Controlled Destruction/Void Manipulation downsides should be a less multiplier

I don't understand why it's only a 'reduced' penalty.

For Controlled Destruction, the downside is nearly meaningless for builds with high crit. You lose 100% base crit and get a juicy 44% more multiplier to base damage. Guess which one wins out ? The reduced penalty is less and less meaningful the more crit you stack.

For Void Manipulation, even with converted skills, the downside is simply laughable. The downside is like two regular nodes on the tree ? Wait what ?

Let's look at other multiplier gems from before 2.1:

1. slow projectiles. downside is LESS proj speed so you cant easily make it up
2. conc effect. downside is LESS AoE so you cant easily make it up

those two gems provide concrete downsides providing your skills with less clear speed in return for more damage.

these two new gems are simply blowing up DPS meters when you combine them for chaos skills. and controlled destruction can literally be used for any spell, whether or not you're crit or non-crit. with low crit (10%), you dont care that it's half of that instead. with high crit and power charges, the multiplier shits on the 100% base crit you lose (for spells it's usually 5-6% crit, big deal)
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I am not sure about Void Manipulation, but I do agree that Controlled Destruction should have a bigger downside with it using "less" multiplier over "reduced" multiplier. The purpose of Controlled Destruction was to give more leverage to non-crit spell builds to make up for the lack of crit. Since the drawback is not that severe, it is another support gem for spell crit builds at their disposal.



When I am not sure about Void Manipulation, I meant that I lack the knowledge of how Void Manipulation operates when it comes to converting elemental damage to chaos damage. I only have the perspective from converting physical damage to chaos damage.
Sometimes you can take the game out of the garage but you can't take the garage out of the game.
- raics, 06.08.2016

Last edited by JohnNamikaze#6516 on Dec 28, 2015, 4:53:08 PM
Wait, Void Manipulation is reduced Elemental Damage?
Fuck, I thought it was "less". I could have sworn it was.

+1 to the suggestions on both.

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Note that Concentrated Effect was already changed to have this behaviour (less area, more damage).

Increased Area of Effect needs to be changed as well (more area (with smaller values ofc)).
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JohnNamikaze wrote:

When I am not sure about Void Manipulation, I meant that I lack the knowledge of how Void Manipulation operates when it comes to converting elemental damage to chaos damage. I only have the perspective from converting physical damage to chaos damage.

well, lets assume 100% conversion (so consuming dark + infernal mantle)

lets say your fireball/magma orb/firestorm deals 100 damage and has 200% increases from tree/gear/etc

converted with no void manipulation, you get 300 chaos damage
converted with void manipulation, you get 100+175% = 275 chaos damage * 1.39 = 393 chaos damage

and void manipulation multiplies your chaos damage poison too.

it's a no-brainer for any build that uses any type of chaos damage as primary source and any type of poison mechanic.
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grepman wrote:

well, lets assume 100% conversion (so consuming dark + infernal mantle)

lets say your fireball/magma orb/firestorm deals 100 damage and has 200% increases from tree/gear/etc

converted with no void manipulation, you get 300 chaos damage
converted with void manipulation, you get 100+175% = 275 chaos damage * 1.39 = 393 chaos damage

and void manipulation multiplies your chaos damage poison too.

it's a no-brainer for any build that uses any type of chaos damage as primary source and any type of poison mechanic.




Thanks grepman for the explanation. I was not too sure about how it was handled, so I kinda refrained myself from commenting on something I was not sure about. In the case when it comes it comes to the 100% conversion from fire to chaos, void manipulation is pretty much the mandatory support gem to make a converted build even more powerful than it is intended to be.
Sometimes you can take the game out of the garage but you can't take the garage out of the game.
- raics, 06.08.2016

I definitely agree that Void Manipulation should be a less penalty. Probably not a 25% one though; 20% seems okay.

When it comes to Controlled Destruction, I feel 100% less or "You cannot deal Critical Strikes" is a bad move, because I feel the random increases you get to crit should still do something. I also think 100% reduced critical strike chance is quite a severe penalty. I'd vote to keep it as is, so that it can completely remove crit if that's what the player wants, but if it does get a "less" penalty it should probably be 50% instead of 100%.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Dec 28, 2015, 5:27:34 PM
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ScrotieMcB wrote:
When it comes to Controlled Destruction, I feel 100% less or "You cannot deal Critical Strikes" is a bad move, because I feel the random increases you get to crit should still do something. I also think 100% reduced critical strike chance is quite a severe penalty. I'd vote to keep it as is, so that it can completely remove crit if that's what the player wants, but if it does get a "less" penalty it should probably be 50% instead of 100%.




