Wrath and Anger ought to affect spells IMO.

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csjibbs schrieb:
Incinerate.

Incinerates DPS would go FULL RETARD with the elemental auras + any 'X to ele dmg' affixes that are found on rings etc.

Not hard to get incinerate to cast >10 times a sec, i'll let you do the math on that with wrath/anger in addition to added chaos/added light/added cold gems.
Wow, it sure was dumb on GGG's part not to include a low damage effectiveness on the skill.

Oh wait. 30%. That is kind of low.

Also, it is kind of difficult to get Incinerate to >10 casts a sec, because 140% ICS, while possible, is by no means automatic.

So what's this about full retard?
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.
Zuletzt bearbeitet von ScrotieMcB#2697 um 03.06.2014, 01:41:27
With a 19% wand and lv 17 gem I've got 7.95 cps. Wrath would give me about 6-93 damage a shot, ~50 for each projectile. GMP gives 50% Less, Incin gives 300% More, so ~175 a shot at full power (Less/More are additive with each other, yes?), 1k/3k/5k/7k damage/second being added at each stage. Spell damage is probably a factor at that point too. Would hardly be insignificant.


If Less/More is multiplicative with each other you've got 100 damage/shot at full instead, 4k dps with no spell damage. Still probably very worth the slot.
BreakingHearts/RhoaHood/BackAndVeryLate (Standard) | HushtailSweep/HushtailWeeps (Ancestor)
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Charan schrieb:
I find this issue to be related to why Added Fire Damage converts where Added Lightning and Cold just 'add'. I suspect there's some internal reason but little old me can't see it.


Added fire damage (guess it is support gem we talk about) description says it add fire damage. However it is based on % physical damage and not a fixed damage. Do you mean it converts (i.e. removes part of physical damage) ?
Auras need to be rebalanced anyways... decrease the damage back to what it was with the same mana reserved, have supports that augment auras. Already have really powerful passive nodes that boost auras...

Remove Cast on Crit, is affected by Damage Effectiveness.
X has this so y should have this.If we do this all the time everything will end up being more similar or lack variety.Attacks and spells need a level of contrast to make them appealing when you want to build characters a different way.I mean look at how dull skills became in D3 when spells and skills are all based off weapon dps compared to the different ways skills in D2 worked (Jav skills,blade skills,enchant etc).The fact that some spells in POE benefit from auras gives better variety than if all spells did.
Zuletzt bearbeitet von Kavlor#3571 um 03.06.2014, 10:17:09
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Charan schrieb:
I find this issue to be related to why Added Fire Damage converts where Added Lightning and Cold just 'add'. I suspect there's some internal reason but little old me can't see it.


These decisions seem to indicate to me that they intended the supports to be useful for different things. I of course dont know their back end, but they have always struck me as design decisions, intended to create differences and meaningful decisions while building a character. Similar to decisions for which melee skills work with which melee weapons, purely to make the player make choices that impact the rest of their character growth. Removing these things creates spectral throw situations where one skill rules, one set of weapon stats is best etc.
Hey...is this thing on?
Zuletzt bearbeitet von LostForm#2813 um 03.06.2014, 10:25:53
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LostForm schrieb:
These decisions seem to indicate to me that they intended the supports to be useful for different things.

That.

Also, because talking about mechanics is my thing:
Hatred and Added Fire "work with Spells" simply because they don't care about the Attack/Spell/secondary distinction at all. As long as it's Physical Damage, you get some Elemental Damage. That's what sets them apart from Anger and Wrath's flat Damage, which only cares about the Attack/Spell/secondary distinction.
(and nobody cares for DoT, ha)
(yes that technically means AFD/Hatred does care shut up)

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ScrotieMcB schrieb:
Wow, it sure was dumb on GGG's part not to include a low damage effectiveness on the skill. Oh wait. 30%. That is kind of low.

"Kind of". You're also rocking a pretty massive Hit rate though.

Fireball hits 1.17 times per second at 100% Damage Effectiveness, for 117% per second.
Incinerate hits 4.17 times per second at 30% Damage Effectiveness, for 125.1% per second.
Anger would add more Damage per Second to Incinerate than to Fireball, despite the "kind of" low Damage Effectiveness.


Allowing flat Damage modifiers to affect Spells would cause a large shift in balance. It's probably way too late to change it, and honestly I don't really see the point. What'd be more interesting is actually adding more offensive Aura options, rather than homogenizing them.
Zuletzt bearbeitet von Vipermagi#0984 um 03.06.2014, 12:39:36
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Vipermagi schrieb:

What'd be more interesting is actually adding more offensive Aura options, rather than homogenizing them.


Could also work considering that aside from Haste/Vaal Haste, what aura's actually directly increase the damage of most spells? (excluding hatred for phys dmg spells)
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csjibbs schrieb:
Incinerate.

Incinerates DPS would go FULL RETARD with the elemental auras + any 'X to ele dmg' affixes that are found on rings etc.

Not hard to get incinerate to cast >10 times a sec, i'll let you do the math on that with wrath/anger in addition to added chaos/added light/added cold gems.


Added damage gems on incinerate have 30% effectiveness.
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Vandalain schrieb:

Or have a keystone that converts all flat damage to spells but make it where you cannot use attacks, or something to that effect, so that Cast on Garbage (read Cast on Crit) won't be full retard.


Ye, workarounds ftw...not. CoC is bullshit and it will haunt on every new spell/spellaura skill addition.
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