Damage Over Time Changes - Part 2

How will flameblasts "more spell damage for each stage" interact with ignite? Will the ignite be based on the first stage of flameblast or the stage it was released?
Still want to see how these changes will affect minion damage and possibilities of DoT minions.
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TL;DR
Basically, kindergardeners won't be able to do shaper in 10 minutes
What about Blade Vortex Poison and Righteous Fire DoT are they counted as area?
IGN: crazyjake, ,BadAndAngry
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Slicer9875 wrote:
Suppose I poison an enemy using lacerate while using Varunastra and assuming I have adder's touch. This would still count as area damage because it was applied via a hit, right?


Only the hit portion will be scaled by the area damage, the poison while being able to be applied by the lacerate will not be scaled by area damage because the poison effect was not an AoE Poison Skill.
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Zed_ wrote:
Btw your underlying mechanics and wording are becoming ever more confusing. Not sure you care, certainly didn't matter at the time of the leech changes. I'd guess the majority of your players still have no idea what the different leech stats actually do.
Now we're gonna have "damage with attacks", "damage with attack skills", ailment multipliers, slow protections, hidden dot scaling rules (well, that one is not new).... gonna be fun times explaining all this to new players.


Most people who play this game dont even take the time to understand the game anyway. Theyll just look up a build guide, use Path of Building, or play whatever the meta is because they like "easy".
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andrewlicious wrote:
I dont get this company...srsly....i see this wall of text and i see ALOT of hours burned from the developers.

There are so many easy mechanics to solve this problem by just changing 2 numbers: blade vortex just poisons every 2nd/3rd hit and barrage just poisons with the first and the last projectile and the problem is solved.

But no, GGG need to make unneccesary HUGE changes with alot of developercosts. these costs could have spent for stable servers to increase the quality of the game again.


This posts shows clearly how little you understand about the game.
Well this just means I likely wont be doing a dot build next patch. I'm glad I got to enjoy a few good dot builds during this awesome time, and I knew it couldn't last forever. Makes me wonder what it will be next patch, prolly something ele crit maybe lightning. Powerful things dont last forever and at least this time it lasted long enough for me to enjoy.
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Rory wrote:



Rare and Magic Item Mods

We will be introducing a new selection of suffix modifiers to certain weapons, including:
  • Increased Poison Damage on Daggers, Claws, Swords and Bows
  • Local Chance to Poison on Daggers, Claws, Swords and Bows
  • Increased Bleeding Damage on Maces, Axes, Swords and Bows
  • Local Chance to cause Bleeding on Maces, Axes, Swords and Bows
  • Increased Ignite Damage on Sceptres, Staves and Wands
  • Chance to Ignite on Sceptres, Staves and Wands
  • Chance to Freeze on Sceptres, Staves and Wands
  • Chance to Shock on Sceptres, Staves and Wands

We'll also be adding powerful new Prefix modifiers to weapons with values equivalent to Spell Damage bonuses. These are exclusive with the primary weapon spell damage modifiers, so you can't have both one of these and a dedicated Spell Damage prefix.
Increased Fire Damage on Sceptres, Staves and Wands
Increased Cold Damage on Sceptres, Staves and Wands
Increased Lightning Damage on Sceptres, Staves and Wands

These will create new items with benefits for different build styles. These are the first of a larger selection of new item modifiers for equipment items. We'll be revealing more of these in upcoming posts.


Hi,

New prefix and suffix could seem good at a first view, but take a dagger. She have already 22 prefix and 18 suffix, and each one have between 6 to 10 different range values.
So it's become more and more difficult to have the specific mods you want, as more and more affix are possible, either as a drop or worst if you try crafting.

Does GGG will think to add new type of weapons with only attack mods, or magical mods ?
Daggers/wand for casting skill with only magical mod
Daggers/wand for attack skill with only attack mod

I already don't remember have found a wand with good mods since a lots of leagues. You can only rely on unique ones when you plan a build, rares one are too expensive for most players. That's not fun and reduce the builds diversity.
Now imagine these fast moving mobs while previously were affected by Area Damage - now they will just pass and kill You like a noob.

Great job GGG ! Great job in fixing something which aint broken !
Just one very disappointed PoE fan.
CI casters made PoE to the top, and GGG decided to kill them.
Best decision ever!
2 x Xeon E5 2695 V4 ( 36 cores/72 threads ) / 128 GB RAM / 2 x GTX 1080 / 3 x Philips 55" displays / 1200W PSU / 4 x 512 GB SSD / 2 x 8 TB HDD

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