Damage Over Time Changes - Part 2

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TreeOfDead wrote:
Dont make DOT mandatory!

Also physical damage not scale any DOT, while mines, traps, etc will DD? Why so hate phys dmg?


They won't double dip, they will work as intended now - at least not be double nerfed like everything else.

Double dip was when say 16% projectile damage applied to the attack, which scaled the DOT, and then when the DOT was applied, it would scale the DOT by 16% AGAIN!


Mines and traps will now just scale both as it should be. This is like mines and traps scaling the hit, which scales the DOT (but not scaling the DOT a second time). Unfortunately most modifiers to attacks/spells now not only will not double dip, but not scale the DOT at all which is a double nerf.


Also Phys damage will scale bleed as well as the attack. "Physical damage with attacks" may not scale bleed though.

Last edited by Lord_Tao on May 10, 2017, 8:15:30 PM
Stun focused builds suffer from blanket immunities in much the same way that freeze builds do.

With the removal of blanket immunities, hypothermia as a choice becomes viable in situations where immunities would have removed it from the equation previously.

Stun builds suffer from the same complete-removal-of-build-mechanic as freeze builds do: and in cases where you rely on stun for endurance charge generation, an unwavering monster like the Minotaur Guardian can completely shut that down (2 jewels in your main attack become irrelevant vs unwavering: stun and endurance charge on melee stun).

In extreme cases, such as vigilant strike character using endurance charges as main-attack fuel, this would completely lock down your build on both defense and offense.

Is there any chance that stun will be included in the ailments pass? Is stun regarded as an ailment also?
Last edited by Obbu on May 10, 2017, 10:48:18 PM
I have one question. Will we FINALLY be able to make things bleed with Phys based spells? Like, can I make it rain swords and make them all bleed?

Lover of Bladefall, especially Bladefall trap, and always wanted to be able to make things bleed with it.
/del
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Last edited by RoranDark on May 11, 2017, 4:49:50 AM
DOT should not be bigger then attacks/spells itself, also phys and melee dont have any way to buff DOT as other (proj/spells) have. Thats not balanced at all.
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Curious about the interaction with the fireborn jewel and ignite damage. Would for example 'x% increased fire damage with two handed melee weapons' affect the ignite damage of those weapon attacks or just the hit damage.
Last edited by HMDropbear on May 14, 2017, 5:39:19 AM
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TreeOfDead wrote:
DOT should not be bigger then attacks/spells itself, also phys and melee dont have any way to buff DOT as other (proj/spells) have. Thats not balanced at all.


Facepalm ! Do You understand the idea about physical builds at all, and what's their difference from the magical ?!

Yeah ! Let's then make the magical builds wear full plate armor and become hit resistant.
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SonicPLD2 wrote:
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TreeOfDead wrote:
DOT should not be bigger then attacks/spells itself, also phys and melee dont have any way to buff DOT as other (proj/spells) have. Thats not balanced at all.


Facepalm ! Do You understand the idea about physical builds at all, and what's their difference from the magical ?!

Yeah ! Let's then make the magical builds wear full plate armor and become hit resistant.


I feel like you haven't been playing the game for very long. It wasn't THAT long ago everyone did in fact run full armor.
How does vulnerability work with bleed? Is the bleed effected by the increase to DoT and physical damage taken or just the DoT portion of the curse?
Maybe a bit late on the questions for part 3. But, since ignite is based on base hit damage now, does that mean doomflech prism will do really weak ignites ?
Last edited by bdy on Jun 15, 2017, 7:44:21 AM

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