Why elemental damage with weapons is in a bad spot

@OP: Interesting suggestions, but I dont think you know what a few percent buffed ele nodes mean in end game damage scaling.
WED is the most powerful support gem in my setup. Dont get me wrong, I like when my shit works, but reducing mana multiplier would make that gem even better then it already is.

IGN:

Kilowattski
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Yesu wrote:
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Make catalysm 30% and give it an interesting mod

Innate 10% elemental penetration imo.


Just the tip?
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turiski wrote:
@OP: Interesting suggestions, but I dont think you know what a few percent buffed ele nodes mean in end game damage scaling.
WED is the most powerful support gem in my setup. Dont get me wrong, I like when my shit works, but reducing mana multiplier would make that gem even better then it already is.



Right now, no WED node but catalyse is worth taking though. I pass right by them and don't even bother, they're just not efficient, especially with ST+LMP because of the projectile damage you get from that.

Edit: Oh, I actually suggested to buff WED. Removing that, I realise it's mandatory already. I posted the OP quite a while ago, so I don't really remember all the details.

@sidtherat It could all be made attack-specific, since with spells, people usually deal 1 type of damage (element), so penetration gems are efficient for them.

I personally really hate the idea of not having direct ele scaling on gems, so I don't really like the idea of penetration instead of damage. The current scaling just doesn't make sense, and it would honestly make even less sense if the 2 main types of damage scaled completely differently on the same gem.

I think we should be able to get it through WED clusters. In that case, they'd probably have to be repositioned and maybe 2 more would have to be created. Otherwise, these nodes would force people to take completely different paths on the tree.

I'm gonna edit the OP tomorrow.


EDIT2: I actually got a pretty good idea to help the resist AND attack speed problem. All weapons should get an implicit mod that makes attacks with them penetrate a certain amount of res, depending on their base attack speed. So, if you have a 1,1 base, you'd get 35%, if you have a 1,7 base you'd get 15%. The numbers aren't set in stone, but I'd say it'd help.
Old april 2012 account got stolen
Last edited by Freeslana#1251 on Feb 21, 2014, 7:03:54 AM
fck accidentally quoted instead of editing op
Old april 2012 account got stolen
Last edited by Freeslana#1251 on Feb 21, 2014, 7:22:59 AM
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Freeslana wrote:
This post is NOT about spells, it's purely about attacks.

It's funny that I'm creating this thread, actually. Few months ago, I did exactly the same, except it was basically the opposite - I complained about physical damage being underpowered. A lot has changed, the 50-60% buff to all nodes being the most significant change of course. And then there is the general phys weapon buff and the possibility of avoiding physical reflect with Immortal Call+CWDT as long as you don't 1 shot yourself.


So out of curiosity, what about phys weapons did they buff? The dps on a white ambusher was 63.2, exactly the same number it was last year. I know this because I looked at it in depth then and again just recently while theorycrafting.

I assume it's a new gem or two that they recently added? The only things that are different about melee to my knowledge is that life/ES was recently changed so that life is better, and that CoC now exists, which isn't as much melee as it is crit, and is just about the only thing that made two daggers a viable HC option since they were put into the game.
my evasion is so high i only insta rip sometimes
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Bug Fixes:
People were using cyclone for actual melee builds, so we nerfed it and made blade vortex. Also, we went ahead and made cyclone great for CoC casters while we were at it.
Last edited by Legatus1982#1658 on Feb 22, 2014, 11:58:41 PM
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Legatus1982 wrote:
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Freeslana wrote:
This post is NOT about spells, it's purely about attacks.

It's funny that I'm creating this thread, actually. Few months ago, I did exactly the same, except it was basically the opposite - I complained about physical damage being underpowered. A lot has changed, the 50-60% buff to all nodes being the most significant change of course. And then there is the general phys weapon buff and the possibility of avoiding physical reflect with Immortal Call+CWDT as long as you don't 1 shot yourself.


So out of curiosity, what about phys weapons did they buff? The dps on a white ambusher was 63.2, exactly the same number it was last year. I know this because I looked at it in depth then and again just recently while theorycrafting.

I assume it's a new gem or two that they recently added? The only things that are different about melee to my knowledge is that life/ES was recently changed so that life is better, and that CoC now exists, which isn't as much melee as it is crit, and is just about the only thing that made two daggers a viable HC option since they were put into the game.


Pretty sure it was the flat phys mods
Old april 2012 account got stolen
Last edited by Freeslana#1251 on Feb 23, 2014, 5:37:00 AM

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