ggg needs to take steps to make spells more approachable

"
shroudb wrote:
"
Saltychipmunk wrote:
but curses could benifit melee / weapons just as well as they do spells.


just use a vulnerability rather than a dedicated elemental curse along with elemental weakness and critical weakness.

hell that is what wind scream can do


hell most wander builds follow the same tree paths as spell builds ( getting crit ) etc



not quite:

take vuln vs an elemental curse on a double resist mob pre and after nerf:

both will only work at 50% efficiency after nerf and 100% pre nerf.

for siimplicity let's say that the mob has exactly 75% resists and both the attacker and the spell caster have 100dps:

vuln would boost the dps from 100->140 pre erf and from 100->120 after nerf. 120/140= 85% or 15% dps loss for the attacker.

elem weakness would boost the dps from 25-> 75 pre nerf and from 25->50 after nerf or 50% dps loss for the spell caster.

50/15=3.33

or simply put, curse nerf was 333% worse for the casters

now double those values for double curses ^^
So, your calculations seem lacking. I mean, even using the questionable logic behind the post, calculating the physical build's dps loss as 14% (1 - 120/140) implies that the elemental build's dps loss was 33% (1 - 50/75), not 50%. Arbitrarily dividing 33 by 14 yields 2.36 or 236%.

Plus, you could also view it as:
physical build lost 20 dps (140 - 120)
elemental build lost 25 dps (75 - 50)

Elemental lost 5 more dps than physical because of the reduced effects of curses than a physical build, which is 5% of their outgoing damage. You could interpret that as elemental losing 25% more dps because of the curse change than a physical build. (25/20 - 1, taken as a percentage.)

And all of this is dependent on the target in question having literally zero physical mitigation, including zero evasion (against characters not using Resolute Technique) and zero armor.
I could appreciate them changing elemental damage and spell damage nodes to elemental pen/spell pen. As it stands with having 300% of your spell damage coming from base and equipment spending a dozen nodes to increase that dps from 300% to 400% just to have it halved or quartered(depending on pen gem or not)for max resist monsters seems like a waste of nodes and better spent on more survival because of the slower kill speed.

But I'm easy going I'll wait and see how things go.
Out of curiosity, next patch is supposed to buff fire spells specifically, right? Any chance of that ending up with a buff to spells all the way around?
"
Softspoken wrote:
"
shroudb wrote:
"
Saltychipmunk wrote:
but curses could benifit melee / weapons just as well as they do spells.


just use a vulnerability rather than a dedicated elemental curse along with elemental weakness and critical weakness.

hell that is what wind scream can do


hell most wander builds follow the same tree paths as spell builds ( getting crit ) etc



not quite:

take vuln vs an elemental curse on a double resist mob pre and after nerf:

both will only work at 50% efficiency after nerf and 100% pre nerf.

for siimplicity let's say that the mob has exactly 75% resists and both the attacker and the spell caster have 100dps:

vuln would boost the dps from 100->140 pre erf and from 100->120 after nerf. 120/140= 85% or 15% dps loss for the attacker.

elem weakness would boost the dps from 25-> 75 pre nerf and from 25->50 after nerf or 50% dps loss for the spell caster.

50/15=3.33

or simply put, curse nerf was 333% worse for the casters

now double those values for double curses ^^
So, your calculations seem lacking. I mean, even using the questionable logic behind the post, calculating the physical build's dps loss as 14% (1 - 120/140) implies that the elemental build's dps loss was 33% (1 - 50/75), not 50%. Arbitrarily dividing 33 by 14 yields 2.36 or 236%.

Plus, you could also view it as:
physical build lost 20 dps (140 - 120)
elemental build lost 25 dps (75 - 50)

Elemental lost 5 more dps than physical because of the reduced effects of curses than a physical build, which is 5% of their outgoing damage. You could interpret that as elemental losing 25% more dps because of the curse change than a physical build. (25/20 - 1, taken as a percentage.)

And all of this is dependent on the target in question having literally zero physical mitigation, including zero evasion (against characters not using Resolute Technique) and zero armor.


All enemy do have literally zero armor except golems. Well, they have some armor but due the the way armor works unless you are using something like quill rain as a dps weapon their armor gets "reduced" to like 5% -damage or less. Also all physical build are either RT or Crit. RT does not care about hit chance, and crit build will deal 10x more dps than any given spell build except the pre-nerf low life rf discharge. Seriously go look at some cookie cutter 500k flicker and tell me which spell build can match that. You can have 1000 exalt in your stash and you will not come up with anything remotely close with spells. Even discharge can not match it due to poor single target sustained damage.
IGN Vermillionillusion
GMT-4, usually 8-12 pm
Remember monsters can now spawn with the 'armoured' modifer.
"
kompaniet wrote:
Remember monsters can now spawn with the 'armoured' modifer.


:OOOOOO
FOR THE DARK GODS!

IGN: Monokuma_Joestar
"
kompaniet wrote:
Remember monsters can now spawn with the 'armoured' modifer.


Takes 1 or 2 hits more than usual to kill, how awful.
[2.2] The Vampire - Tanky 2H Axe Slayer Duelist - /view-thread/1611662
"
kompaniet wrote:
Remember monsters can now spawn with the 'armoured' modifer.

that mod does nearly nothing and is uncommon compared to cruse immunity (which is even a map mod lol)

plz dont say now there is 30% physical resi as well ,yes it is there,but so are frie/lightning/cold resi
armoured? yep.. with 450k+ dps its be sooooo hard

how dps have "Fireball Shotgun" with Dual void batteries? "Roughly 30k+ w/ pen. FB shotgun"
and for this need "very cheap" gear
2xVoid batteries (50-60ex)
Rainbowstride 2ex
Dream Fragments 2ex
Eye of Chayula 0.5ex
Maligaro's Virtuosity 1.5ex
6L Vaal Regala, helm and belt with very hight resist and es (without Shield, resist rings, resist amulet) - ?? ex?

and need all gem 20q20lvl (meby fireball no need Q but i think need "life leech", "fire pen" and etc)

yep.. with 30k dps play sooo easy





little story..
one day "cold witch" 73Lvl and "fire sorcerer" 69lvl went to farm docks.. and die..
failed kill rare with life regen and resist. rare regen hp more than they caused damage.
both self caster have not bad build and gear..
after this "fire sorcerer" leave game, "cold witch" delete char and start new mele (without pleasure) and wait casters fix

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