downsides of +Levels, while multiplicatively scaling the exponential increases granted by +Levels by a huge amount. This is why Archmage appears to be overtuned: because +Levels benefits from Archmage significantly more than any other single effect or passive.
Now that we’ve addressed most of the problems, let’s talk solutions. I believe the only way to balance +Levels is to remove it from all non-uniques and replace it with additive or multiplicative modifiers.
“Just change the scaling of skill gems!” - At first, this seems like a viable solution. However, it’s likely that GGG has balanced the game progression around the current scaling of skill gems. Changing it could result in a worse leveling and/or endgame experience.
“Reduce the exponential scaling at higher levels!” - I don’t think this is the solution either. The exponential scaling should be something attainable with restriction, such as using a unique or passive tree notable. It should be special and powerful, but not available on every weapon in the game.
I think the best solution is to replace +Levels with a scalar modifier of the same tier. This will cause only a mild diminishment in the economic value of the items, as the modifier slot still provides the same benefit as before: more damage. Scalar modifiers also have a finer distribution, while +Levels only has N possible values.
But please, let me know your thoughts! Do you like +Levels, and believe it should stay? If so, why?
Its not even about archmage, do we even have a choice on how we scale caster? Like give an example on how you scale your damage as caster aside from archmage except DD.
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Problem is obviously MOM.
Anything that can scale both attack and defense is going to be blatantly OP period.
Obviously MOM? have you played Mind over matter in POE 2? Do you know how much investment you need to make it decent as a "defensive layer"?
Scale both attack and defense? Have you seen casuals play MOM? Why does their mana pool are always empty? I don't know what's up with this forum but there are A LOT of people posting about stuff they don't even use nor have experienced.
The main question that we should ask, those people who are saying archmage is broken, what other caster scaling did you compare it to conclude its OP?
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Posted byiMirageX#4580on Jan 3, 2025, 2:06:28 AM
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hum, a bit of poe 1 and archmage history maybe ? ( and selfcast problem)
archmage was put ingame for solve an issue, selfcast.
with time each league patch different spell was nerf and werf again.
because trigger, when use trigger ( like cast on, spell totem ..etc) you can did you spell a lot of time per sec, maybe 4,5 or 10 much more than selcast.
result nobody want to play selcast because they have so low dps ( with succesiv nerf), and at the end we struggle to make a red map ( t15 or t16).
the solution ? -> archmage, to buff that's selcast can use in a way that's the trigger way don't work.
so here in poe 2, just for fun , swith off archmage buff and enter you favorite map for fun and chech you dps ..
ps: if want to go deeper, could check the old Enki-arc build guide and their update league post. ( it's a guys who focus to make selfcast build against GGG nerf patch during a lot of years and league, and at the end he FF)
and archmage is really not an issue. just try selfcast spell ....
edit:
just for data, add my stat lvl94 spark ci-mom-eb sorc ( around 30 div gear)
spark tooltip dps with archmage 37k, without 7 k
for context, in t16 +2 i feel ok around 27k dps, and feel nice from 35k
but without archmage, with 30 div gears, i'm not sur to end a t5 white map xD
glhf for have 30 div when end campagne . hahaha
just for saying, if remove archmage base dmg of ALL spell MUST have a MASSIVE BUFF. or all selcast just dead ( like in poe 1)
Last edited by laurent67#6296 on Jan 3, 2025, 4:02:01 AM
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Posted bylaurent67#6296on Jan 3, 2025, 3:33:13 AM
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I think archmage should further decrease mana regeneration by 30%, so that it doesn't go well with MoM. If you combine MoM with Archmage then, you will have nearly no mana reg at all. This way, you either get MoM OR archmage, but not both at the same time.
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Posted byAceNightfire#0980on Jan 3, 2025, 4:21:04 AM
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hum, a bit of poe 1 and archmage history maybe ? ( and selfcast problem)
archmage was put ingame for solve an issue, selfcast.
with time each league patch different spell was nerf and werf again.
because trigger, when use trigger ( like cast on, spell totem ..etc) you can did you spell a lot of time per sec, maybe 4,5 or 10 much more than selcast.
result nobody want to play selcast because they have so low dps ( with succesiv nerf), and at the end we struggle to make a red map ( t15 or t16).
the solution ? -> archmage, to buff that's selcast can use in a way that's the trigger way don't work.
so here in poe 2, just for fun , swith off archmage buff and enter you favorite map for fun and chech you dps ..
ps: if want to go deeper, could check the old Enki-arc build guide and their update league post. ( it's a guys who focus to make selfcast build against GGG nerf patch during a lot of years and league, and at the end he FF)
and archmage is really not an issue. just try selfcast spell ....
edit:
just for data, add my stat lvl94 spark ci-mom-eb sorc ( around 30 div gear)
spark tooltip dps with archmage 37k, without 7 k
for context, in t16 +2 i feel ok around 27k dps, and feel nice from 35k
but without archmage, with 30 div gears, i'm not sur to end a t5 white map xD
glhf for have 30 div when end campagne . hahaha
just for saying, if remove archmage base dmg of ALL spell MUST have a MASSIVE BUFF. or all selcast just dead ( like in poe 1)
Kind of foreseen this. It's like build enable that make lighting work. Since base dmg is so poor to begin with... specially ball of lightning _oTL
Slow in, slow out cuz I'm just a player.
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Posted bynnilfoest#6766on Jan 3, 2025, 4:21:42 AM
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im pretty sure +100 base weapon damage = more damage than +6 to melee skills. if theres any reason that + to skill levels should be removed it's the mana cost tripling on max roll.
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Posted byTravisPowel#4558on Jan 3, 2025, 4:54:24 AM
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i don't check (or try) melee, but for spell i'm sure the game balance is like +6 lvl gem on stuff is a part of the 'normal' lvl gem on poe1 .
something like lvl 19 gemm + 5/6 lvl on stuff = lvl 20 gem in poe 1
and have just +1 lvl in end gear is more less valuable than +1 lvl in poe.
mean they did that cause in poe1 spell scale in big part on gem lvl ( compare with attack) , here is a bit more balance with +lvl on wand/staff/focus/neck.
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Posted bylaurent67#6296on Jan 3, 2025, 5:07:13 AM
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The problem isnt with Archmage or Sorc. It is litterally that there are only a few builds that can get to endgame. Even fewer that can clear trials with moderate ease. I am not worried. This is early access. We are absolutely getting a wipe atleast soon. I want BUFFS to power, not NERFS to others. We are complaining all wrong.
Name one time GGG nerfed something and buffed everything else? Never. Look at melee. Please spread this message on. Buff more classes. No nerfs.
Where are you people always coming from with your "Wipes" ? Iam pretty sure I have seen Jonathan said already they wont do a wipe. Since there will be seasons and people play seasons it doesnt really matter in the end.
However that of course doesnt mean they shouldnt try to fix the economy like by deleting dupes, banning buyers and sellers, bug exploiters etc.
Last edited by Crusher152#2587 on Jan 3, 2025, 5:16:59 AM
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Posted byCrusher152#2587on Jan 3, 2025, 5:15:17 AM
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