The future of RT

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Phrazz wrote:
It seems we have yet another league that completely neglects melee. Fun.
but your x damage buff will save RT !
"
grepman wrote:
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


It's about averages.

Behemoth Mace. 49–74 damage, 1.43 attack speed. Corresponding dps of 88.

If RT caused only max damage, this would become 74x1.43=105.8 dps.

105.8/88= 1.20, or a 20% increase from the average.

Higher variance weapons cause increasingly larger damage boosts, which means slower 2h weapons benefit the most.

Take Brain Rattler: Assuming max rolls, it looks like this.

195-584 damage, 1.25 attack speed. Corresponding dps of 487.

With only max damage, it's 584x1.25=730 dps

730/487=1.5, or a 50% increase from the average.

This max damage thing might be able to completely fix 2h Melee. 1h Melee might still need work but I think this change would function well with stacking flat physical which would obviously work very well (or stacking lightning if GGG insist on helping elemental again).

Edit: Just in case any GGG dev is actually looking at this (like with storm burst, summoner guardian, etc.) Added lightning damage would completely break the game with this node. This type of change would be best to leave as purely physical as pure physical damage needs the most help. It would synergize well with impale and bleed mechanics as well, which probably need the most help.
Last edited by Tsokushin on Feb 19, 2019, 9:05:49 PM
"
Tsokushin wrote:
Spoiler
"
grepman wrote:
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


It's about averages.

Behemoth Mace. 49–74 damage, 1.43 attack speed. Corresponding dps of 88.

If RT caused only max damage, this would become 74x1.43=105.8 dps.

105.8/88= 1.20, or a 20% increase from the average.

Higher variance weapons cause increasingly larger damage boosts, which means slower 2h weapons benefit the most.

Take Brain Rattler: Assuming max rolls, it looks like this.

195-584 damage, 1.25 attack speed. Corresponding dps of 487.

With only max damage, it's 584x1.25=730 dps

730/487=1.5, or a 50% increase from the average.

This max damage thing might be able to completely fix 2h Melee. 1h Melee might still need work but I think this change would function well with stacking flat physical which would obviously work very well (or stacking lightning if GGG insist on helping elemental again).

Edit: Just in case any GGG dev is actually looking at this (like with storm burst, summoner guardian, etc.) Added lightning damage would completely break the game with this node. This type of change would be best to leave as purely physical as pure physical damage needs the most help. It would synergize well with impale and bleed mechanics as well, which probably need the most help.


Just some added info on this. This has the possibility of devaluing rare 2h weapons in their current state. It may simply be a matter of increasing the variance (lower lows and higher highs) in added physical damage roll affixes to get a similar effect to some of these unique 2h's while keeping the overall dps of the weapon the same.

There's also the fact that rare 2h's can also get "hits cannot be evaded" craft and go with crit scaling as well that may in the end balance this out to begin with so, there's that too.
Last edited by Tsokushin on Feb 19, 2019, 9:37:31 PM
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grepman wrote:
but your x damage buff will save RT !


And you keep missing the point completely. I don't know why I bother.
Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.

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