Damage Over Time Changes - Part 1
" The answer is in the original post. They said exactly WHY they made the change. Joined: March 27, 2012
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Increase area damage and increase damage from jewels will still work with DoT from RF?
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" Probably not from what I can tell. Joined: March 27, 2012
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I understand the need to fix the burn double dip mechanic... but wth!? Poison/bleed boost!? Gimme a break! It seems to me that most end game builds utilize a bow with tornado shot and poison stacking. How come no one ever address the fact that you NEVER see an end game build with doublestrike or frenzy or any of the other close contact melee builds... melee builds need something better. Like a gem that allows a player to actually hit a button and "block" all or most incoming damage... not just a random block roll based on your gear/passive block %. This game has turned into a kite fest... its getting boring. So now everyones going to get a bow and stack poison and bleed and kite their way past shaper. Theres no skill in that.
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Finally GGG you are doing what should have been done a long time ago.
People who say that this change is bad, clearly do not understand how broken double dipping is and now this cripples any other build in comparison that doesn't use double dipping. Obviously they will need to re-balance a lot of stuff to make everything right. Maybe not in 3.0 but eventually I hope that they will get this right. This way for example, doing a cold build won't be inferior do doing a fire build just because fire can double dip via ignite and cold cannot. " Of course they will work, why wouldn't they work? Last edited by phmn#0085 on Apr 27, 2017, 8:27:58 AM
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So from my understanding , this will nerf full DoT doubledipping focused builds by "a little?" and boost builds which are not focused on DoT doubledipping?
Next is, that if my avergae hit does 10.000 my Poison will not do 8% of that. But 16%? ("doupled values") of the Normal hit without any buffy from support gems , jewels , tree notes, flask etc? So if i pushed my average hit to 10.000 but it would be 1000 without anything, poison will scale on that`? which would mean a 10k hit would result in a 160 poison dmg in average(min and max poison which is rerolled for each hit) with 100% chance poison on hit, which is than boosted my chaos dmg and increased chaos dmg / dot + eventually Asendency boosts on certain occasions? |
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Double-dip nerfing: making us non-meta players have pretty sweet builds after all.
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I'm curious how this will affect skills like viper strike, which rely pretty heavily on poison double dipping to feel good overall.
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Wait, spell damage applied to burn til now??
"What's do you what?" - Kira of the Maraketh
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" It's not the same, before you were getting multipliers on both sides respectively PLUS an additional multiplier to the DOT from the base multipliers. Imagine it like this: 2DMG(base) + 2DMG(dot) - both affected with respective multipliers BUT with the dot being affected by the base multiplier as well (example 40% more physical damage would apply to the base and the dot as well, even though the DOT it poison). Now it is 2DMG+2DMG both affected by respective multipliers but dots are no longer affected by the base multipliers. Instead, they are just being doubled, aka given a x2 multiplier. TL;DR x2 is weaker than all of the multipliers you usually stacked "Let your smile change the world, but don't let the world change your smile." -unknown "The Emperor beckons and the world attends." -Izaro "Shine boldly so that all may find you when the night falls." -Izaro Last edited by devon752#5895 on Apr 27, 2017, 9:14:51 AM
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