If your spell has a base crit of 6%, 100% reduced crit means you only lose 6% chance to crit in the grand scheme. Now imagine having around 60-70% (could be more, but chose this example) chance to crit (without the help of Power Charges) based on the spell having base crit of 6%, in that case you only lose out 6% of out the 60-70% chance to crit pile. It is negligible lose since you can still get those crit chance loss back with at least two power charges up, but in the mean time, your DPS skyrockets to whole another level because of the "more" multiplier. Mix in crit multiplier as well, and we got a mess in aisle 7.


At worst, the downside of Controlled Destruction should cut the chance to crit in half. Making the penalty more sever to the truly dedicated crit builds, and negligible to non-crit build, which was the intention for this support gem.
Sometimes you can take the game out of the garage but you can't take the garage out of the game.
- raics, 06.08.2016

Last edited by JohnNamikaze#6516 on Dec 28, 2015, 5:35:50 PM
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JohnNamikaze wrote:
Now imagine having around 60-70% (could be more, but chose this example) chance to crit (without the help of Power Charges) based on the spell having base crit of 6%, in that case you only lose out 6% of out the 60-70% chance to crit pile.
So 900-1050% increase critical strike chance, without the help of power charges.

How?

And even if: with that level of crit investment, why not?
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Dec 28, 2015, 5:43:00 PM
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ScrotieMcB wrote:
So 900-1050% increase critical strike chance, without the help of power charges.

How?

And even if: with that level of crit investment, why not?



20/20 crit chance support gem + a Dagger with implicit of 80% global crit chance AND 108% spell crit + 108% spell crit from ES shield + 450% crit chance from tree (both spell crit and normal crit chance work on spell too) = at least 900% crit chance



As for the question of why not, well why should void manipulation have a much severe drawback, while controlled destruction is left unchanged and making crit builds beyond broken. Both take a hit, or both remained unchanged. Controlled destruction was meant to be for non-crit builds, and coincidentally it came out the moment incinerate took a very heavy nerf to make up some of the loss it took from the balance change. There is other reasons, but I cannot mind read the dev's intention the whole way.



Edit: Forgot to include Maligaro Virtuosity, and amulets that can provide global crit chance to, so it can possibly be closer to 1000% crit chance.
Sometimes you can take the game out of the garage but you can't take the garage out of the game.
- raics, 06.08.2016

Last edited by JohnNamikaze#6516 on Dec 28, 2015, 5:57:52 PM
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JohnNamikaze wrote:
"
ScrotieMcB wrote:
So 900-1050% increase critical strike chance, without the help of power charges.

How?

And even if: with that level of crit investment, why not?
20/20 crit chance support gem + a Dagger with implicit of 80% global crit chance AND 108% spell crit + 108% spell crit from ES shield + 450% crit chance from tree (both spell crit and normal crit chance work on spell too) = at least 900% crit chance



As for the question of why not, well why should void manipulation have a much severe drawback, while controlled destruction is left unchanged and making crit builds beyond broken. Both take a hit, or both remained unchanged. Controlled destruction was meant to be for non-crit builds, and coincidentally it came out the moment incinerate took a very heavy nerf to make up some of the loss it took from the balance change. There is other reasons, but I cannot mind read the dev's intention the whole way.

Edit: Forgot to include Maligaro Virtuosity, and amulets that can provide global crit chance to, so it can possibly be closer to 1000% crit chance.
Okay, so essentially full gear and passive tree commitment. I feel at that point one deserves to overcome the penalty.

What about if the penalty was 100% reduced critical strike chance and 33% reduced critical strike multiplier? I think that would fit the theme of the support better than a less penalty, while still making it hard to fit into traditional spell crit builds.

Void Manipulation needs a more severe drawback because all you need to do is add Poison and the support is double-dipping. Thus, it represents a much greater percentage.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.

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