Daggers.. #1 in dps... #1 in crit... #1 in passive tree... am I missing something?
" He's not wrong. Take a look at the three nodes leading up to Adder's Touch. The first one is 10phys/30crit just like he said. Yeah there's only one, but the other two leading up to Adder's Touch are just as strong (20crit/10multi). | |
Since I saw the new passive tree before the expansion was released, I knew that I will be playing a CI physical wander. Now I'm doing maps, oneshotting almost everything. Have some crit nods, 6 power charges and some crit gear on Rampage league. The DPS tooltip is of course not 250,000 because of LMP and Chain, but who cares when I can one shot almost every pack ?
My phy wander is doing wonders now. The Mana gain from kills change in the Assasin's Mark curse helped a lot to sustain. I stopped to use mana pots. Nerf hammer incoming ? Wands have a very low base damage and it is still a big problem to craft or buy a good phy wand since they can roll spell modifiers which are ueless for me. Also the highest APS on wands is 1.50 and even with AS on the weapon its not that great. Compared to daggers it nothing. |
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" Wands are considered equally as op as daggers due to the high base crit chance they have. In my point of view, and I have mentioned this numerous times before the patch, the mechanic how crits are spread on aoe needs to get limited/change/nerfed. An easy solution would be to give lmp, gmp, chain (etc.) an aditional crit multiplier penalty to the plain damage penalty. This would not fix the crit vs not crit thing but at least balance out the ranged+aoe vs the melee single target heavy balance issues. While melees oftenly need to run to every enemy and then are only able to hit a small area at best, ranged stand still in the middle of the room and crit hit everything in sight at the same time. | |
" OK, I was not lazy and I wanted to check for my self how it scales I optimized the staff tree a bit link to staff build and compared the numbers I got after gear equipped to my dagger build assumptions were as follows: staff user will have Gale Song Maelström Staff leg kaom (since has 6L on wep) 550 other life on gear 2*30% diamond rings + 50% (leg mali) + 35% (amulet) crit chance on gear 70 (amulet) + 50% (lega mali) + 38% (wep) crit multi on gear 7-15 * 2 ring added phys and 12-25 added phys amy dagger user will have loath bane 100 life chest and 550 life on other gear = 650 2*30% diamond rings + 50% (leg mali) + 35% (amulet) crit chance on gear 70 (amulet) + 50% (leg mali) + 38% (wep) crit multi on gear 7-15 * 2 ring added phys and 12-25 added phys amy I assumed they both would use crit dmg + faster att + melee phys as supports I calculated as follows 8462 life for staff user vs 5027 life for dagger user (has 40/30 acrobatics) Id say acrobatics evens the diff in life for hits that do not kill either but for hits that one shoot the dagger user but not the staff user the 8,5k life is better. 37% block vs 58-68 % block (depending on shield) - another important layer of defense, the dagger user is a clear winner. 45704 dps vs 42021 dps So yeah I was mistaken the dps scales rly good with loath bane cof attack speed for this dagger I obtain 38394 dps in any case 45704/42021 = 1,087 45704/38394 = 1,19 in both cases very far from the base difference in staff/dagger dps for loath bane is = 1,35 for entropy razor is 1,58 I admit my mistake, daggers do scale better than crit 2h, so either crit 2h should be buffed or dagger base dmg/crit and tree should be toned down. I am more for introducing interesting 2h keystones - dual-wield 2h keystone for instance and adding new 2h only support gems to balance things out. EDIT: the DPS calc I used does prob not yield the same numbers as the game engine but the ratios should be very similar. EDIT2: why compare staff and dagger? since I wanted to see how the best melee crit 2h wep scales to the best melee 1h crit wep. I see no point compering axe or mace since they will prob take RT keystone and therefore should have less dps than any crit build since they do not have to invest in crit chance/multi/acc and can just pump up defense with the extra points. EDIT3: there are higher lvl staves that can achieve more DPS but loosing 6% block, like lathi and Judgement Staff which have higher aps at the cost of block, but again this diff is to small to really make a substantial change in my calculations. EDIT4: about CI dagger - even tho CI can put in one more "more" support gem - melee dmg on full life I feel they have to sacrifice gear slots (drem frag, chayula) or a lot of points (US) to be able to be successful as melee, Imo that pretty much evens out the dps difference between CI dagger and life dagger, Hence I used my life dagger build as reference and not a CI dagger build. Also no one is stopping 2h user to make a CI crit staff build, although coz of node distance that would probably be bad. " While you make this as nonsense it really is not. reave is one of the most used AoE melee skills for dagger users in PvE. Alternative is double strike + splash, LS (so so melee) and molten strike (so so melee) Cyclone is one of the most used AoE melee skills for 2h users in PvE the dps numbers can not be compared 1 : 1 since cyclone is a very different skill than reave. It has a 0,4 base dmg multiplier while reave doe not have a base dmg multiplier. The tool-tip DPS for cyclone is quite mysterious, but anyone that has a high lvl/well geared cycloner can say that 100k tool-tip dps just melts everything. What I wanted to say is that a 2h 70k dps cycloner (RT in his case) melts everything faster than I do with my dagger and reave. Its all. I will post my cyclone dps when I get a chance to borrow the gems so the comparison is more clear. items shop: 364086 ign: [ICU]missuse if you like to HLD, add me inactive in game atm, PM me if you need something. Last edited by missuse on Aug 26, 2014, 7:47:42 AM
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Any chance GGG might respond to this?
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" L O L!! On topic, wands and bows are just as good as daggers, if not better, claws are great for tankier build, and infinetely better than daggers if you do not have atziri's acuity. 1 handed swords, axes and maces make infinetely better Resolute Technic builds. Yeah 2 haders are still crap though. They need a built in melee splash to start being competitive. https://www.pathofexile.com/forum/view-thread/417287 - Poutsos Flicker Nuke Shadow
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Buff 2h weapon range on the base items. It only makes sense for 2h to out range other melee weapon types.Nerf dagger base DMG and see how things play out.
+2 range buff to every 2h melee weapon. % base Nerf to dagger class weapons that effects existing ones as well. To avoid legacy daggers. I'd start there, I think its enough. Adding 2h physical DMG/HP combo nodes would be the next logical response. GGG, the ADA of gaming....huuuur i gotz mai skilz. IGN: MullaXul Last edited by MullaXul on Aug 26, 2014, 9:17:36 AM
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" Nice dagger, where can I mirror it? |
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" @range topic Fun fact; 1h sword has same range as 2h sword (range 6), staff has range 6 and one-hand-thrust 7 range (the highest range, same as 2h axe) What can never be lent or earned? Somewhat, that devours everyone and everything: A tree that rush. A bird that sings. It eat bones and smite the hardest stones. Masticate every sword. Shatters every shrine. It defeat mighty kings and carry mountains on lightly wings. What am i? Last edited by Spysong192 on Aug 26, 2014, 9:56:21 AM
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a way to solve this would be to replace daggers increased critical multiplier with something else and then add those multipliers to foils and to a lesser extend to staff.
that way we get: daggers: highest crit chance but moderate crit multiplier staff: good crit chance and crit multiplier foils: lower crit chance than daggers/staff but better crit multiplier. self found league fan
http://www.pathofexile.com/forum/view-thread/324242/page/1 |