Damage Over Time Changes - Part 1

I read this as "so we are going to remove double dipping but double the damage of the skill/spell"

So really its the same? (most liekly way better at lower lvls and the same are a bit less at higher lvls?)

So i got to ask... whats the point removing it if in the end its the same?
Last edited by Lynerus#6363 on Apr 27, 2017, 7:32:16 AM
rip poison meta ! yes !
Interesting.. I also hope this means you change certain bosses that are immune to these things.. or it's going to be a bit of a .. problem..
generally dangerous
Now I wonder if this change will kill Detonate Dead. Its main usefulness was base ignite damage being the 6% of monster life. If Ignite base damage will now be something pathetic, this skill usefulness is dead. And it was not a fast farm build, you were dependant on corpses or Desecrate that has charges and you cannot spam it to clear maps fast... I hope Detonate Dead stays viable :(

Always nice to hear these detailed posts. Thanks! :)
I have confidence my Flame Totem/Scorching Ray burning damage character will survive the update. I don't have much double dipping at this moment.

Okay, so note to self: Go for increased fire damage instead of spell damage so I don't have to mess with my character too much after the update.


"
360 wrote:
Sounds great for burn and bleed builds but phys attack builds that use poison will suffer hard from that. Let me explain: Let's assume I play a melee phys attack build and use the poison gem. I have 600% increased melee phys damage with the weapon type of my choice. No double dipping modifiers. Let's assume the base damage of a hit would be 100 dmg so I would then deal 700 dmg per hit. Now before the change this would result in a 56 dmg/sec poison. After the change the poison would be scaled of the base damage so the 600% increase does nothing and the poison ends up at a total of 12 dmg/sec.
This would mean that using poison on any phys scaling build would be pretty much completely pointless, correct? Is that on purpose?

What it means is that increasing phys damage won't increase your poison damage. You need to get poison or damage over time upgrades to increase your poison damage (which possibly means you will have less nodes to spend on phys dmg). This doesn't mean that it will become useless. You just need to build your character a bit differently. They did say they will boost the base damage.

In the end it's the little details that will determine if it's good or not.

(I'm by no means good at building characters but this is how I understand it.)
Will General damage over time exist in 3.0?
Will they scale ignite/bleed/poison at the same time?
Any player can design a build that works,
but it takes a casual player to design a build that barely works.
"
Rory wrote:

We're going to be changing a few existing support gems. An example of this is the Increased Burning Damage Support, which will now grant a multiplicative bonus. We'll be talking about others in the future. We'll also be adding new support gems to further let characters improve damage, give new sources of chances to cause Bleeding, Poison and Ignite, and adding new ways to interact with these effects.


How will support gems be treated? Will they still be added before the new changes?
If you don't let atleast support gems "double dipp" there will be some major lack of support gems available for any DoT build. Because almost all become useless.
Joined: March 27, 2012
With the double dipping removed from the game will you remove invulnerability from the guardians?
Hype
- GRaveChilD
"
360 wrote:
Sounds great for burn and bleed builds but phys attack builds that use poison will suffer hard from that. Let me explain: Let's assume I play a melee phys attack build and use the poison gem. I have 600% increased melee phys damage with the weapon type of my choice. No double dipping modifiers. Let's assume the base damage of a hit would be 100 dmg so I would then deal 700 dmg per hit. Now before the change this would result in a 56 dmg/sec poison. After the change the poison would be scaled of the base damage so the 600% increase does nothing and the poison ends up at a total of 12 dmg/sec.
This would mean that using poison on any phys scaling build would be pretty much completely pointless, correct? Is that on purpose?


Dude no, They are changing how much of the base damage it takes from. They wrote this.
Yes they will remove the increases to help effect it. But instead of 8% of dmg dealt = poison it might be something like 50% of base damage instead. (Pulled that random number out of my pocket but you get the gist)
Joined: March 27, 2012

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