Patch 0.10.3 Deployment Schedule and Other News!
Well what is it then?
According to Mark_GGG dual wielding in cyclone does double damage. This is in my opinion directly opposes what the description say here http://en.pathofexilewiki.com/wiki/Cyclone So is it double damage? Or is it same damage as 1h (actually worse if the claws arn't identically good) + the inherrant speed buff? Because imho, double damage sounds to high (since we do have an extra item with stats) and the other one sounds waaaay to low (since we loose alot of survivability) |
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My first impressions of Cyclone are really good, having alot of fun so far :]
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soo pumped for this patch another awesome skill and new uniques = happy
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You guys said that you'll put 1skill each week,so where is the new skill preview?
Not that much into spining anyway so i'm looking forward to your next skill. Mundo cleaver?with sounds and all? surprise us :D |
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" Cyclone from wiki: - Damage effectiveness: 35% - Cyclone spins at your attack speed and deals damage twice per spin. So it's not that low. You basically got 70% damage effectiveness, the same as Ground Slam. Bonus: you are moving too ;) Note: When you cast Cyclone the crit is rolled once for all hits in that cast of the skill. If it is a crit, all hits from that cast will be crits. If it doesn't crit, no enemy hit by that cast will be crit'd ever. |
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" Look I'm not complaining that this one skill happens to give a less substantial bonus to dual-wield builds than to others, I'm just expressing my wish to see a new skill tailored to dual-wielders in a future patch. Using dual-strike all the time just gets tedious after a while, even if its effective. I'm not asking for a dual-wielding buff, just more variety. Perhaps something like dual-strike but with conversion of physical damage to elemental damage. Last edited by mr48#5631 on Mar 13, 2013, 3:47:27 PM
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I think u guys should add a Melee-Attack-Totem.
How cool would that be - spinning Totems all over the place. ;D |
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"No, I said that if Cyclone hit with both weapons, it would inherently deal double damage, and that is why it doesn't - because then we have to either balance around that, making it useless without dual wielding, or not balance around that and leave it broken with dual wielding. Dual wielding means you alternate weapons, and this lets you attack faster. 10% multiplicative attack speed is a substantial bonus. That's what dual wielding is in this game. If we make specific skills hit with both weapons while dual wielding, those skills effectively have +100 multiplicative damage when dual wielding, and thus are either broken with dual wielding or useless without it. "You currently have heaps of variety - you can use basically any skill and get the dual wielding beneift. Heavy strike benefits form dual wielding, as does every attack skill except double strike, leap slam and ground slam - and those do still get the 10% attack speed, despite only using one weapon. Adding some skills which use both weapons, and thus have an arbitrary damage bonus while dual wielding reduces the variety of skills available because then all those other skills, which currently are just as effective dual wielded as any other setup, are considered 'sub-par' because they don't give arbitrary damage bonuses, and skills are split into those which are only worth it if dual wielding and those which never are, rather than having very nearly all attack skills usable both ways. We've already seen that start to happen - which only hits with both weapons because the animations that got done didn't match how the skill worked, and the skill was easier to change - and as a result had to have a rather ugly damage penalty applied while dual wielding. And because that penalty is additive, and only for physical, it doesn't actually counter the doubled damage much at all for some builds, resulting in people claiming that dual wield only has one useful AoE skill - where if cleave worked like the others, all of them would be equally good for dual wield, and equally good dual wielding compared to any other setup. | |
" When should we expect a change to Cleave, then? A little reduced physical damage is hardly a dw penalty when the predominant form of damage is elemental, and has been many, many months. |
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" I have no idea if this is even possible, but perhaps Cleave could be given 35% damage effectiveness while dual wielding, but remain at 70% for other weapon types? This would affect all sources of damage instead of just physical, right? (btw, I didn't realize the Cleave dual-wielding penalty was only for physical damage until like a week ago. Now I understand why my elemental Cleave dual-wield Templar was so much more powerful than any Cleave dual-wield Duelist I ever made.) |
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