Damage Over Time Changes - Part 2

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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Completed 40 ChallengesTreeOfDead 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.
OMG.. OMG... O. M. G. !
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SonicPLD2 wrote:
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Completed 40 ChallengesTreeOfDead 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
do chin sol and point blank scale DoT damage? (ignites and poisons)
ign = ultrahiangle
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Completed 19 ChallengesLord_Tao wrote:


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


The problem is that 99% of the nodes on a tree are "Increased physical melee damage". there's virtually no Nodes outside of path of the warrior that have generic "increased physical damage". I.E., they will do NOTHING to increase bleed damage. Not even STRENGTH scales dots as it increases MELEE physical damage; the primary stat of physical damage characters WILL NOT scale bleed. Strength not affecting bleed is just bad design.
The only thing that will scale bleed is the paltry increased bleed and damage over time clusters, and generic "increased damage" stuff like the juggernaut's increased damage per endurance charge.

Thing is, Bleed has a very low base damage as is (Its now 30% of the skill's damage when stationary, which is higher than before, but without being able to scale virtually at all compared to previously), and WILL NOT scale with what are, by far, the two most overpowering multipliers of damage: Crit and attack speed. (they stated they are adding in a keystone to make crit multipliers benefit bleed, but unless its super huge its going to be more of a loss than a gain even on heavy bleed builds since it reduces your normal crit damage)
as is, your "normal" increased damage node for bleeding is a paltry +25% bleed damage: compare with a +12% melee physical damage node, which multiples WITH Attack speed, crit, AND elemental damage conversion (Hatred and HOA) and scaled 100% of the skill's physical damage rather than the Bleed's 30% per second.


The fact that bleed can't scale with crit and attack speed and starts at a low damage amount of 30% of skill physical damage means that it needs to either scale MASSIVELY with dedicated damage over time/bleed nodes (which it doesn't, as +25% increased bleed damage is a joke) or have a HUGE modifier gem of some kind to make those small %increased damage modifiers and low base bleed damage worth something(like a +x% more bleed damage gem-- and something BIG for that amount).
as is, its pretty damned weak even if you invest heavily into bleed damage.

Compare How Poison isn't quite as fuxored by this change since poison can stack, so it can multiply with attack speed, but its nodes % increased damage are roughly the same as Bleed nodes.





Hell, this currently runs into the issue of having a hard time scaling bleed damage with gear progression: more Str on gear, crit, Attack speed-- none of that will scale your Bleeds, only +base physical damage and generic % increased phys stats on armor.
I know GGG stated that gear will come with %increased bleed damage on gear now, but that's a big opportunity cost, and would need the bleeds to have a multiplier of some sort or bigger base damage for it to really offset the way they have it set up.



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SonicPLD2 wrote:


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

>Magical builds routinely keep up full endurance charges, cheese fortify with blade flurry, and can use things like arctic armor or lightning coil


POE has had tanky mages and ranged characters for a LONG time.
Last edited by aleksandor on Jun 15, 2017 8:52:56 PM
Spoiler
"Weapon Elemental Damage

The "Elemental Damage with Weapons" stats that were found on the passive tree, items, and the Weapon Elemental Damage support have now been replaced with "Elemental Damage with Attack Skills". This has two notable effects:
These new stats now modify all of the damage dealt by Attack Skills, not just the attack damage. This means that Damage Over Time dealt by an attack skill, such as Ignite and Secondary Damage (including the explosion from Infernal Blow), will be affected as well. We've made this change to create a natural increase in Ignite damage for characters investing in Elemental Attacks, as a benefit for fire characters.
These stats now apply to Unarmed attacks. This was a necessary result of the change. It opens up new avenues for elemental unarmed attack builds, so we'll be monitoring exactly how this affects Facebreaker and Doryani's Fist balance."




So why keep notable "damage with weapons penetrate x% res" instead of "damage with attack skills penetrate x% res" ? Elemental unarmed attack builds are too weak, specially pure elemental builds utilising doryani's fist. Please change this notable, it's a must for ele unarmed builds to even be viable or to count unarmed as weapon...
Last edited by hobla on Jun 16, 2017 10:54:06 AM
is burning an ailment or is just ignite an "ailment"?

burning like burning ground from fire trap/fire dash

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