Attribute Bonuses [a small quibble]

This is a point of interest for me. I started to think about this after investing heavily in Intelligence for an Ice Nova Witch.

All attributes provide a bonus. The bonuses on attributes, aside the one for strength, do not motivate me to try and build attribute focused builds.

Attribute Bonuses
Strength

+0.5 life and +0.2% melee physical damage per point

Dexterity

+2 accuracy and +0.2% evasion per point

Intelligence

+0.5 mana and +0.2% energy shield per point


They all have their place in this game, I know. They are required to wear items, but given prudent passive skill selection, coming up with requirements for gems and equipment is not a stretch; unless you're matching a pure strength character with level 20 clarity for whatever reason.

My suggestion is to provide some reason to invest heavily in other attributes as a path in the passive tree or the vary items worn to take in to account other attributes.

I have two different ways of looking at it:

1. Remove all damage modifiers that are rewarded by investing in attributes. Add to their respective attribute nodes, the damage bonuses that they would gain for having the attribute. Include a bonus for intelligence of +1% to Elemental Damage on a +10 intelligence node. Add a +1% Ranged Physical damage on +10 Dexterity. This would priorities the selection of attribute nodes.

~OR~

2. Add a bonus to elemental damage based on +1% / +10 intelligence. Leave all other node's bonus the same way. This makes acquistion of attribute for int a little higher prioritised for int, or at least a little more reward than more mana. Also add +1% Ranged Physical Damage per +10 dexterity.

Any thoughts?
Last edited by Malpheas#7617 on Oct 11, 2013, 10:00:47 AM
This thread has been automatically archived. Replies are disabled.
"
Malpheas wrote:
This is a point of interest for me. I started to think about this after investing heavily in Intelligence for an Ice Nova Witch.

All attributes provide a bonus. The bonuses on attributes, aside the one for strength, do not motivate me to try and build attribute focused builds.

Attribute Bonuses
Strength

+0.5 life and +0.2% melee physical damage per point

Dexterity

+2 accuracy and +0.2% evasion per point

Intelligence

+0.5 mana and +0.2% energy shield per point


They all have their place in this game, I know. They are required to wear items, but given prudent passive skill selection, coming up with requirements for gems and equipment is not a stretch; unless you're matching a pure strength character with level 20 clarity for whatever reason.

My suggestion is to provide some reason to invest heavily in other attributes as a path in the passive tree or the vary items worn to take in to account other attributes.

I have two different ways of looking at it:

1. Remove all damage modifiers that are rewarded by investing in attributes. Add to their respective attribute nodes, the damage bonuses that they would gain for having the attribute. Include a bonus for intelligence of +1% to Elemental Damage on a +10 intelligence node. Add a +1% Ranged Physical damage on +10 Dexterity. This would priorities the selection of attribute nodes.

~OR~

2. Add a bonus to elemental damage based on +1% / +10 intelligence. Leave all other node's bonus the same way. This makes acquistion of attribute for int a little higher prioritised for int, or at least a little more reward than more mana. Also add +1% Ranged Physical Damage per +10 dexterity.

Any thoughts?




I think what they have in place is great. A character that invests in fortitude and str based skills would by logic have more damage and health. Characters who are fast should evade more, hit more accurately. Characters who are smart should be able to prevent damage and have more "power". I do however think ele dmg should receive a bonus from int as well, but then it would make int much more desirable over the others.

The +10 nodes do kind of suck and i personally hate investing in one when my char is lvl 80 and it takes 4 hours to gain a level playing straight, but some builds do so much damage regardless, adding more may be redundant.

INT is exceptionally worth investing in for ES builds. It gives nice base mana and 2% ES per node - 6% for the +30INT nodes!! That's mental.

Dex is the runt of the litter. It should definitely be upgraded. But INT doesn't need a buff, it's already powerful enough.
Face it, all of your suggestions are worse than this idea:
http://www.pathofexile.com/forum/view-thread/657756
Because you have RT/IR in place, Dex has been rendered useless to a lot of builds.

