0.11.1 Patch Notes
" I'm frustrated with desync too but there are clearly a better ways of expressing your idea of what is wrong with the game. In, you know, constructive manner. |
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Spell damage affectiveness eh? in other words (if im reading correctly), spells that have more than 100% are getting nerfed, and spells with less than 100% are getting buffed.
Buffs: Arc - Firestorm - Incinerate - Spark - Shockwave totem - Flame totem Nerfs: Bear Trap Can't really complain heheh. personally looking forward to shockwave and firestorm buff. 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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" You got it all wrong. There's no buffing nor nerfing being done. It's all just a visual change for better readability. Instead of displaying a spell's base damage and a damage effectiveness the spells now show a new base damage = old base damage * damage effectiveness. The actual damage output remains completely unchanged. Crit happens. Last edited by Inarion1986#5829 on Jun 25, 2013, 9:28:00 AM
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" Exactly. The actual damage should not change. Only the way the damage is calculated internally. If you read the patch notes carefully you will see that: "Spells with Damage Effectiveness no longer have their own damage affected by Damage Effectiveness. Damage values on these skills have been updated to reflect this." |
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" Simple fix! get a 64bit Windows and get more RAM! 2-3GB total RAM is not enough! Tech guy
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" I feel like this is going to cause a handful of people to get confused about the added lightning and cold supports since they will still be reduced in effectiveness. |
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" The only thing that is changing is the way that flat physical damage modifiers on non-weapon items work. An example of flat physical damage: "Adds 1-4 Physical Damage". Before the patch, that would add exactly 1-4 damage. After the patch it will be increased by all your % physical damage increases. So if you have a total of 100% physical damage increases from your passive tree/gear, it will add 2-8 damage. Please note: flat physical damage increases on weapons has always worked this way. It was only from rings/amulets/belts/gloves that it wasn't working. Last edited by Axebane#6055 on Jun 25, 2013, 9:39:42 AM
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" THIS IGNs: [TempCI, Flamin, - Std] / [EK_Tanker - HC] [Comstark, ShavronnesMistress - Anarchy] [MontreGulsTITANS, - Dom / CLHS_Tank - Nemesis] [Atziri_Achiever - Ambush] / [ArcerONaRampage - Rampage] Last edited by Promo1987#4833 on Jun 25, 2013, 9:58:55 AM
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Unique flask?
That sounds interesting. |
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" this is awesome now we just need to get viper strike included ;) |
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