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StygianSoul wrote:
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alotsip2 wrote:
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StygianSoul wrote:
Too much QQ about reduce resist/hp/es/totem life...etc lol
Don't you guys can read? monster damage is reduce as well
So normally a mob suppose to do 1000 fire damage and you have 80% resist =
200 damage out of 1000 hp = 1/5 hp
now become 700 fire damage (because of reduce damage) and you have 77% resist (reduce on passive) =
160 damage out of 800 hp (reduce of hp) = 1/5 hp
ITS THE SAME!!! MATH is so awesome!!
know what is scaling now?
The math in you is so strong, but I don't think you look both ways before crossing.
which part is wrong? scaling mean the result is same except the number is different
it will affect other stuff of course, such as life flask. now it will become more useful because of reduce of max hp, blood magic are more dangerous since reduce of max hp but cost the same, but reduce mana passive for blood magic player will be more valuable.
duh please don't just say you are wrong and did not think thing in multiple way. that's call QQ
I want to quote the dude that just owned you, but you probably just read it.
Last edited by alotsip2#7238 on Jun 3, 2013, 10:28:20 PM
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Posted byalotsip2#7238on Jun 3, 2013, 10:27:04 PM
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So summoner builds are going to suck now? MI Damage knocked down and spectre damage knocked down :(
It's not like summoner builds were particularly good in the first place.
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Posted byBoopington#4392on Jun 3, 2013, 10:27:29 PM
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Well it was due.
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Posted byMythicpoe#7612on Jun 3, 2013, 10:30:19 PM
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Sophung wrote:
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StygianSoul wrote:
Too much QQ about reduce resist/hp/es/totem life...etc lol
Don't you guys can read? monster damage is reduce as well
So normally a mob suppose to do 1000 fire damage and you have 80% resist =
200 damage out of 1000 hp = 1/5 hp
now become 700 fire damage (because of reduce damage) and you have 77% resist (reduce on passive) =
160 damage out of 800 hp (reduce of hp) = 1/5 hp
ITS THE SAME!!! MATH is so awesome!!
know what is scaling now?
A lot of the QQ is surrounding high life RF too, allow me to add some math you missed for that build.
Max potential heal/burn differential after patch 11.0 using Ambu(2% low heal), Araku(1% low heal), Phoenix(8% max res), Vitality(1.5% heal), Purity(4% max res), all passive heals(7.4% heal), and EleAdap(2% max res)
Without InnFor ////// With InnFor
8.90% ::high regen:: 9.17%
11.90% ::low regen:: 12.17%
-0.90% ::differential high:: -1.45%
2.90% ::differential low:: 1.55%
-10.00% ::burn:: -10.62%
Not to mention the scaling is also flawed with RF because the damage of RF is based on the player's health which is now nerfed, reducing the enemy damage doesn't reduce the enemy health, this means RF receives a damage debuff beyond just the player's nerf of life. He has to kill the same with less. Where others now get to kill the same with more.
Edit: FYI, the new InnFor with Purity is 4.72% max res, I'm not sure how this will round but my math assumed up.. it only hurts worse to round down, I was trying to be optimistic :(
After patch 11 you won't see everybody with the same build anymore (all goes inner force)
As well as the buff on other nodes meaning 1 build will not be working after patch but with multiple new builds available, I don't see what a big deal with this.
oh, not to mention the buff for RF from last patch (increase burning damage gem)
Last edited by StygianSoul#3560 on Jun 3, 2013, 10:47:01 PM
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Posted byStygianSoul#3560on Jun 3, 2013, 10:41:58 PM
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Holy crap thats alot of changes. Will be interesting to how well balanced the game is after this patch. Anyone have any guesses what skills/builds will be OP?
IGN: Kriscaryn_Moonshadow
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Posted byiMixMasTer#2998on Jun 3, 2013, 10:42:41 PM
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StygianSoul wrote:
After patch 11 you won't see everybody with the same build anymore (all goes inner force)
As well as the buff on other nodes meaning 1 build will not be working after patch but with multiple new builds available, I don't see what a big deal with this.
You're right, everybody should win first place no matter how bad their build is.
Except in this case:
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Laz wrote:
Because of the importance of rewarding players for making good choices, blindly striving for a high level of balance between items and builds is a bad idea because it makes build planning and item finding much less important. You need weak items and builds for people to feel good about having strong items and builds…
Source: http://www.incgamers.com/2012/11/path-of-exile-item-creator-laz-discusses-his-work-his-diablo-median-xl-mod-and-diablo-3/
Edit:
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StygianSoul wrote:
oh, not to mention the buff for RF from last patch (increase burning damage gem)
What you seem to not realize is how painful this buff is *literally*
RF is strong, it's also not without great risk, and painstaking effort to build from the ground up, using RF all the way up from level 30ish. Sure you don't have to, but meh, might as well enjoy your labor and understand the pains and joys of your character.
What percent of the population do you think used HLRF anyway?
Last edited by Sophung#2030 on Jun 3, 2013, 11:26:01 PM
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Posted bySophung#2030on Jun 3, 2013, 10:47:57 PM
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alotsip2 wrote:
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aangthenomad wrote:
i love these notes, anarchy is definitely going to bring me back from Neverwinter and the nerfs to FP, EK and spark are long overdue.
My big concern is the extra life leech buff on the Claw passives for shadows. These buffs look great, but without some kind of modifier for the life leech formula, this really wont make a huge difference. Until we can somehow increase the rate, not just the duration, of the leech effect, any leech over a very small amount becomes insignificant for any melee user, save for an 'after combat' heal.
everyone; the casual.
why does that make me 'casual'?
I know I don't know everything about the game, but am I wrong here? I'm pretty sure that increasing max life is the only way to increase life leech rate outside of quality on the leech support gem and the uniques / passive node.
I would love for someone to tell me that I'm missing a crucial piece, and I could leech faster without resorting to a "more life is more win" strategy.
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Posted byaangthenomad#0660on Jun 3, 2013, 10:48:32 PM
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Is the duelist 2hsword Heavy Strike Animation going to be fixed. Its so horribly annoying.
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Posted byMadman99#4487on Jun 3, 2013, 10:50:23 PM
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deepseaboat wrote:
Why can't inner force nodeset be 4%/4%/12% so make an even 20%. All this uneven stuff is confusing, now I use a fire res pot and get 1.8% extra but it doesn't show up as 1.8, displays as 1 extra percent. So am I actually getting 1.8% more to max res or what?
I agree, not sure how nerfing that cluster by 10% instead of 12% would have ruined the balance of the game.
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Posted bySmilingCat#6681on Jun 3, 2013, 10:51:05 PM
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I didn't think GGG would have balls to nerf the holy trinity of Spark/EK/FP. Glad to see I was wrong. Keep up the great work.
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Posted byAlhoon#2008on Jun 3, 2013, 10:56:34 PM
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