Damage Over Time Changes - Part 2

Aspect of the Eagle and the node immediately to the left say "Increased Damage with Bows". Would this increase the damage for poisons applied with bows?

Also, Quill Rain says "Less Weapon Damage". Does this decrease damage for poisons applied with the bow?
Last edited by Cherd on Jun 18, 2017 12:52:19 PM
"
It has been changed to More Elemental Damage with Attacks
More long-ass skill gem names please! I want to see gem which name takes all screen width while it is on the ground.
And worst change is putting almost all bosses in new version of maps into fucking small areas, where you can't kite well or dodge stuff. What a terrible idiot invented that I want say to him: dude flick you, seriously flick you very much.
"
silumit wrote:
"
It has been changed to More Elemental Damage with Attacks
More long-ass skill gem names please! I want to see gem which name takes all screen width while it is on the ground.


It takes 1 second to read and clearly understand. It's fine.
Why not call it, idk, "Elemental Amplification" or smth like that? We don't have "Additional Stackable Chaos Damage Over Time Based On Skill Physical And/Or Chaos Damage" gem, instead it is called just "Poison"...
And worst change is putting almost all bosses in new version of maps into fucking small areas, where you can't kite well or dodge stuff. What a terrible idiot invented that I want say to him: dude flick you, seriously flick you very much.
I don't understand why bleed was ever geared towards Shadow and not goddamn Marauder/Duelist area. Shadow already has crit and poison, by which they have a few times more dps than a typical melee build, don't you guys think Marauders should have some means of dealing damage too?
"
Completed 2 Challengesaleksandor wrote:
"
Lord_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.



"
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.
|


Yeah, but you are preaching to the choir here ;) I have been very vocal on the double nerf to dot (tripple nerf due to lack of crit multiplier that didn't double dip int he first place) in other threads.

Since people were confused, I just limited my reply to clarify how it works.


Also ZiggyD had a document commented on by GGG and DOT now has its own crit multiplier starting also at a base of 150%. Its just you can't get increases to it, other than the new passive node. It is still stupid, but just wanted to inform people about that detail when they go forth and make the case of how awful the new system is.
Last edited by Lord_Tao on Jun 24, 2017 12:34:22 AM
Sorry total noob here.
Do weapon passives go to base damage?, does it work differently for global or local passives?
What about "extra damage" does that count towards "added damage"?

Aaaaaand there goes all possibility of me doing a Doryani's Fist build this league....its been my thing for the last 6 leagues. Just ask all my peeps.
Are ailments applied by minions considered minion damage?

Are ailments applied by totems considered totem damage?
Fairly sure this is a negative, but I'll ask anyway:

Let's say I want to use Ice Spear + Cold to Fire for ignites. Will bonuses to Cold damage affect the strength of the Ignite, on the basis that the Fire damage providing the base for it has been converted from Cold?

Report Forum Post

Report Account:

Report Type

Additional Info