1.0.2 Microtransaction Videos and Damage Over Time Changes

How will the changes to damage over time interact with player item rarity / item quantity?

But please remember the Devourers, guys.

Scale down the damage for certain monsters, before You have hundreds of deaths by rare flame-trappers and stuff and then decide to nerf them again.

I see huge amounts of damage incomming by the trappers if Rare, and by Monsters like Map Bosses with Firestorm or Viper Strike, or, as mentioned before, roques exiles like Thena Monga.

I HATE one-shots, and this will lead to it if not implemented carefully.
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Fillmore wrote:
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Snuske wrote:
i think it will .. it is said in the patch notes that the cloud damage is increased my projectile dmg because poison arrow is a projectile .. and iron grip increases the damage of projectiles .. so therefor .. more cloud damage .. i think (:


NO, Iron Grip does NOT "increase the damage of projectiles"
Iron Grip DOES increase the damage of Projectile Attacks - as stated the Attacks qualifier will prevent it from boosting any DoT because they are not attacks.

Note the different wording between that and say the nodes at Scion start which do say "projectile damage" without the Attack qualifier.

I agree with a previous poster in that I do not see this as logical nor intuitive - the DoT is only inheriting some but not all of the qualifiers from what caused it; in this case the Poison Arrow DoT is inheriting the "Projectile" qualifier but not the "Attack" qualifier (likewise DoTs from Spells will not inherit that qualifier).

Additionally, Iron Grip only makes the Strength damage modifier (=increased melee physical damage) also apply to ranged attacks (=increased projectile physical damage).
For Poison Arrow that means that Iron Grip will increase the initial hit's physical + chaos damage but not the DoT from the poison cloud.


Regarding the "double dipping" into damage modifiers: I'm not sure it will work as many of you expect...
When looking at Iron Reflexes and converted evasion, there's no modifier applied twice to any given base value.
I could imagine it working like this, on the example of burning arrow:
Initial hit's fire damage = (0.3 * physical weapon damage + absolute fire damage mods) * (1 + inc. phys. dam. + inc. fire dam.)
Burning damage on ignition = 1/3 * (0.3 * physical weapon damage + absolute fire damage mods) * (1 + inc. phys. dam. + inc. fire dam. + inc. burning dam.) per second
Crit happens.
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oBLACKIECHANo wrote:
The DOT changes are good for players and absolutely retarded for mobs. Now shit like alchemists, viper strikers, etc will absolutely rape us, more than they already can. And I hope that this shit does not apply to corrupting blood.

I'm not into DoT mechanics at all in PoE (I don't use DoT skills by myself) so the update is a little bit confusing for me. But it really feels like certain Mobs will be even harder than they are already, not even to mention some of the Rogue Exiles or Map Bosses. ^^"
At least my Summoner Witch could have fun with even more powerful spectres.
Unless for some reason Melee Physical modifiers apply to Viper Strike, I've racked my brain all morning trying to find a good Viper Strike build.

There's only one I can come up with and its high level.

Shavronne's with dual Redbeak
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Chameleon wrote:
Chris does Magic Find now work if a monster is killed by DoT?


Curious about this as well, especially in regards to the burning ground from fire trap.
In game contact @MajorAsshole

Challenge T-Shirt: 4/6 | Full Challenge Totems: 21/27
Viper change could go either way.

Straight buff for Poison Arrow.

Puncture is still trash cus the gem doesn't scale correctly. Scale the hit and have a flat bleed, don't scale the bleed off what's essentially an auto-attack.
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Redblade wrote:
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Chameleon wrote:
Chris does Magic Find now work if a monster is killed by DoT?


Curious about this as well, especially in regards to the burning ground from fire trap.


It was the case before, except from support gems.
It will work with support gems in next patch ( confirmed by Mark )
IGN TylordRampage
Does this mean that viper strike with multistrike has reduced viper strike poison damage? or is this decrease merely applying to melee splash? Does this also mean that scaling will properly apply to dot skills? IE fire trap burning ground, poison arrow fog, puncture bleeding etc.

Viper strike also does not appear to have any method via those generic nodes you were mentioning, there doesnt appear to be any generic nodes for viper strike buff at all actually, is anything going to be changed for it?

I also take it this means that puncture will receive a large damage bonus because it deals physical damage per second?

Since this change is so big im also guessing that all totem, mine and trap nodes will also apply? IE burning ground from fire trap will receive a giga buff from trap nodes?

Does AOE damage nodes also apply to Desecrated ground?

finally, is penetration going to be applied during burning? IE if a player has fire penetration gem and / or the 10% penetration node for traps?

This is my full frontal assault on your patch, as your in my favourite damage type. I would really like to see your response ^.^
State of Beyond Mechanic: https://www.pathofexile.com/forum/view-thread/3568084

State of Blight Mechanic: https://www.pathofexile.com/forum/view-thread/3568078

State of Harbinger Mechanic: https://www.pathofexile.com/forum/view-thread/3568062
Last edited by Raghin on Nov 26, 2013, 9:44:24 AM
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mobutu wrote:
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Chameleon wrote:
does Magic Find now work if a monster is killed by DoT?


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ljlevend wrote:
So what about the bug that prevents IIQ & IIR gems from being applied to mobs that die from DoTs?


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Chris wrote:
On-hit effects do not apply to damage over time.


Meaning no.

IIQ & IIR gems aren't an "on-hit" effect so Chris's response doesn't tell us anything about whether or not this bug will be fixed in the patch.

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