Still would like to know a little more about the SRS nerf. Its bad enough you need a spreadsheet to figure out the dmg, as the tooltip tells you absolutly nothing, and all that is in patch notes is damage reduced at higher levels.
The Rampage items applying rapmage while equipped also technically affects existing items (we put the stat on them before they released in case we we'd need to activate it like this), but other than that and Acuity, I believe all the other changes are just changes to values, and will not apply to existing items unless they're re-rolled with a divine orb.
Dem Rap Mages.
On reflection, I have decided not to correct this in my original post.
You're a wise man Mark.
Wouldn't expect less from a bald white bearded old guy.
Increased Critical Damage now provides 50% critical strike multiplier, up to 69% at gem level 20.
Ok, but you have to literally remove every other source of multiplier from the game for this to really make sense. Increased Critical Damage was a bottom tier damage support to begin with.
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Increased Critical Strikes now starts at 90% critical strike chance, increasing to 147% at gem level 20. It now provides 1% critical strike chance per 1% of quality.
Ok, but this is buffing the root source of the problem and making a support gem that's slightly weaker than Increased Critical Damage was.
90% of the game is hitting white monsters, ergo chance is more powerful than multiplier. More multiplier doesn't make things die faster in a vacuum, since you can't kill something in less than one hit.
Due to substantial balance changes, every existing character has been granted an optional full passive reset. To use this, click the "Reset all Passives" button on the passive skill screen. N
Does this mean we do not have to get a passive reset and our points will still be in the same areas they are now ?. Or no ?