Cast On Critical Nerfed 40% Came on...
Looks to me like there are more ways to get attack speed. I see 27% just coming out of the shadow start. So get some attack speed to offset your (22%) proc rate reduction and you'll barely notice it.
Guild Leader The Amazon Basin <BASIN>
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" Yes the problem is that now i must waste passive skill points in that, before the nerf no... And the effect will never be the same.... Seriously ggg reduces spell damage linked oto coc instead the chance %. Last edited by Axel_Moore#1936 on Aug 16, 2014, 4:27:17 PM
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Last edited by Axel_Moore#1936 on Aug 16, 2014, 4:54:52 PM
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" You just described every online RPG in the past decade. Every game company does this these days. Last edited by Boloburn#2410 on Aug 17, 2014, 3:02:42 PM
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" They've done it multiple times before, they nerf gems at low level and barely change them at high levels (In some cases buffing them). Computer specifications:
Windows 10 Pro x64 | AMD Ryzen 5800X3D | ASUS Crosshair VIII Hero (WiFi) Motherboard | 32GB 3600MHz RAM | MSI Geforce 1070Ti Gamer | Corsair AX 760watt PSU | Samsung 860 Pro 512GB SSD & Crucial MX 500 4TB SSD's |
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Anyone complaining about the constant nerfs obviously hasn't played POE long enough. I can't even keep track of all the builds that went from strong to complete shit. Spork, freeze-pulsers, cleave, etc etc etc. And yes they ARE NERFS when builds become empty shells of once powerful characters that can barely survive content they used to breeze through.
All I'm saying is get used to it, because it'll happen at end of next league too. build something that works... but it works well, so that's frowned on get nerfed to shit at end of league theorycraft in between leagues build something that works... but it works well, so that's frowned on get nerfed to shit at end of league theorycraft in between leagues build something that works... but it works well, so that's frowned on get nerfed to shit at end of league theorycraft in between leagues build something that works... but it works well, so that's frowned on get nerfed to shit at end of league echo "The world is full of smart people" |sed -e 's/smart people/sheep/'
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" You are aware that those are actually the original values CoC had :P And I'm fairly certain a 33% Less Spelldamage would be far more impactful than the chance-reduction. I mean its still 68%, which means only every third hit will not proc the spells. |
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As has been keenly explained, this is not a nerf. I am not in favor of this change as an attempt at better balance (though it is nonetheless an acceptable change), because simple numerical tweaks do nothing to target what is broken about CoC; reducing the proc chance merely further favors higher APS. I am instead in favor of changing CoC's mechanics or behavior in a way that makes it more difficult to abuse high APS. Let's be clear: APS is the problem here, as base weapon speed, local IAS, and global IAS are multipliers to accuracy, crit chance, and proc chance; they scale everything, and for CoC this translates to effective cast speed. Anything that reduces a proc's chance or its damage only has the effect of emphasizing APS even further.
My proposal: don't bother "fixing" CoC (or fixing it alone); it is merely a symptom. Fix mana management, as it is the only thing that meters APS, and it hasn't been doing a very good job of it. CoC does need to (reasonably!) scale with its spell procs' mana costs, but ultimately this does little to solve anything for as long as life/mana regen/leech vastly exceed user cost expectations. Long story short: another OP that misses the point. Good thread; should fit right in. Devolving Wilds
Land “T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.” |
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As already pointed out, reducing the proc chance on CoC simply makes it feel more clunky. Making it always proc 100% would feel much more fluent.
The problem would be the lags it would cause or even making some instances crush. While some players have suggested XX% less Spell damage for 100% proc chance, I think it should rather have XX% less attack speed as drawback. This would reduce the amount of procs, nerfing the damage output of CoC and help reduce lag, but would make CoC feel smoother and more consistent. Some people might cry about the numbers, but something like 58% less attack speed at Lvl 1 and scales to 20% less attack speed at Lvl 20 seems resonable to me. EDIT: Some math for the numbers Old CoC: Lvl 1 50% proc Lvl 20 88% proc New CoC: Lvl 1 30% proc -> 40% less damage Lvl 20 68% proc -> 23% less damage Suggested CoC: Lvl 1 100% proc, 58% less AS -> 1-(100/50*(1-0.58))=0.16 -> 16% less damage (doesn't seem much, but at low lvls the actual attack also does good damage which is affected by the less AS) Lvl 20 100% proc, 20% less AS -> 1-(100/88*(1-0.20))=0.09 -> 9% less damage In conclusion, some XX% less Spell damage could still be added as drawback or reduce AS even further. Last edited by w190487#6730 on Aug 18, 2014, 1:14:56 PM
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" QFT been here sort of since .92 closed and this. just this. every fucking time. it pretty much drove me away. |
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