How much +% Dmg nodes before diminishing returns?
The only true diminishing returns in the game is enemy stun threshold reduction (which gets less effective after 75%) and increased item rarity (which is somewhere around 200%).
Everything else is just marginal returns, which are only bad when you could have spent the same resources somewhere more beneficial. +1 to Snorkle's pattern. Figure out defenses first (maybe offensive keystones as well) and once you've routed those, you'll have a good idea on how much and where you can even place offensive points. |
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" are you sure about that tho? with so many bs hidden mechanics it just doesnt feel right to have everything scale linear xD |
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Armour and Evasion. :p That's about it, I do believe.
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there are more points of view:
1) every % damage mod you take always adds the exact % of your base damage so there are no diminishing returns at all 2) every % damage mod gives you less significant damage boost: if you take first 10% increased damage mod, you deal 10% more damage. when you take second 10% mod, it stacks with the first one giving you 9.09% more damage relative to damage you did with the first mod only, etc pick whatever you like :) IGN: Eric_Lindros CET: Timezone Last edited by Ludvator#6587 on Apr 24, 2015, 11:25:44 AM
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0% is the right answer
0->1% is an increase of 1% 1->2% is an increase of 0,990099%, thus its diminsihing Or, to make it more clear: you have to consider how long it takes to kill a certain amount of HP. Actually damage is measured in "time to kill enemy" And for this purpose, my example stated above is true. So though the scaling is linear in absolute values, there is still a diminishing effect, as each additional % takes less time away from the "kill time". 100%(+0%) damage -> 10 sec kill 200%(+100%) damage -> 5 sec kill 300%(+200%) damage -> 3,33 sec kill etc Last edited by ExiledRenor#3596 on Apr 24, 2015, 1:02:54 PM
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You only see diminishing returns when looking at a different value altogether. In other words, it's not actually suffering from diminishing returns at all. :P
(I do agree time-to-kill is a much more interesting value to consider though!) |
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When purchasing damage I use a number which I call Efficiency which I generally use to know whether Attack Damage or Attack Speed (or the equivalent for spells) is better to purchase to increase my DPS. For some characters I also calculate the Efficiency of purchasing Critical as well.
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