Damage Over Time Changes - Part 1

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Entropher wrote:
Wait, spell damage applied to burn til now??


If the skill that applied the ignite was a spell, then yes. Just like if the skill that applied the ignite was an attack, then attack damage modifiers would increase the burn damage.
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Hyskoa wrote:
Well, that is the end for ignite and poison builds. Let's see what else that's fun stops existing because of "balancing".


Noticed your quote, where is PT now? How about you develope a gamer make considerable wealth off of it and still maintain a good experience for a large community?
Get a grip and stop bitching about something not being how "You think it should be."
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KateM wrote:
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mhyoung wrote:
maybe a built in calculator? I don´t really think the tooltip has enough space for that much info, but for a game that is totally based on informed decisions, we have very poor tools for decision making.


Just download Path of Building. Their built in calculators provide way more info about your skills than you could ever fit in a tooltip.


thanks for the info!
I will take a look, but solutions that are outside of the game UI are hardly ideal, even more if you think about new players. Same thing goes for poe.trade.

There´s so much room for improvements on the UI/UX aspects of PoE, and Blizzard already set the standard UI´s flow of use, you dont even have to think, just use solutions proven to work.
Will there be any changes to the bleed-related passives in the gladiator ascendancy i.e. Gratuitous Violence and Blood in the Eyes? If so can you divulge any details?

Thanks
Seems fair enough. And the new ways to play those builds with new support gems and e.t.c is also looking preety interesting. Therefore it's a balance between the nerf and the new options. Plus we'll gonna get some new skills in 3.0. So yeah - looking forfard to it! good job GGG. ^^
Will monsters such as hydra retain their lore and balance wise designed "poison/ignite immunity" or will it be changed to a "poison/ignite resistance"? Since there is no more real balance reason to punish ignite/poison (ab)using builds with certain bosses this could make it less painful to roll such a character when aiming to clear absolute endgame content.
From my estimated values new bleed/poison will deal around 5 times lower damage than it did before. Even if they introduce everything and boost it two times and upgrade gear and skill tre.

OLD VERSION (based on my build that specialize in bleeding):
[25 increased damage (total after all multiplications, gear , gems etc.)x1,8 (inc on enemies) x 5 (crit damage)]
x [25 increased damage (total after all multiplications, gear , gems etc. double diping)x1,8 (inc on enemies double diping)]
=225 * 45 = 10125 times the strenght of the DOT (weapon damage)

NEW VERSION:
[25 increased damage (total after all multiplications, gear , gems etc.)x1,8 (inc on enemies) x 5 (crit damage, if it effect it) x2 (new double damage) x 5 (lets say new node bonuses and gear)]
= 2250 times the strenght of the DOT (weapon damage)

* x 5 means 100% base damage +400% bonus damage
The new version will depend greatly based on the last boost - so upgrades to existing gear and skill trees.
Last edited by herflik#4390 on Apr 27, 2017, 10:35:22 AM
This is such a great change, Keep it up GGG!
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So this means that stuff like Scorching Ray, Vortex, or even the aura from chaos golem, will also be affected or it's just the status ailments which means that Scorching Ray's burning is affected but Vortex isn't?
If the cheap-ish builds are getting nerfed, do you have any other mechanics you will boost to make non-20 hours a day players able to do late game as well? I mean, my 7 hours a day just isn't enough nowadays lol.

I hope no one asked this already, tried skimming other posts for this but did not find any.

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