The future of RT
Maybe 50-60% more melee physical damage and permanent fortify to RT node or new node behind RT?
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not sure why everyone wants to give RT a damage buff, tring to put RT in the same level as crit in terms of damage or clear speed will either end with lower damage than crit and remain a crappy node or above it in wich case it will be an overpowered node
it realy needs to be an utily node that trades crit for something else like -remove elemental ailments from crit and give RT 40% to ignite/freeze/shock on hit -cant crit, takes no extra damage from crits, gain resolution buff for 4 secs when taking a crit "resolution buff": gain 1% increased damage for every "x" damage taken during the buff, 1.5% life regen per sec 1% reduced damage taken every 100 dex, % of remaining mana (not reserved or used) is added as chaos damage to melee attacks self found league fan
http://www.pathofexile.com/forum/view-thread/324242/page/1 | |
" Ignite? Freeze? Shock? DEX!!? I think we're on two different planets when it comes to RT :) Which, of course, is OK. Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
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" with a bit of imagination and poe magic everything is posible, it makes as much sense as a bodybuilding mage (iron will build) XD. self found league fan
http://www.pathofexile.com/forum/view-thread/324242/page/1 | |
Resolute technique
"hits can't be evaded, never deal critical hit" behind RT a split path Master of steel "gain 10% more physical damage per 2000 armor, -10 to max block chance" Master of wind "gain 5% more attack speed per 2000 evasion, gain 5% increased attack speed per 2000 evasion, -10% max dodge chance" Master of energy "gain 5% elemental penetration per 1000 energy shield, 20% less energy shield after elemental penetration calculation" Can only allocate one of these passives at one time. Alternatively you can focus purely on it being centered in the str area and go with something like. Strong arm "per 100% increased damage gain 8% life" Strong will "per 25% life gain 5% more damage" Can only allocate one of these passives at a time. Or allocating RT in the passive tree could provide one free branch point which would reduce the skill point requirement in total and lock the options to 1 by default.(reducing text bloat) Peace, -Boem- Freedom is not worth having if it does not include the freedom to make mistakes
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" Sure. I just see EO as the "elemental" version, crit as the "all-round" version and RT as a different version. Focusing RT on what EO focuses on (elemental) seems wrong in my head. There are a lot of fine ideas in this thread, though those idea focusing on more nodes behind RT, giving defsensive/offensive power - only available to RT users, seems nice. Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
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Add this to RT or a node behind RT:
Mitigation from armour is applied before extra elemental damage calculation. What it means is that when you have a monsters deal x% extra Damage as Elemental map mod, elemental damage calculation is based on mitigated physical damage. The more armour you have the better elemental mitigation will be at the cost of not dealing critical strikes. "How come only evil forces were released?" - "Because there are no good forces."
"So, then. You don't believe that there is a God." - "There was a god." "Well, then. Where is he now?" - "I killed him," said Kane. | |
It seems we have yet another league that completely neglects melee. Fun.
Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
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ive already explained why max damage wont do anything to 'bridge the gap'
the deviation of physical min and max on weapons is too small. you are barely gaining anything. "but its something" yes, its something. a raise of 100 dollars on a 100k salary *shrug* ok | |
" again, choices that are magnitudes of order better than other choices cease being choices. if you disagree, then by your logic playing with 2k hp in the endgame is also a choice. do you think we should be able to play with 2k hp ? if not, then you should finally get the point about false " then who are we talking about ? some players who want to beat everything with instant gratification and no farming ? who gives a shit about them ? " where did I say anything about changing the whole game ? I literally said the keystone needs to be changed or removed " its absolutely hilarious that you equate outside the box to damage buffs aka the laziest and most basic 'fix' you can do in an arpg and poe in particular those constant damage buffs to /EVERYTHING made poe a casualshitfest stroll in a park " " RT was not relevant because it was a budget option. wrong AGAIN. you simply couldnt get enough crit in poe's inception, accuracy was scarce and reflect FUCKED YOU melee builds worth tons of exalts didnt run crit in 2013 but RT, and not because they were on a budget. jesus. many crit nodes did not exist. " no one said making it disappear. you dont get that the next iteration of the game will widen this gap back up if you simply add some damage numbers. Im done arguing with you because you cannot foresee this somehow. you truly believe raising damage on RT will bridge the gap when in reality crit builds will run away from RT even further "apply something that crits cant = good as long as its not pure damage make those hits stronger via damage = not good the point here is that people wont ever take RT because of cant miss, but rather those damage bonuses so you might as well get rid of always hit. when the main tradeoff ceases being a thing, whats the point of it being in the game ? |