Does Trauma Support 'fix' melee strikes?

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rapind wrote:

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Anyways, I was just stating that "technically" boneshatter is showing top ST DPS this league on poeninja at over 3b. Maybe that's cooked DPS, but it also happens to be the deepest delver this league (as usual).
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I've heard more than one person in a position of having some trust/authority dismiss PoENinja Boneshatter builds dealing multiple billions of DPS as being, as you say, 'cooked' or fake DPS. To get damage that high you need to stack enough Trauma that your every hit on the enemy would deal over a million damage to you, it becomes completely unsustainable and unsurvivable well before you hit that 3B mark.

Just noting.
She/Her
What annoying is Lacerate should be one of the best Melee builds. Poison builds don't have cap on bleed stacks, ao why should lacerate have a cap? It's been about 2 years since Lacerate was being used. DoT Bleed builds are the most basic answer for melee. Or some kind of DoT component that allows us to keep damage up even when we have to move.
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rapind wrote:


Anyways, I was just stating that "technically" boneshatter is showing top ST DPS this league on poeninja at over 3b. Maybe that's cooked DPS, but it also happens to be the deepest delver this league (as usual).



You can drop the maybe there. Boneshatter on POE ninja is like the definition of cooked. Divergent boneshatter scales both attack speed and attack damage with trauma stacks so all you really need to do is increase stack duration as much as possible to get absurd high numbers of them. And the best thing about it? POB/POE Ninja doesn't care about whether or not you can actually survive all those stacks. You can bet that not a single one of those high dps showcases will ever survive even half the stacks needed for the dps shown nevermind actually getting them up in an ingame scenario.
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Valkaneer wrote:
What annoying is Lacerate should be one of the best Melee builds. Poison builds don't have cap on bleed stacks, ao why should lacerate have a cap? It's been about 2 years since Lacerate was being used. DoT Bleed builds are the most basic answer for melee. Or some kind of DoT component that allows us to keep damage up even when we have to move.


Poison doesn't have a stack limit because one Poison stack does less than a tenth of the DPS of one Bleed application, and the poison doesn't suddenly deal vastly more damage if the target moves. They're two different ailments with different playstyles for different reasons. And even then, Grinding Gear provided you an option to make Bleed work more like a janky Poison - the Crimson Dance keystone. Crimson Dance makes Bleed more reliable overall at the cost of clipping off some of the top end of its damage in situations where you'd be able to juice that single huge hit and keep the enemy moving.

Skills like Lacerate or Bladestorm that rely on numerous smaller hits should absolutely be taking Crimson Dance if they want to be Bleed-y, and can do just fine with it. if you want to scale regular, non-CD Bleed, look at Ignite builds. Ignite manages to do just fine despite being limited to a single application most of the time, and it's often way easier to scale physical damage than fire damage.
She/Her
Last edited by 1453R#7804 on Aug 7, 2023, 3:11:03 PM
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1453R wrote:


So does every single build in Path of Exile that isn't a DOT build, or a build that uses independent proxies like minions or totems. EVERYBODY's damage stops 100% when they move. That's part of the weakness of the existing PoE1 animation system - the character can move or it can use skill animations, pick one. The only skill in the entire game that gets to deal direct hit damage while moving is Cyclone, and Cyclone is literal ass heresy that nevertheless remains mega-popular specifically because it breaks this rule.

Sure, you could argue that melee has to move MOAR and so its damage is "off" for a comparatively longer time than a ranged or spell build, but Melee also gets a much larger pool of overall tools to use. Ancestral totems that superjuice your damage, access to a Fortification buff that doubles your durability, access to a Rage mechanic that can heavily scale your damage and allows the use of the Berserk skill for a big surge of DPS right when you need it, access to a vastly larger pool of potential skills to use than bows/wands...



With Sanctum returning to the game in a couple weeks I challenge you to go play a 0.8 aps slam build in Sanctum and let me know how much all those tools help you clear the floors.
Not to ruin your parade there but having a 6 linked dual ancestral totem setup along your melee skill was a really helpful thing to have in sanctum. Can't say i've used them with 0,8 APS skill but you likely can. All the more if you make a proper build instead of 0,8 APS trash.
They've more or less made it clear that serious "melee fixes" are off the table, at least for several years. So all we can hope for now, is band aid fixes in terms of numbers. I'll gladly have some of those.

Thanks.
Bring me some coffee and I'll bring you a smile.
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innervation wrote:


With Sanctum returning to the game in a couple weeks I challenge you to go play a 0.8 aps slam build in Sanctum and let me know how much all those tools help you clear the floors.


Isn't that kinna like saying "specialize in Blight with a super close range point-blank builds that can't clear large, disparate packs of enemies quickly"? Or "specialize in Metamorph with a high-clearspeed bvuild that's mediocre at best in bossing"?

Sanctum is a mechanic where defenses don't matter, or at least they didn't before, and which prioritizes Not Getting Hit to a far greater extreme than normal PoE content. Yeah, making a slow Slam Jam build (that's presumably as heavily armored and durable as such builds are expected to be) wouldn't go great for you if you were planning on investing heavily in Sanctum, but it'd do fine for Metamorph, Ritual, Harvest, or other low-speed, high-intensity content where being able to survive the onslaught is more important than being zippy-zippy zoom zoom click boom. meanwhile the light, agile, zipp-zoom-boom No-Hitme builds that do well in Sanctum, Delirum, Incursion and such get bogged down and wrecked in King of the Hill-style "make this spot your personal bitch" content like aforementioned leagues.

if you have a deep need to play a specific type of content to the exclusion of most anything else, yeah - suit the build you run to that content. Seems only logical, ne?
She/Her
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Baharoth15 wrote:
Not to ruin your parade there but having a 6 linked dual ancestral totem setup along your melee skill was a really helpful thing to have in sanctum. Can't say i've used them with 0,8 APS skill but you likely can. All the more if you make a proper build instead of 0,8 APS trash.


Not to catch all this rain in a bucket and dump it down the drain but if you're using a 6 Link totem for damage and running around hiding behind walls for safety while your totem clears the content, would we more accurately call that a melee build or a totem build?
Well most of the damage comes from the melee skill, the totems are buffs that can also do a bit of damage and distraction. I'd say it's a melee build with added benefits but you can call it whatever you like really.
You issued a challenge to do sanctum with a melee build using the tools he mentioned which included totems. I am just pointing out that it's most likely doable.

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