Damage Over Time Changes - Part 1
Will these changes allow for the Trap and Remote Mine support gems to once again boost damage over time on skills? In the past these supports were very powerful in terms of double-dipping but the changes to specify on hit damage hurt many other builds like Caustic Arrow and puncture traps.
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Hello, will those changes about calculation apply to Decay? I know that is not strictly a douple dipping, but still, it does use projectile or even spell damage with ED to scale. Will this change? Will Decay be rebalanced if the formula changes?
Thanks a lot. |
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Wow, fantastic!!!!! ALL these changes sounds VERY interesting!!!!! I have never been a fan of DoT, but this keeps me hyped a lot!!!!
Love you, GGG <3 |
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" IDK why it took so long for you to realize that. You introduced double-dip in 1.03 patch, and now fix it in 3.0. You shouldnt intoduce that unfair mechanics into PoE at all, in 1-st place. Still, i'm glad that you decided to fix it, at last. IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504 There is no knowledge That is not power |
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where is the difference between ignite damage you mentioned and the burning damage other devs regularily refer to?
age and treachery will triumph over youth and skill!
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How dot will interact with flat added damage(gems like added chaos or cold), gain +x% as(added fire), conversions(signal fire) and less damage(gmp, lmp) modifiers?
Last edited by NeeMagg#2948 on Apr 27, 2017, 4:17:01 AM
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" To be fair back in 1.03 we didn't have anywhere near the amount potential for scaling damage as we do now. |
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If you want to eliminate double-dipping, fire damage shouldn't buff the ignite as well as the base, nor should chaos damage buff the poison as well as the base.
That would make "ailments" (ignites, bleeds, poisons) effectively three new damage classes, along with chaos, physical and elemental. I guess you don't want to do that, but I can't see why not. If did eliminate this double-dip, there should be no reason to do this weird calculation of ailments off the base damage instead of off the initial hit that you're proposing. You could still have people invest in the initial hit (which would scale the hit if not using ailments, the hit and the ailment linearly if you are) or invest in ailment scaling (and scale that geometrically). And if you think that's not enough distinction between the two, have ailments increase their damage as time goes on (as poison stacks currently do until stacks start falling off). That would give players a new strategic choice: try to nuke the boss fast (gaining the defensive boost of there being fewer seconds when the boss is alive to do you damage) or outlast the boss (risking taking damage from the boss over a longer period, but with easier scaling to higher overall dps). The latter is actually better for the game, because players get to experience rather than avoid the boss mechanics you create. |
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What about minions modifiers? If im making Low Life minion instability explode prolif? Minion Damage will apply twice?
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" and that's why the whole mechanic is changed #BringBackOriginalScionPortrait
#BringBackOriginalAscendantPortrait #BringBackCruelMerciless |
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