Dexterity: How to rehaul it to become compelling
well that's a shame, because the idea is really good and it does not seem that far fetched from what PoE is atm.
Last edited by Kranyum#1598 on Aug 18, 2014, 7:01:41 PM
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" % accuracy nodes are useful, but base accuracy from dex is not that great, you get a lot from a single item mod as a suffix. It may be useful, but not to many builds, nor is it even a huge bonus to builds that can get use out of it. IGN: Asser, AssDelver, Assphobic, AnointedAss, BetrayedByMyAss, CrackedAss, FracturedAss, FulcrumedUpMyAss, ImpaledAss, IncursionOfTheAss, WarForTheAss, UnleashTheAss, ScreamingAsshole, SwampAssKing, Yui
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The idea of adding an active mechanic...? At this juncture? Nopes.
And I agree, it's a shame. But we felt the same way even during Closed Beta. Back when Evasion was REALLY a problem. There were discussions of active dodge systems, 'focus' such as the OP has expressed (a sort of stamina-like mechanic where you'd get increased dodge chance during activation), auras that detected how many monsters were around you to reduce otherwise super-buffed evasion...all that. But I think evasion is in an okay place now. And like I said, if you can find a ring with 3000 to Accuracy rating and not care, you're either playing a caster, using RT, or just plain ignorant to how the game works. If I like a game, it'll either be amazing later or awful forever. There's no in-between.
I am Path of Exile's biggest whale. Period. |
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" why not? games like WoW added major new game mechanics at each expansion. If it's good for the game, it might be worth it. |
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" + more than 1 Part of the issue that no one talks about is that tooltip is broken and overestimates the damage of crit builds and ignores a lot of extent of the importance of accuracy. Not only is it important for mana efficiency and leeching, but everyone seems to think their dps is higher than it really is when they ignore accuracy. Lets say for instance you have an 85% chance to hit and a 75% crit chance. The tooltip only takes into account that accuracy improves on the 85% chance to hit. It wrongly assumes that 75% of the time you hit, you crit, completely ignoring the role of evasion in avoid crits. If you have an 85% chance to hit, and a 75% chance to crit, 75% of hits DO NOT crit because 15% of these would be crits are evaded and are only hits. The tooltip completely overlooks this and assumes that 75% of hits are indeed crits and that 0% of crits are evaded. If you want to test this to verify that I am correct, put in an additional accuracy gem without a quality bonus for a character that has high crit and crit multiplier. You will notice that the dps only improves in proportion to the hit rate. Assuming you understand the published mechanics of accuracy and evasion, you know better. Furthermore, evasion is vastly underrated as a defense tool for crit based attackers when defending against their own AoE attacks. People seem to want a guaranteed physical mitigation rather than a semi-entropy based form. They neglect to consider that "pound for pound" evasion negates a higher percentage, and if you have fast attacks that hit a lot, the semi-entropy mechanic tends to work itself out. Additionally, while evasion has zero effect on physical spells or bear traps, armor has no nullifying effect on attacks that do elemental damage. Last edited by Zindax#3620 on Aug 19, 2014, 12:15:46 AM
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" So you're saying that those stats are mathematically important. Okay, whoopdie-doo. It still doesn't address the main problems with the attribute: 1) It's passive and boring, and 2) The math is obscure and annoying to keep track of. No matter how you explain the math of Dexterity, it's dull as dirt to specialize in compared to what else is available, and no amount of talking about semi-entropy based damage mitigation is going to make it compelling. My argument is that the attribute is boring, not that it's ineffective. Do you agree with that at least? DEXTERITY: How to rehaul it to be compelling
http://www.pathofexile.com/forum/view-thread/997273 |
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Boring?
I don't know. It's certainly not less passive or boring than intellect or strength. I don't know why you would single out dexterity. Personally, I don't like those changes at the moment. The reason is that crit based physical attacks particularly are in vogue because they allow the player to leech based on physical damage, and not use a support gem for this. The crit just gives it an additional means to scale. Dexterity really only shines if you are doing crit based attacking, and then offensively, accuracy is particularly overlooked. The evasion is a highly effective means to negate your own reflect. And not only is it semi-entropy based against hits, it is semi-entropy based against crits. Marauders are given a crit reduction node because they lack dexterity. I recently built a triple purity lightning coil dual strike crit shadow with life and acrobatics/phase acrobatics. I think it is a nice theme. The mechanics of how you can combine things to make them effective and interesting is the excitement for me. |
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" I like the idea of active mechanics. I agree we need them. What I would emphasize is that the appeal of this game is the theorycrafting. IMO, WoW really took a downturn when they watered down their talent tree to make them all active choices. I like a passive based tree. I just don't think it requires a passive based game. Resource management is interesting. So, if in the future, we wanted to add an additional means of resource management, I like that, particularly in relation to the base stats. However, I would leave the passive stat management alone. I think it has its own excitement. While I appreciate that you appreciate the dynamic approach and it is a good comment, I would personally prefer that active management not be done to the detriment of theorycrafting, as was done in WoW. The appeal of the game basically is the theorycrafting. |
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What exactly were you expecting from a base attribute? Its not like strength and intelligence are any more inherently interesting or "active" in what they do. Phys damage and life? Mana and ES? Any CI caster could claim that strength is a boring useless stat that they only pick to get requirements for gems and the same goes for BM archers and intelligence. Summoners could even claim all attributes are garbage since none of them provide benefits to minions.
An argument could be made too, that dex and its entropy based stats are more interesting to play with because they provide a greater potential for variation during combat. (get a string of unlucky hits -> need to flee and recover; get a number of lucky crits in a row -> great success) Personal preference applies obv. I agree though that dexterity could use a slight eva buff or perhaps a change from %eva to flat eva, but overall i think that accuracy and evasion being associated with dexterity is perfectly fine, and that they give dexterity a distinct flavor that fits the right side of the tree really well. |
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They should buff the evasion increase from dex to 3% per 10 dex. That way it can compete with Armor without buffing IR. Evasion is still in bad shape. Imo Evasion should be slightly better than Armor vs. attacks to make up for how bad it is with phys spells and puncture.
With the big accuracy% additions on the tree, dex is more appealing for that reason now. Berek's Grip Ice Spear http://www.pathofexile.com/forum/view-thread/780707 Budget Magicfind and/or Hardcore Flame Totem http://www.pathofexile.com/forum/view-thread/1211543 Last edited by Necrogue#4186 on Aug 19, 2014, 10:34:36 AM
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