Physical damage bonus on weapons too important

I think the +physical damage bonus on weapons should be done away with and base weapon damages adjusted accordingly, or the maximum percent should be capped to something small like 10-20% which is based solely off of weapon quality bonuses.

As it stands now, at all levels of play, a melee (or ranged) weapon is near useless unless it has a high % of phys damage bonus on it. A crappy bow with +90% is much better than a decent bow with 0% bonus.

This keeps us often using lower level weapons for extended periods of time, foregoing most potential upgrades unless they're high +physical %.

No amount of bonuses on a weapon will ever make up for it NOT having a physical damage bonus, as all of our damage skills are based solely off of that number.

Decrease our reliance on +physical % weapons please.
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Chris wrote:
What's coming in 0.9.4?

- Massive boosts to the relative damage of weapons (especially melee combat)
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Uhm... the job of a weapon is to do damage when you hit stuff. Thus, enhanced damage always was and always will be the most important mod on a weapon.

If the max ed of weapons only was 20% they would only be 20% better than the base weapon type, which is too low and too easy to aquire.

In D2 the possible %ed of weapons was way higher than in PoE and it worked as well.
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Last edited by dust7#2748 on Nov 24, 2011, 11:02:21 AM
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dust7 wrote:
Uhm... the job of a weapon is to do damage when you hit stuff. Thus, enhanced damage always was and always will be the most important mod on a weapon.

If the max ed of weapons only was 20% they would only be 20% better than the base weapon type, which is too low and too easy to aquire.

In D2 the possible %ed of weapons was way higher than in PoE and it worked as well.


In d2 everyone played sorc's and hammerdins...
You see how well it worked there huh.
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Last edited by taekvideo#0697 on Nov 24, 2011, 11:27:11 AM
I was thinking about posting the same thing. A melee weapon or bow without increased damage is completely worthless. It will never be useful to any class or build, in any situation. All other weapon mods, with the possible exception of attack speed, are basically spam right now. You might as well put MC Hammer lyrics in the tooltips.

Nerfing increased damage mods and bringing base damage up to compensate sounds like it could work. You could also move more of the damage to the quality percentage and double the effectiveness of whetstones.

What was done in D2 is not relevant. We had the same problem in that game anyway.
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dust7 wrote:
In D2 the possible %ed of weapons was way higher than in PoE and it worked as well.

D2 used additive stacking for a lot of their damage. I think damage mod on weapons were the only thing that didn't stack additively

If I was using a Skill like Charge, with 1200% enhanced damage, and I had passives (stats/skill points, aura) that dealt +350% damage, the total increase in damage would be only about 30%.

PoE used to be the same way, but they made a really nice change —in my opinion— where weapon damage stacks multiplicatively, and skill damage stacks multiplicatively (everything else [passives, str, bonuses from higher skill levels] stacks additively with each other)
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Last edited by Xapti#6455 on Nov 25, 2011, 8:42:58 PM
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Xapti wrote:
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taekvideo wrote:
In D2 the possible %ed of weapons was way higher than in PoE and it worked as well.

D2 used additive stacking for a lot of their damage. I think damage mod on weapons were the only thing that didn't stack additively

If I was using a Skill like Charge, with 1200% enhanced damage, and I had passives (stats/skill points, aura) that dealt +350% damage, the total increase in damage would be only about 30%.

PoE used to be the same way, but they made a really nice change —in my opinion— where weapon damage stacks multiplicatively, and skill damage stacks multiplicatively (everything else [passives, str, bonuses from higher skill levels] stacks additively with each other)


You misquoted me :(
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Tbh i think that the most important "mod" on a weapon should be the damage itself the weapon carries, and not any secondary mods it might have.
If the prime mod on any item is a secondary stat then the system is broken imo.

Thus a maximum of 25% to +enhanced dmg would be good if every weapon's base value was raised accordingly.

As privious mentioned GGG is allready doing something about it..
I couldn't agree more with this post, I've been saying the same thing for ages. One modifier should not be the be-all or end-all of things.

Boosting the damage of ALL weapons and lowering the percentage of the +physical damage modifier should hopefully solve this issue.
Ah, this is one of those things that isn't an issue until someone points it out - then it's a big issue and people want it fixed.

I am one of those people. The decision to use or not use an item because of a SINGLE MODIFIER - that's a problem. There are items with ~+100% increased damage. Not only is that insane, it also precludes using any replacement items. The same also apples to critical hits - there's too much +crit damage and +crit chance when the base numbers could be increased and these huge modifiers could be reduced to compensate so they're not the go-to item.

The +%damage thing also applies slightly to spell damage, but to a lesser extent.
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