The Death of double dipping in the Fall of Oriath

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raics wrote:
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Saltygames wrote:
Poison arrow is very dependant on double dipping, projectile damage and all.

Ah, you got nothing to fear then, AoE and projectile bonuses would still apply to the cloud when they remove double dipping. They just won't apply again to poison, bleed and ignite if they already applied to the hit that caused it, that's what we mean by 'removing double dipping'.

Or at least that's how it would ideally be done, who knows, they might not be able to do it because of engine-related reasons but I think it should be possible.



IIRC, Caustic Arrow (name changed to avoid confusion with poison itself) does not double dip on the cloud damage with poison, so it is just dependent on chaos, projectile, area, and etc to scale the base DoT.
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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dEus__ wrote:
Well that's right IF they boost DoT base dmg. But with GGG you really never know.

Yeah, you don't, but if they don't do it they killed dependency DoTs almost as well as CoMK :)

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Boem wrote:
Dot modifiers and multipliers will probably be tripled in potency.

Which will simply result in people having to make a choice again, either invest in initial hit or the delivery part.

I don't see it that way, crit is good because it's another method of scaling your damage when straight dps increases get ineffective. It would be very similar with DoT passives, when you stack enough straight dps you'd get better returns by switching to DoT investment.


Yeah, so people would have to make a choice again, which was what i was trying to say.

Imo crit is good because it's a global damage source increase, making flat stacking sources irrelevant to the theory craft. The crit nodes could also just read "% increased damage, your hits now sound crunchy and your screen shakes on hit" and people would also invest in them since it makes building a character a lot easier.

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
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Boem wrote:
Yeah, so people would have to make a choice again, which was what i was trying to say.

Imo crit is good because it's a global damage source increase, making flat stacking sources irrelevant to the theory craft. The crit nodes could also just read "% increased damage, your hits now sound crunchy and your screen shakes on hit" and people would also invest in them since it makes building a character a lot easier.

Ah, right, we're on the same page here then. And sure, a big part of crit appeal is that it isn't picky, we don't like picky, too bad there isn't a passive that grants increased critical fire damage with axes while using a shield so we can all hate on it.
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:
too bad there isn't a passive that grants increased critical fire damage with axes while using a shield so we can all hate on it.


I laughed, but deep down i wouldn't mind seeing a skilldrasil with such nodes just for shits and giggles.

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
Well, it was a joke but I suppose you could get a jewel that kinda does that, crit with 1h melee, damage with axes, fire damage...

By the way I'm pretty excited about the AoE news, that one should be so juicy the servers will need a tarp connected to a public sewer grade pipeline and several olympic pools to contain the tears.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
So if it hit something with a dot skill lets say it gets poisoned. Then i cant poison it again during that time? is that how its gonna be? But it will still take damage from other sources tho, right? So poison and bleeding for example should work?
again i just really really hope they remove DoT effects associated to the damage of the initial hit.

keeping it this way strikes a really weird and dumb balance with scaling initial hit damage and scaling DoT damage for a DoT to be worth anything.
however, it makes it so you have to scale initial hit damage. you can't take a low physical damage weapon that hits really fast (and other good modifiers) for a poison build WITHOUT double dipping. your base damage is so low that any scaling to the poison hardly scales it at all.

this also makes crit the absolute most incredibly OP shit for any DoT build. it easily out scales regular scaling and is so simply to gain especially with assassin. except this is pretty counter productive, since when you go crit and scale initial hit to such a point, there is no reason to have a DoT aspect in the slightest.

all DoT things should be like caustic arrow etc. burning arrow should be changed so its flat burning damage with 100% chance to ignite. viper strike should basically be the same thing. though im sure you could change it so that both skills do still have an initial hit which you can scale, but wouldn't double dip.

caustic arrow and explosive arrow i think are the best examples of how it should be. especially EA. theres two ways to build EA. you build it for the initial hit damage or you can build it for ignite damage. both are super effective and powerful.

good luck, GGG, in changing things like poison, viper strike, burning arrow etc to be balanced as well as explosive arrows initial hit damage and DoT asepct
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SarahAustin wrote:
So if it hit something with a dot skill lets say it gets poisoned. Then i cant poison it again during that time?

No, stacking debuffs isn't double dipping.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
I don't know much about the topic, but all I can say is my Hierophant quad totem scorching ray with dual curse (flamability,elemental weakness) sucks donkey balls compared to spectral throw claws, EQ, blade flurry etc etc. If they gonna nerf it even more, then say good bye to build variety, the game need more build diversity which means more buffs in my book, not more nerfs...
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Lvzb3l wrote:
I don't know much about the topic, but all I can say is my Hierophant quad totem scorching ray with dual curse (flamability,elemental weakness) sucks donkey balls compared to spectral throw claws, EQ, blade flurry etc etc. If they gonna nerf it even more, then say good bye to build variety, the game need more build diversity which means more buffs in my book, not more nerfs...

Don't worry scorching ray doesn't hit. It's 100% damage over time so no double dipping.

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