Berserker seems nice but this is what is missing

Hi, i have a question about Aspect of Carnage if somebody can confirm this.

Lets say i'm a pure physical 2h build and use hatred, herald of ash and mings heart. Would this passive get me double damage from these auras and ring, because i have no increased elemental dmg, or chaos in the passive tree? That sounds really good if i can handle the drawback.

it wont give you double damage. all sources of 'increased' damage are added together so if you have 300% inc phys damage (and scale your hatred/hoa/mings) from it it should increase the damage by roughly 30-35% (depending on few minor factors - but you have ONLY inc phys and 300% of it - then it means 33% more damage.

sad thing is that most new players and some less math-of-exile-savvy players are going to treat this node as 'double damage' and be very very bitterly disappointed
Thank you for your answer, so you mean to say that extra aura damage won't be affected by the passive directly, but scaled by the result of everything before the aura dmg is added? Shame that extra aura damage isn't 100% increased again, like double dipping, that would be fun.
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When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Feb 1, 2016, 9:16:15 AM
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JusJev wrote:
They need to merge Juggernaut with Berserker. They both have aspect that complete each other.

Just no!
Juggernaut is overall good specialisation. He don't got nothing really special but he's rock solid. I dont see any good perks in Berserker for HC players.

Btw. my last post was edited because I use word "scrubcore". Why was edited? Chris Wilson oficial confirm "scrubcore" in this video https://www.youtube.com/watch?v=NTm-L3KzIzI
Last edited by pijanapanda#4346 on Jan 31, 2016, 2:50:26 PM
Yea all the other classes suck
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"
grindermann wrote:
Thank you for your answer, so you mean to say that extra aura damage won't be affected by the passive directly, but scaled by the result of everything before the aura dmg is added? Shame that extra aura damage isn't 100% increased again, like double dipping, that would be fun.


Those Auras scale of Physical damage so they are affected by all Physical Damage Increases already. If that wouldn't be the case then 100% increased damage would actually double the aura and added fire damage, but since they are calculated after all those increases are already in effect they are not effected twice.

"
Juggernaut is overall good specialisation. He don't got nothing really special but he's rock solid. I dont see any good perks in Berserker for HC players.


Well the Berserker by name shouldn't be for HC :P The Juggernaut is rock solid, but very boring.
Savage Hit

- A Hit that removes at least 20% of Maximum Life is a Savage Hit
(Pretty much rules out anything with an ES buffer)

How does the Savage Hit mechanic stack up vs some current map boss encounters?

Desert: Given the absurd damage of this 68 map boss Savage Hit will probably be active for most of this fight. The real question is why you run this map at all?

Museum: A pretty tough fight for most exiles. Only one of the trio can bestow Savage Hit.

Crematorium: Undeniably potent. Firestorm can hit many times over a short span. Unless your Savage Hit threshold is scum tier (low hp) it is unlikely to be a meaningful mechanic in this context.

Jungle Valley: The incoming damage is high here, but it is survivable. Berserker's should get some utility from Savage Hit's during this encounter.

Terrace: Old Sallazzang shot a phys/chaos Barrage as spell damage (afaik) dealing enormous damage to most exiles. Savage Hit's probably won't activate here due to the damage being distributed over many hits.
I haven't fought new Sallazzang because Terrace in the past has always been chisel fodder due to a fucked up layout and a "not worth it" boss. This may have changed.

Residence: Touch of God is survivable but if your defences are that high you are usually over-levelled. Given the broad damage range of Touch of Doge it is better to avoid it entirely as a general rule. It is very unlikely that his lightning stream attack will activate Savage Hit. Exploding minions will very likely activate Savage Hit, more than one at a time will very likely kill you.

Palace: 1st Form - see above.
2nd Form - Only his leaping attack will activate Savage Hit, he does not choose it often

Courtyard: These bosses can get very scary with synergistic map mods. Berserkers will probably have Savage Hit active for most of the fight.

.....I'm not going to do every map in the game.

For general map clears Savage Hits should be few and far between (I expect volatile nemeses would activate them often if you're being lazy or wish to take the risk). For boss encounters my prior game experience tells me to avoid all unnecessary damage. The Savage Hit mechanic might be GGG's way of trying to encourage more risk taking? I find it extremely doubtful that an ideal equilibrium is going to exist where a boss was dangerous enough for Cloaked In Savagery to pay dividends, but wasn't so dangerous that it couldn't just instagib you.
The rest of his conditional perks must also pass this test. Do they?
They're more like icing on a cake, when other ascendency's get an actual cake.
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It's not a 13 week development cycle, it's a 13 week supporter-pack cycle.
You can play any build you want, as long as it's the current meta.
Last edited by Ashen_Shugar_IV#4253 on Feb 1, 2016, 11:30:29 AM
Wow, good overview of Savage Hit. Really highlights how difficult it is to get it to trigger.

Here's how I would change things, * means changed node...
Path 1: Aspect of Carnage*, Cloaked in Savagery*
Path 2: Pain Reaver*, Crave the Slaughter*
Path 3: Rite of Ruin
Path 4: War Bringer
*
Aspect of Carnage
100% increased Damage when not on Low Life
10% increased Damage Taken when not on Low Life

Cloaked in Savegery
Life Leech applies instantly when on Low Life and Low Energy Shield
20% increased Attack Speed when not on Low Life
5% of Attack Damage Leeched as Life for 4 seconds when you reach Low Life

Pain Reaver
Leech 2% of Damage as Life and Mana if you've been hit in the past 2 seconds
10% increased Movement Speed if you haven't been hit in the past 2 seconds

Crave the Slaughter
25% increased Attack and Cast Speed with non-Movement Skills if you've been hit in the past 2 seconds
25% increased Attack and Cast Speed with Movement Skills if you haven't been hit in the past 2 seconds
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Feb 1, 2016, 10:34:40 AM
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grindermann wrote:
Thank you for your answer, so you mean to say that extra aura damage won't be affected by the passive directly, but scaled by the result of everything before the aura dmg is added? Shame that extra aura damage isn't 100% increased again, like double dipping, that would be fun.


Correct, also don't forget you will took extra more damage, for small 10-12% DPS.

I don't think it's worth it.
If you are melee, you already in risk most of time, and map mods will penta increase there extra damage taken: for example add fire damage will increase it also, and chaos DOT too.

It just WAY big risk for almost nothing at all.

Check it out how Strong Witch class synergy and how useless Marauder classes (all of them):



http://i.imgur.com/XuLQM30.png
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https://www.pathofexile.com/forum/view-thread/2037371 Vouch
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Last edited by TreeOfDead#4438 on Feb 1, 2016, 8:06:31 PM

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