The Death of double dipping in the Fall of Oriath

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JohnNamikaze wrote:
In the case for Essence Drain, I am looking at it from a semantics standpoint. Projectile Damage should also effect the DoT portion of ED since the DoT is derived from the projectile itself.

Well, it isn't derived, if you stick poison in there it will be and it will double dip, nothing else about ED double dips. The way I see it, poison or decay shouldn't even be affected by spell damage bonuses but I don't think they can separate it, I assume they can only give 'all dots are affected by spell damage' or none.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
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raics wrote:

The way I see it, poison or decay shouldn't even be affected by spell damage bonuses but I don't think they can separate it, I assume they can only give 'all dots are affected by spell damage' or none.



They are continuing the trend with Blight and Scorching Ray on that modifier and maybe with some new DoT gems in 3.0 (first lightning DoT plz), if they happen to make one. :P
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

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raics wrote:
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Malone wrote:
x5 is kinda a joke.

One thing people forget is that just 100% burning damage will double your ignite dps once the change sets in because other increases won't affect it anymore. How's that for something to burn your extra passives at high levels once you start getting 2% more damage per direct dps point?

Well, time to buff the increased burning damage gem I guess :>
I suppose we could try a rough estimate of the before-after performance of some valid non-broken DoT char, dunno, something like dual razors emberwake firestorm.

Let's say it's
162-243 fire base
400% increased fire/elemental/projectile damage (double dipping increases)
200% increased burning damage
2x double dipping multiplier (we'll condense echo, conc and EO into one for simplicity)
1.44x non-double dipping multiplier (controlled destruction)
let's say the enemy wasn't resistant and its fire res is lowered by 44% by flammability
also, we applied 10 ignite stacks on it

That's 1259 average damage per hit, so ignite base is 252.
Which means 2467 damage per second from 10 ignites.

After the double dipping removal, assuming that ignites now do 100% hit damage per second it will be 4717 damage per second. Sure, the real numbers will be higher but that's the idea, for builds that weren't broken it just might be a buff, not a nerf.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Last edited by raics#7540 on Feb 16, 2017, 7:45:07 AM
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raics wrote:
I suppose we could try a rough estimate of the before-after performance of some valid non-broken DoT char, dunno, something like dual razors emberwake firestorm.

Let's say it's
162-243 fire base
400% increased fire/elemental/projectile damage (double dipping increases)
200% increased burning damage
2x double dipping multiplier (we'll condense echo, conc and EO into one for simplicity)
1.44x non-double dipping multiplier (controlled destruction)
let's say the enemy wasn't resistant and its fire res is lowered by 44% by flammability
also, we applied 10 ignite stacks on it

That's 1259 average damage per hit, so ignite base is 252.
Which means 2467 damage per second from 10 ignites.

After the double dipping removal, assuming that ignites now do 100% hit damage per second it will be 4717 damage per second. Sure, the real numbers will be higher but that's the idea, for builds that weren't broken it just might be a buff, not a nerf.


Where is 80% Less burning damage from Emberwake?
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lapilesos wrote:
Where is 80% Less burning damage from Emberwake?

In there, though it wouldn't really matter if it wasn't, we got it both before and after. Who knows, maybe they even buff it a bit, though I personally think the item is ok as it is, it's the game's fault of being too fast for the ramp-up.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Never used double diping build, cleared most of content in the game. (Well I never killed Shaper, but I've never tried)
as been said already, things like blight (poison) and schorching ray will be destroyed if they remove the double dipping factor.

Why did they even implement these gems if they were going to annihilate the mechanic?

Sure, it needs to be reined in to let other builds shine (with boss hp nerf).

There's only one solution: for ignite, only initial hit will count (not burning). They'll need to add a special state for poison, lets call it "poisoned", and the actual degen "decay". Poisoned will follow same rule as ignited.

You can then bufff ignite and poisoned states accordingly (they will be kinda useless when double dipping is removed)


EDIT: Read this again and it seems like a proper mess. But this means basically there will need to be two separate variants of degen for burning and poison. One that only is affected by initial hit, and one that is more liberal.
The Hyperbomber for 2.6: https://www.pathofexile.com/forum/view-thread/1879383
Last edited by Saltygames#3498 on Feb 16, 2017, 10:53:31 AM
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Aynix wrote:
Never used double diping build, cleared most of content in the game. (Well I never killed Shaper, but I've never tried)


funny enough, i couldnt do it as the supposedly OP poison blade vortex (not enough damage kek). It's easy playing HoWa tho
The Hyperbomber for 2.6: https://www.pathofexile.com/forum/view-thread/1879383
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Saltygames wrote:
as been said already, things like blight (poison) and schorching ray will be destroyed if they remove the double dipping factor.

Why did they even implement these gems if they were going to annihilate the mechanic?

Sure, it needs to be reined in to let other builds shine (with boss hp nerf).

There's only one solution: for ignite, only initial hit will count (not burning). They'll need to add a special state for poison, lets call it "poisoned", and the actual degen "decay". Poisoned will follow same rule as ignited.

You can then bufff ignite and poisoned states accordingly (they will be kinda useless when double dipping is removed)


EDIT: Read this again and it seems like a proper mess. But this means basically there will need to be two separate variants of degen for burning and poison. One that only is affected by initial hit, and one that is more liberal.


The impression I'm getting is that a lot of people are scared of the change because they don't know what it double dipping and what isn't.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►

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