will essence drain's DOT be affected by projectile damage?

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Zed_ wrote:
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Shppy wrote:
Frankly, i actually hate that some DoTs can scale on projectile damage... it's what makes puncture entire orders of magnitude better for bows than melees could ever hope to get


It would only be fair if generic melee (physical) modifiers applied the same way but for some reason this is not the case.


Right, there are a few 'melee physical damage' nodes on the tree and you'd think they should be working on physical DoTs inflicted by melee attacks. However, the trouble is 'melee' implies 'attack', there are no melee hits in the game that don't do attack damage (at least not on player side). On the other hand, a projectile can be pretty much anything.

I suppose it will all be sorted out if we ever get a melee skill that uses cast speed bonuses on weapon base and does spell damage, something like Magic Coup / Archangel Wrath / Spectral Hand trio in Sacred 2.
Wish the armchair developers would go back to developing armchairs.

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Last edited by raics#7540 on Dec 8, 2015, 7:17:43 AM
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raics wrote:
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Zed_ wrote:
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Shppy wrote:
Frankly, i actually hate that some DoTs can scale on projectile damage... it's what makes puncture entire orders of magnitude better for bows than melees could ever hope to get


It would only be fair if generic melee (physical) modifiers applied the same way but for some reason this is not the case.


Right, there are a few 'melee physical damage' nodes on the tree and you'd think they should be working on physical DoTs inflicted by melee attacks. However, the trouble is 'melee' implies 'attack', there are no melee hits in the game that don't do attack damage (at least not on player side). On the other hand, a projectile can be pretty much anything.

I suppose it will all be sorted out if we ever get a melee skill that uses cast speed bonuses on weapon base and does spell damage, something like Magic Coup / Archangel Wrath / Spectral Hand trio in Sacred 2.



I suggested something caster/attack hybrid like that a while ago (although without any cast speed influence); an active melee attack, very basic, that would cause linked spells to cast on hit (with a nearly-instant cooldown, melee splash wouldn't cause multiple casts, but multistrike or just high attack speed would cause a cast with each swing that connects).

The spell would deal 'more' damage when used with 2handers (something like 70%), and is basically an attempt to make a non-cancerous version of CoC and a useful version of CoMK, but otherwise I can't remember all the details; i'd probably have to flesh it out a bit to make sure it's not just another mechanic that favors attack speed over damage per hit (maybe make the spell deal 'less' damage inherently but scale on the various 'increased physical attack damage' mechs that the user's attack is boosted by.
Last edited by Shppy#6163 on Dec 8, 2015, 2:06:29 PM
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Shppy wrote:
(...)

I suggested something caster/attack hybrid like that a while ago (although without any cast speed influence); an active melee attack, very basic, that would cause linked spells to cast on hit (with a nearly-instant cooldown, melee splash wouldn't cause multiple casts, but multistrike or just high attack speed would cause a cast with each swing that connects).

The spell would deal 'more' damage when used with 2handers (something like 70%), and is basically an attempt to make a non-cancerous version of CoC and a useful version of CoMK, but otherwise I can't remember all the details; i'd probably have to flesh it out a bit to make sure it's not just another mechanic that favors attack speed over damage per hit (maybe make the spell deal 'less' damage inherently but scale on the various 'increased physical attack damage' mechs that the user's attack is boosted by.


Sorry, but that would be just a CoC without the need to crit. You would need to give it some almost insane drawback to balace that one.
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Alex_Lied wrote:
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Shppy wrote:
(...)

I suggested something caster/attack hybrid like that a while ago (although without any cast speed influence); an active melee attack, very basic, that would cause linked spells to cast on hit (with a nearly-instant cooldown, melee splash wouldn't cause multiple casts, but multistrike or just high attack speed would cause a cast with each swing that connects).

The spell would deal 'more' damage when used with 2handers (something like 70%), and is basically an attempt to make a non-cancerous version of CoC and a useful version of CoMK, but otherwise I can't remember all the details; i'd probably have to flesh it out a bit to make sure it's not just another mechanic that favors attack speed over damage per hit (maybe make the spell deal 'less' damage inherently but scale on the various 'increased physical attack damage' mechs that the user's attack is boosted by.


Sorry, but that would be just a CoC without the need to crit. You would need to give it some almost insane drawback to balace that one.


It wouldn't even be close to CoC, at all. It's not some support you can attach to an AoE multi-hit skill like ST or Cyclone or Split arrow, it's a melee, single-target active skill that hits once without supports, and as a result casts once per swing (assuming a hit).

So yeah, I've given it a pretty insane drawback compared to CoC already. Proccing the skill I've laid out would be comparable to using a non-splash doublestrike to proc legacy Mjolnir, except the doublestrike couldn't be linked to as many supports (as it has to be linked to any spells you want to cast). Now the damage-per-spell balance (and manacost)? That can be tweaked around as necessary, but the proc-rate is extraordinarily more acceptable than CoC.
Last edited by Shppy#6163 on Dec 8, 2015, 3:43:12 PM

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