Dex needs another revisit, or a keystone that actively takes advantage of Dex. (Then again, keystones should NOT be used to fix gameplay imbalances.)
For Ranger build tips, tactics, and critiques, visit this thread:
http://www.pathofexile.com/forum/view-thread/69224
Strength: Flat bonus that is useful to almost everyone (isn't heavily ES), percentage bonus that is only relevant to some (melee damage)

Intelligence: Flat bonus that is useful to almost everyone (doesn't use Blood Magic keystone), percentage bonus that is only relevant to some (non-melee ES, or ES with GR)

Dexterity: Flat bonus that is only relevant to some (non-RT attacks), percentage bonus that is relevant to almost everyone (doesn't have Unwavering Stance).

The answer is simple: flip Dex. Flat evasion, percentage accuracy. Obvious necessary retweaks throughout the system to reflect the change. Problem solved.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Oct 10, 2013, 12:15:58 AM
Imo dex is the most flawed attribute, many of its bonuses are not used by many chars (Resolute Technique, Unwavering Stance, Iron Reflexes, Lioneye's Glare..)

scroties Idea is a good approach, flat evasion would at least fix the thing with IR, yay .. ^^


But why I really made this post is, I had a similar idea for int in mind a while ago, which is changing the % es to flat es. Simply for the reason that it might be viable to level up as es then, which would be really great imo. Probably the es values on gear need a slight nerf to make the % es nodes not too op, or a slight nerf of all % es nodes (6% to 5% etc.)

It would also be easier for lvl 60+ low budget people to get started into es, since it will be less gear dependant, similar to life builds.
The percentage ES is very good, from Int. But it does not help damage, where you have to rely solely on elemental damage or spell damage for casters to be stronger.

My original post, in essence, was about a damage boost from Intelligence, as well as Dexterity; contrasting with how effective strength is to invest in.

Scrotie's answer touches the surfact of it. I maintain that strength is the strongest attribute because and I would like to see others re-tooled to match or have more relevency aside building up some form of "life".
"
ScrotieMcB wrote:
Strength: Flat bonus that is useful to almost everyone (isn't heavily ES), percentage bonus that is only relevant to some (melee damage)

Intelligence: Flat bonus that is useful to almost everyone (doesn't use Blood Magic keystone), percentage bonus that is only relevant to some (non-melee ES, or ES with GR)

Dexterity: Flat bonus that is only relevant to some (non-RT attacks), percentage bonus that is relevant to almost everyone (doesn't have Unwavering Stance).

The answer is simple: flip Dex. Flat evasion, percentage accuracy. Obvious necessary retweaks throughout the system to reflect the change. Problem solved.


Intelligence is underrated as a stat and a node methinks. People say ES this ES that but holy shit, when you hit critical mass on INT, you're packing BOTH ES and mana regen. I've been working out a caster that capitalizes on this fact. Hopefully it bears fruition one of this days.

Likewise for STR, overlooked on physical ranged builds. Iron Grip means stacking STR on gear benefits both damage and life pushing you beyond the cap of Life rolls. A simple 67 Life 40+ STR ring can easily translate to 300 gained life.


Stats are great. They may not provide the most noticeable benefits but when you do acquire them on gear, they add up a lot in the long run. (and DEX could use some love obviously.)
As always, str is valuable, int is valuable, dex is kinda valuable but not that great.

Dex is great for those using attacking crit based builds and evasion. Hmm, thats going to be physical archers and the melee crit shadow type builds. Thats VARIETY.

Everyone else grabs the RT which hurts dex, and most people dislike EV because of the requirement of a huge health pool to have it work correctly
Alright, but why is strength the only one that buffs damage? Shouldn't dex get a bonus to damage for ranged physical?

I'm curious what the philosophy behind the current attribute bonuses are.

Report Forum Post

Report Account:

Report Type

Additional Info