1.0.2 Microtransaction Videos and Damage Over Time Changes
" I suppose Ignite could be considered an on-hit effect along with things like Culling Strike and Curse on Hit. But even given that, I don't understand your confusion. To me it makes perfect sense that damage over time effects cannot apply Ignite. It would be silly if the Ignite debuff from a Chance to Ignite-Fireball could reapply itself by checking the Chance to Ignite every frame. With regards to the rest of your post, I would like to echo everyone's concerns again: Why is the poison cloud from Poison Arrow considered a projectile but not an attack? E: Missing whitespace. Last edited by Reashu#5408 on Nov 26, 2013, 7:39:01 PM
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I really wish that rather than scaling the damage amount the duration was getting scaled.
When I kill a man he stays dead.
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" No idea, I was actually getting so syked because I thought we could finally play as a 400 str mara with iron grip and use hit and run tactics. Would have been sooo sweet. But sadly not. Prolly settle with double ranged totem because it can be used with Poison Arrow now and totem dmg affects Poison Arrow's chaos dmg. That's atleast something. Last edited by Vandenreich#6288 on Nov 26, 2013, 7:50:25 PM
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I'm really confused what the DoT rework is all about. From what I understand...all ignite based damage work the same as before (aka scaled off the hit that triggered the highest ignite), but in addition +%fire damage and +%untyped damage will also buff ignite damage further? So essentially they double dip ignite damage by making the initial hit harder and further add a buff to ignite itself.
All support gems that correspond to the DoT skill type will also buff the DoT damage? So poison arrow, which on the skill gem is listed as projectile, area of effect. Therefore any support gem that modify projectile and area of effect will buff the DoT damage as well? That's my understand of it, correct me if I'm wrong. IGN Vermillionillusion
GMT-4, usually 8-12 pm |
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" seeing as u only call it bull, and bring nothing against it, you dont really have an argument. theres a delay on lightning warp, is it not viable? it is people have builds that work. cant really make fun of me planning to use a non released gem, its a gem, its coming out. people will use regardless of how "effective" you "it is. im more of picking on your word choice "viable" the word you want is "effective" viable means capable of working, which just about anything can. doesnt mean that those LA gmp nooblets in endgame are effectively dealing any damage. (Death to LA) come back and argue "viable" skills, once uv learned howto use freeze mine for an 8-10 second freeze. cuz the only skills i currently list as "still borns" are smoke mine and punishment. just because the majority doesnt use, hardly means minority that finds builds for skills wont. 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 |
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Does this mean that Inner force's effect won't work on RF?
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" It isn't. Scaling and mechanics wise it isn't (talking about end of CB, off course dumb cheese shit which was artificial difficulty isn't there, because it shouldn't). People is more knowledgeable and been playing the same basic game for a while, there is more gear around, etc. Nothing of that means is objectively easier. But anyway, off topic. Last edited by knac84#3886 on Nov 26, 2013, 9:09:08 PM
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" Oops, ignore that one. I read it incorrectly - thought it said on hit effects cannot apply damage over time effects. Silly me. Also gonna edit my post - concentrated effect + righteous fire = lol wut? |
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" GG Burning Discharge with Searing Touch! |
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Major props for making chaos damage/adder's touch/viper strike a part of the game :) Can't wait to be a poisoning dagger shadow. I had tried before and couldn't work it out.
Analyze, Adapt, and Ask the devs to change it.
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