Multiple projectile 'shotgun' effect

Yeah, spark is most certainly the odd one out of the bunch when it comes to multiple projectiles. Anyone going melee against the false god on the ledge know first hand how painful it is to stand next to it. I agree with the suggestions made to have only one hit at point blank, but if you're further away and they converge, or later randomly bounce back into you, I'm all good with that.

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dust7 wrote:
Like I said, multi should imho not be the best choice for single target AND aoe purposes.

This. One million times this.

Also the dps rating on the character screen is not the be all and end all deterimination on how good a skill is. My ice spear has a much higher dps than listed due to the insane crit chance and boosted crit damage multiplyer I had on it. That is not reflected in the skill at all. Neither is AoE hitting multiple enemies. It also doesn't take into affect the utility of the skill.
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turmi110 wrote:
My ice spear has a much higher dps than listed due to the insane crit chance and boosted crit damage multiplyer I had on it. That is not reflected in the skill at all.
Yes, it is. DPS on the character screen takes crit chance and damage into account to work out an average dps.
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zeto wrote:
I have a solution.

Ice Spear is the perfect example of how this situation should be handled consistently...

Every projectile type ability that has multiple damaging shards that leave the player only activate shotgun after they have traveled (ie. separated) some distance. This way, in order to shotgun most abilities, they have to converge (spark) or they need a very large AOE.
For the record, that's not how Ice Spear works. It does shotgun at close range, in that all the projectiles hit and damage the same target, but the first form of the projectile has 100% pierce chance, so all of them also go on to hit other things.
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Mark_GGG wrote:
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turmi110 wrote:
My ice spear has a much higher dps than listed due to the insane crit chance and boosted crit damage multiplyer I had on it. That is not reflected in the skill at all.
Yes, it it. DPS on the character screen takes crit chance and damage into account to work out an average dps.


Oh didn't realise that. Does it take into account the extra 400% (or whatever it is) extra crit chance at range with ice spear? Also the spear penetrating multiple close mobs in its first phase before finishing on one in the second? Don't see how it could, and don't expect it to, and that is how I do most of my ice spears. That was until I put in multiple projectile and started point blank shooting individual mobs because it did more damage, and also carried on to monsters behind it.

My point was, just a flat dps number is a horrible way of judging how effective a skill is.
Last edited by turmi110#1964 on May 16, 2012, 7:59:28 PM
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turmi110 wrote:
Oh didn't realise that. Does it take into account the extra 400% (or whatever it is) extra crit chance at range with ice spear? Also the spear penetrating multiple close mobs in its first phase before finishing on one in the second?
No, because the stats have no way of knowing if they will come into effect.

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turmi110 wrote:
My point was, just a flat dps number is a horrible way of judging how effective a skill is.
Which is a good point to make, I just wanted to make it clear to anyone reading that standard crit chance and damage are factored in to that calculation.
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Mark_GGG wrote:
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zeto wrote:
I have a solution.

Ice Spear is the perfect example of how this situation should be handled consistently...

Every projectile type ability that has multiple damaging shards that leave the player only activate shotgun after they have traveled (ie. separated) some distance. This way, in order to shotgun most abilities, they have to converge (spark) or they need a very large AOE.
For the record, that's not how Ice Spear works. It does shotgun at close range, in that all the projectiles hit and damage the same target, but the first form of the projectile has 100% pierce chance, so all of them also go on to hit other things.


I should clarify that I only meant the portion of the mechanic of having 2 parts.

If all projectiles were split functionally into two parts "shotgun" and "non-shotgun" then it'd be easier to standardize and tweak it later.

I personally believe that the skill mechanic should support the intent though if possible... ie. if it's not meant to shotgun, then multiple projectiles shouldn't come out at point blank range. Conversely, all multiple projectile skills that come out at point blank range should shotgun for consistency in expectation (and game physics.)
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My resistances are around the 40-60% mark, enough I feel that I should be able to survive a few hits at least. This 'shotgun' effect should be removed from spells on both players, and monsters.


In such worst cases they aren't and thats why its important to get max resist AND additional hitpoints to survive worst cases.



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