Shock stacks
Diminishing returns on shock stacks is another option. Instead of 40% + 40% + 40%, something like 40% + 20% + 10%.
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120% would be fine if the shock rolls on multiple projectiles would be all a different roll.
1 attack = 1 roll as it is now meaning you shotgun mobs or get shotgunned with shockstacks. There is a thread created by me named poor crit mechanics that critisizes those mechanics. |
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I definitely thought that Shock only increased damage from Lightning attacks before reading this thread. That makes a ton more sense, too. Why would being shocked increase the amount of damage you take from a bludgeoning or a fireball to the face? For balance and slightest-bit-of-logic sense=making, Shock really should only increase lightning damage done to target.
Need game info? Check out the Wiki at: https://www.poewiki.net/ Contact support@grindinggear.com for account issues. Check out How to Report Bugs + Post Images at: https://www.pathofexile.com/forum/view-thread/18347 Last edited by adghar#1824 on Jun 9, 2013, 12:32:49 AM
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I think GGG should patch the change to Shock only increasing lightning damage in a patch and see how it works.
Even lightning arrow builds would get hit by it because more than half of their damage is fire and cold. |
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The only concern with that solution is, while it would nerf player skills, it would do nothing for survivability: when you get triple-stacked it's usually all pure lightning damage. In this regard I like the diminishing returns idea the most because it balances either side.
<Tyrfalger> Exactly, the next act is going outside Sarn and into those wheat fields (see the map) to become a farmer. Then we can spend our days endlessly farming. Wait a minute...
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" Is shock stacking something that could be buffed in another way (boosting lightning base damage if need be?) It is a nerf, is it needed? I would say stack to 2, or maybe only one, increase damage it boosts, and make it only effect lightning damage. it should be changed to be very valuable to lightning dps, but not to other dps. |
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" Hum.. Lightning status should stay affecting all damages because ice status does, let me rephrase this : While freeze status affect you and the monster in many many ways ( Prevent monster from hitting you : Can make ice/cold/fire/chaos/physical dmg to him. Prevent monster from escaping : improves attacks precision grant you more time : thoikink of your next Attack/movement ) As you can see ice status = affect way more than merely ice dmg. Why should lightning affect only lightning dmg ? In fact, burning status should be revisited : it only make the monsters flee.. My 2 mirrors. Anarchy/Onslaught T-Shirt Owner.
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" I disagree.Perfect example is barracks.When arc bitches shock u,blackguards and their shield charge destroy you.Mages arc damage is insignificant,even when triple shocked. https://www.pathofexile.com/forum/view-thread/417287 - Poutsos Flicker Nuke Shadow
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I'd call it tried, but not particularly true. I've no great fondness for that arrangement, mainly because "spikes" isn't a thing anybody actually wants. Spikes would be useful if, say, resistances were like armour, where larger damage pierced through more. But instead, resistances are simple percentages, so outside maybe PvP or something where you might be able to catch someone off-guard before they heal (though surely slowing would generally be more useful), with the amount of casts you make, having a large variance becomes irrelevant really quickly.
You could play it up, perhaps, by giving lightning spells especially long cast times so people really feel the pain of a low roll, but I don't think what this game (or any ARPG, really) needs is even more luck-based gameplay. |
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" lol will still be op, reduce amount and also to 2 stacks and restrict to lightning only dmg |
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