Definition of spike dmg. Please GGG take a look at this

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celeritas wrote:
If they are both "more," then by definition they multiply. Learn how the mechanics work before complaining about other people's IQs please. As it is vulnerability is definitely "more" physical damage, so it multiplies with everything. Shock stacks I believe are "increased," so they add with other increased damage taken mods (of which there are very few, so usually they might as well multiply).

If you're paying attention, you can stay back, as most of the players in that group did. Not to mention notice it's a dangerous situation.


As for fire res, there are definitely plenty of other things that make it necessary... Voidbearers for example, not to mention many bosses.



Doesnt matter that much, the disparity between additive or multiplicative isnt that huge in this case. Stop crying.


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Aetherium wrote:
if you are scared of getting double damage due to shock you always could use the unique hat for it :P, but seriously, a 6k hp character would have mitigated that damage to nothing(for geared chars only elemental damage is dangerous)- my hp ek marauder has 70k armour if i use granite flask paired with 6 endurance charges i get overcap phys resistance well over 90 (at level 89), meaning even criticals never get through


not all builds have 70k armor and 7 charges, your example is fucking idiotic cuz its quite a substantial investment on a specific build. CI will never get that much armor.

Anyway, they should have enfeebled it (rare mobs dont get a penalty afaik) and he should have used a flask with dispel shock. That was easily half the dmg there.

I still think some mods are downright stupid, the way they come together and create a spike like this.

@zanix: yes 99% of content is faceroll, most mobs and rares dont hurt at all, only broken combos like this, or shit like golems with stormblood and -res / extra dmg, and certain map boss fights with the right map mods (academy, shrine, crematorium, jungle valley, torture chamber, palace, courtyard, colonnade etc). There is no balance in that regard.



Last edited by theamazingjojo#6642 on Dec 29, 2013, 8:01:34 PM
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ShaeG wrote:
1 shot mechanics is just a Pseudo Difficulty in place of what could be a true strategy based difficulty... for example... the Vaal fight.


If you play smart he wont hit you but can 1 shot most players who arent paying attention (in the level range of the area)... This provides players with a way to use strategy.. not Hey guys i have max block every life node i could get 15k armour and 7 endu charges and get 1 shot by random rare. Thats just bullshit. And the reason HC is pointless, its the cherry on top of Desync why alot of players dont play HC.
so, if i understand you correctly, one shit mechanics are good because they make you use strategy?
I think the fact that there is always a monster out there that can kill me makes it interesting. I want to get to level 90 and know there are still fights I need to not get involved in because I might die if I get an unlucky hit. Full stop. I think that should still be the case if you had infinite exalted and were max level. If there is not a monster that is better than you waiting somewhere, then the game is boring because you can't take a risk. You would only die due to stupidity and not due to getting unlucky.

To add to this, I think that the rewards should be higher for fighting those riskier fights. If the terrible combinations were multiplicative in maps for example instead of just additive it would make it more interesting to run these absolutely terrible combinations instead of just rerolling them to get something more sane.

But thats just one opinion. When I play HC I know at some point my character will die and I like it that way. If I didn't want to lose a character I would play normal.
IGN: _WaPaPow_ or KillItWithFire__ (two underscores)

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