Want to fix phys dam VS ele dam GAP?! Here is how.

Except you lose 20% and 50% damage from MS and splash. Splash's AOE blows also the mobs it hits to the side will only take 60-70% rather than 80% of the main target. The staff ends up too slow to really benefit from all the IAS but too much damage reduction to one shot things.
Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th
Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063
Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856
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narbays wrote:
I'm willing to bet that if the developers had access to hidden data ...



They do, I am too lazy to search Chris response, but he stated as a fact (after the increase in high level map drops) that players play more high level maps, along with other "hidden data" analysis.

It is an online game after all, every action, skill, loot, build, everything is recorded and I am pretty sure (like Zynga with farmville) that they have a nice dashboard which leads the priority of the development of the game.

back to the thread, I must agree, ele damage is much better than phys, plus with ele damage you can freeze/ shock which is (imho) better than stun (shock at least is much better, freeze is only slightly better)
Last edited by downstroy#5928 on Apr 10, 2013, 3:32:09 AM
I ve been barking at the same tree about physical dmg booster gems for too long but lets talk about again for what we have.

Melee dmg-only good thing
Melee dmg on full-CI ?
Culling strike-Meh additive
Added fire-Show me 1 mob which doesnt have decent fire resist
Faster proj- for physical range attackers

So range att side suffers more cause they only have 2 pure dmg modifiers which are kinda lame,

But lets compare with melee supports total for WED so we have total of 122% more dmg from melee,melee on full,culling against 80% from WED and dont forget the every + elemental dmg gonna multiply with that.

So basically regular physical melee has 1 decent booster which is almost half of the WED
adding added fire only boosts sheet dps even with 1k fire dmg u gonna waste 750 dmg on most mobs so it has no use for pure physical builds.

We need 'more physical dmg' support gem for both melee and range.
One problem is that WED scales very well with atk speed and skills with lower low effective % or reduced/less damage. While any reduction in phy dmg per hit, is further reduced by the armor.

I also don't understand why we have the blanket curse "elemental weakness"? U can easily stack -80% Elemental damage curses, while there is only 1 phy curse.
The next problem is that this phy curse will get always overridden in a group/map by either enfeeble or ele/conductivity. Thats because u always have 1-2 elemental users in the group, while having enough EK users to keep vulnerability going is rare.

Instead of more phy dmg increases, i would like a good armor penetration gem and nodes. This way u could also create phy atk speed builds, without having to worry about armor too much.

The last problem is that phy dmg does "nothing" on crits.
Here are some ideas on phy crit: stun/knockback on crit, temp armor reduction on crit, phy dmg increase on crit, more leech on crit, lower mob damage on crit


bye Andy
Last edited by AndyPandy22#1315 on Apr 10, 2013, 6:10:35 AM
I ran into this problem when making a 7 frenzy charge physical ranger, my damage didnt suck but it was no where near high enough to not take forever to clear maps.
B E E F
On the other hand, if you have high enough damage you can crush the armour of the monsters. Guess a crit dagger build using Dual Strike could do so. However you had to find a way to deal with reflect in that case, or stack armour to something above 20k. :\
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ampdecay wrote:
I ran into this problem when making a 7 frenzy charge physical ranger, my damage didnt suck but it was no where near high enough to not take forever to clear maps.



I made several different melee and ranged characters in closed beta. As soon as open beta went live, I made a split arrow/7frenzy ranger. After rushing to 70 and gearing up, I was so disappointed I re rolled after doing my first few 66 maps. Their was level 52 ELE rangers who were wearing level 30 gear outdpsing my main.

I have long since shelved all of my physical characters and are playing the superior choice. Which again, I can't stress this enough, their is nothing wrong with elemental damage. On the contrary, we would just like it if physical damage was actually viable.


Oh and I just read the manifesto regarding RANGEvsMELEE posted in the new forum. I think it is a STEP in the right direction but not the full solution. They plan on implementing an on-crit effect for pure physical damage if I read correctly, along the lines of a STUN where as cold does a FREEZE. I believe it would go some ways into alleviating the disaparity but it does not solve the problem.


We need new support gems such as the ones listed in this thread and several other threads before this. Ones that benefit strickly physical damage WITHOUT increasing elemental damage. Because lets face it, that's part of the problem here. Anything you give physical, ele just benefits from the converstion but not vice versa.

We also need some form of passives or a keystone (somewhere in the middle of the skill tree) that turns off elemental damage in favor of an increase to elemental damage. This would make it so phys users won't have anything to turn off but would get a benefit anyway since they are pure phys.
IGN: Narbays

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