Skeleton and Zombie skill gem discrimination

Stone Golems do physical melee damage and have the "physical" tag on their skill gem.

Carrion Golems do physical melee damage and have the "physical" tag on their skill gem.

Skeletons and Zombies do physical melee damage and do NOT have the "physical" tag on their skill gem.

This should be corrected!


Is there any spell gem in the game, other than zombies and skeletons, that does pure physical damage, that does NOT have the "physical" tag in the skill gem?

Last bumped on Jun 13, 2020, 1:28:53 AM
This is a very valid complaint I've had for a while, zombies are melee entities that deal base physical damage at any level with melee skills, are supported by melee gems that don't explicitly say otherwise, yet don't count as either a physical or melee gem. Balance wise it's reasonable as zombies scale way too well with cold conversion or impale or strength stacking, but it's not consistent with the rest of the game's logic.
There's no powercreep here. Creep implies it's slow and could be overlooked, this is a full out sprint.
Take this to reddit, they dont read their own forum.
If they do that, they need to change the "Cold Iron Point" dagger as well.
Last edited by 6_din_49#4066 on Jun 12, 2020, 5:26:28 PM
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TheFazzo wrote:
I think it is because they scale a lot with gem level and there are too many good items that give +x levels to Physical spells


I mean if thats the case then why do animate weapon and golems benefit from those (cold iron points). It's the inconsistency that op is calling attention to.
There's no powercreep here. Creep implies it's slow and could be overlooked, this is a full out sprint.
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cpurdy777 wrote:
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TheFazzo wrote:
I think it is because they scale a lot with gem level and there are too many good items that give +x levels to Physical spells


I mean if thats the case then why do animate weapon and golems benefit from those (cold iron points). It's the inconsistency that op is calling attention to.
Because there are very few people using animate weapons and physical dmg golems as main source of dps. Most likely there are more people playing zombies and skeletons, even after all nerfs, then physical damage golemancers and animate weapon summoners.
Last edited by 6_din_49#4066 on Jun 12, 2020, 5:34:03 PM
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6_din_49 wrote:
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cpurdy777 wrote:
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TheFazzo wrote:
I think it is because they scale a lot with gem level and there are too many good items that give +x levels to Physical spells


I mean if thats the case then why do animate weapon and golems benefit from those (cold iron points). It's the inconsistency that op is calling attention to.
Because there are very few people using animate weapons and physical dmg golems as main source of dps. Most likely there are more people playing zombies and skeletons, even after all nerfs, then physical damage golemancers and animate weapon summoners.


There were more people playing stone/carrion golem and animate weapon than there were playing zombie/skelemancers when I checked poeninja early in the league, and phys golemancer was the most popular build on the chinese realm until herald stackers happened. And once again, that doesn't address that it's an issue of consistency in the game's rules, not balance. They balance around a set of logical game rules, not bend the rules to balance.
There's no powercreep here. Creep implies it's slow and could be overlooked, this is a full out sprint.
"
cpurdy777 wrote:


There were more people playing stone/carrion golem and animate weapon than there were playing zombie/skelemancers when I checked poeninja early in the league, and phys golemancer was the most popular build on the chinese realm until herald stackers happened. And once again, that doesn't address that it's an issue of consistency in the game's rules, not balance. They balance around a set of logical game rules, not bend the rules to balance.

The stats I see on poe ninja are the following, for 5L+:
- animate weapon: 0.1%
- summon stone golem: 0.4%
- summon carrion golem: 0.2%
- summon skeletons: 0.1%
- raise zombie: 0.9%
- raise spectre: 1%
- summon raging spirit: 0.0%

So yes, skeletons are kinda' dead this league, but people are still using zombies.
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6_din_49 wrote:
If they do that, they need to change the "Cold Iron Point" dagger as well.


i think people are giving cold iron point more power than it actualy has, being unable to boost your damage with % physical added as elemental damage mods is a huge lost of damage.

now add that if you dual wield it you are loosing necro aegis and honestly i dont know if a cold iron point skeleton build is going to be any beter than a traditional skeleton build.

since we are with it holy relic olso needs the physical tag
self found league fan

http://www.pathofexile.com/forum/view-thread/324242/page/1

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caboom wrote:
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6_din_49 wrote:
If they do that, they need to change the "Cold Iron Point" dagger as well.


i think people are giving cold iron point more power than it actualy has, being unable to boost your damage with % physical added as elemental damage mods is a huge lost of damage.

now add that if you dual wield it you are loosing necro aegis and honestly i dont know if a cold iron point skeleton build is going to be any beter than a traditional skeleton build.

since we are with it holy relic olso needs the physical tag
You would still get ~60% more damage from daggers alone, which might make them mandatory for the skill gem to be actually useful. Hatred aura, added fire damage, and other sources of elemental damage on skeletons can easily be replaced with pride/haste/aspect of the spider/physical damage supports/etc.

For skeletons is not a big deal, considering you would have a 6L less, but for zombies they add the much needed survivability at a very low cost.
Last edited by 6_din_49#4066 on Jun 12, 2020, 6:42:34 PM

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