Damage Over Time Changes - Part 2
do chin sol and point blank scale DoT damage? (ignites and poisons)
ign = ultrahiangle
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" The problem is that 99% of the nodes on a tree are "Increased physical melee damage". there's virtually no Nodes outside of path of the warrior that have generic "increased physical damage". I.E., they will do NOTHING to increase bleed damage. Not even STRENGTH scales dots as it increases MELEE physical damage; the primary stat of physical damage characters WILL NOT scale bleed. Strength not affecting bleed is just bad design. The only thing that will scale bleed is the paltry increased bleed and damage over time clusters, and generic "increased damage" stuff like the juggernaut's increased damage per endurance charge. Thing is, Bleed has a very low base damage as is (Its now 30% of the skill's damage when stationary, which is higher than before, but without being able to scale virtually at all compared to previously), and WILL NOT scale with what are, by far, the two most overpowering multipliers of damage: Crit and attack speed. (they stated they are adding in a keystone to make crit multipliers benefit bleed, but unless its super huge its going to be more of a loss than a gain even on heavy bleed builds since it reduces your normal crit damage) as is, your "normal" increased damage node for bleeding is a paltry +25% bleed damage: compare with a +12% melee physical damage node, which multiples WITH Attack speed, crit, AND elemental damage conversion (Hatred and HOA) and scaled 100% of the skill's physical damage rather than the Bleed's 30% per second. The fact that bleed can't scale with crit and attack speed and starts at a low damage amount of 30% of skill physical damage means that it needs to either scale MASSIVELY with dedicated damage over time/bleed nodes (which it doesn't, as +25% increased bleed damage is a joke) or have a HUGE modifier gem of some kind to make those small %increased damage modifiers and low base bleed damage worth something(like a +x% more bleed damage gem-- and something BIG for that amount). as is, its pretty damned weak even if you invest heavily into bleed damage. Compare How Poison isn't quite as fuxored by this change since poison can stack, so it can multiply with attack speed, but its nodes % increased damage are roughly the same as Bleed nodes. Hell, this currently runs into the issue of having a hard time scaling bleed damage with gear progression: more Str on gear, crit, Attack speed-- none of that will scale your Bleeds, only +base physical damage and generic % increased phys stats on armor. I know GGG stated that gear will come with %increased bleed damage on gear now, but that's a big opportunity cost, and would need the bleeds to have a multiplier of some sort or bigger base damage for it to really offset the way they have it set up. " >Magical builds routinely keep up full endurance charges, cheese fortify with blade flurry, and can use things like arctic armor or lightning coil POE has had tanky mages and ranged characters for a LONG time. Last edited by aleksandor#3895 on Jun 15, 2017, 8:52:56 PM
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Spoiler
"Weapon Elemental Damage
The "Elemental Damage with Weapons" stats that were found on the passive tree, items, and the Weapon Elemental Damage support have now been replaced with "Elemental Damage with Attack Skills". This has two notable effects: These new stats now modify all of the damage dealt by Attack Skills, not just the attack damage. This means that Damage Over Time dealt by an attack skill, such as Ignite and Secondary Damage (including the explosion from Infernal Blow), will be affected as well. We've made this change to create a natural increase in Ignite damage for characters investing in Elemental Attacks, as a benefit for fire characters. These stats now apply to Unarmed attacks. This was a necessary result of the change. It opens up new avenues for elemental unarmed attack builds, so we'll be monitoring exactly how this affects Facebreaker and Doryani's Fist balance." So why keep notable "damage with weapons penetrate x% res" instead of "damage with attack skills penetrate x% res" ? Elemental unarmed attack builds are too weak, specially pure elemental builds utilising doryani's fist. Please change this notable, it's a must for ele unarmed builds to even be viable or to count unarmed as weapon... Last edited by hobla#3462 on Jun 16, 2017, 10:54:06 AM
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is burning an ailment or is just ignite an "ailment"?
burning like burning ground from fire trap/fire dash |
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Aspect of the Eagle and the node immediately to the left say "Increased Damage with Bows". Would this increase the damage for poisons applied with bows?
Also, Quill Rain says "Less Weapon Damage". Does this decrease damage for poisons applied with the bow? Last edited by Cherd#1787 on Jun 18, 2017, 12:52:19 PM
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"More long-ass skill gem names please! I want to see gem which name takes all screen width while it is on the ground. And worst change is putting almost all bosses in new version of maps into fucking small areas, where you can't kite well or dodge stuff. What a terrible idiot invented that I want say to him: dude flick you, seriously flick you very much.
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" It takes 1 second to read and clearly understand. It's fine. |
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Why not call it, idk, "Elemental Amplification" or smth like that? We don't have "Additional Stackable Chaos Damage Over Time Based On Skill Physical And/Or Chaos Damage" gem, instead it is called just "Poison"...
And worst change is putting almost all bosses in new version of maps into fucking small areas, where you can't kite well or dodge stuff. What a terrible idiot invented that I want say to him: dude flick you, seriously flick you very much.
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I don't understand why bleed was ever geared towards Shadow and not goddamn Marauder/Duelist area. Shadow already has crit and poison, by which they have a few times more dps than a typical melee build, don't you guys think Marauders should have some means of dealing damage too?
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"| Yeah, but you are preaching to the choir here ;) I have been very vocal on the double nerf to dot (tripple nerf due to lack of crit multiplier that didn't double dip int he first place) in other threads. Since people were confused, I just limited my reply to clarify how it works. Also ZiggyD had a document commented on by GGG and DOT now has its own crit multiplier starting also at a base of 150%. Its just you can't get increases to it, other than the new passive node. It is still stupid, but just wanted to inform people about that detail when they go forth and make the case of how awful the new system is. Last edited by Lord_Tao#3544 on Jun 24, 2017, 12:34:22 AM
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