Lightning strike and melee crit chance
I was looking at the new tree, and I am thinking that the increased melee crit chance nodes are not going to affect the lightning strike projectiles? That would be a blow to lightning strike builds, as the projectiles already do 30% less damage.
I know GGG is trying to reduce crit for ST and other ranged melee builds, but I don't understand converting all those templar "increased physical damage with one handed melee weapons" nodes into just increased melee dmg nodes, and turning one handed crit nodes into melee crit. Sure that nerfs ST builds that come to the right hand side, but it will affect many more players who want to play a fun melee/ranged combo such as lightning strike or molten strike. In the end the wealthy ST crit people get hurt a little, and the many more budget players who actually want to play melee but have the fun variety of engaging certain mobs at range get hurt a lot. |
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One thing that increased melee damage nodes do is buff physical and ele damage at the same time, which is perfect for a templar which is a hybrid class. I'm excited for those nodes on my planned build.
ign: orosmoltenstrike
build thread: http://www.pathofexile.com/forum/view-thread/918546 |
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Follow the logic:
* Daggers have access to roughly twice as much "increased critical chance" as any other weapon. The implicit on the dagger itself is superior to the entirety of 2H Axe increased critical chance added together. (2H Axe critical chance is the 135% from this new cluster. That's it. Two daggers = 160% increased critical chance. Hurm.) * Therefore, it must be critical multiplier and red zone critical chance that's the problem! It's really weird the critical multiplier fetish they seem to have. 81% chance to crit with daggers with power charges by default? -8 to the critical multiplier. That'll do it. Last edited by LimitedRooster#5890 on Dec 10, 2014, 2:27:51 AM
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" I assume they won't double dip on a skill that converts phys to ele, like LS. Which again just further makes the already weaker projectiles worthless as a combat mechanic, reducing LS to a boring plain melee attack. I think they should calculate damage of the projectiles exactly the same as the melee portion and just apply the 30% less damage. |
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