Identity of One-Handed Weapon Types - What's working, what is not

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Nephalim wrote:
the closer you get to end game, the more useless weapons without high base crit become.

a 400 dps crit dagger or crit wand will out damage even a perfect 800 dps 2 hander that has low innate crit while still maintaining block. this is absolutely piss poor game balance.

It's been a while that I have been claiming the same thing : there is an obvious problem with crit scaling in this game, the amount of damage one can achieve through crit is just ridiculous ( and non-crit casters are usually meh ... )

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tmaciak wrote:
t's not like that relates to every build. To utilize crits, you have to build for it and it's still only plausible on right side of tree. On left side, it's still "go RT or GTFO" even after changes to accuracy, especially if you try to play self-found and don't have access to good gloves/jewelery/helmets with rolled accuracy.

Even a marauder could get to that part of the tree, you know my weirdo-witch lol !
Anyway, shadow/witch/scion can easily get there, the other class could also with the adequate build, and those nodes are too powerful, or too easily accessible idk, but there is something that would need some obvious tweaking there honestly.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Last edited by Fruz#6137 on Feb 17, 2014, 4:21:16 AM
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raics wrote:
Perhaps if they redo ACC nodes to provide flat attack rating too, something like '100 base attack rating, 10% increased attack rating'.


I t would be nice. In fact any plausible method of getting flat accuracy from tree would be welcome for low-dex characters, we would like to build even on base crit, but we are forced to use RT on.

The other thing is, that maybe chance to hit formula has still too diminish returns. I have melee ranger, who has about 400 dex, is using 20 lvl additional accuracy on Reave and has 48% increased accuracy from tree. On 86 lvl, I still can't cap chance to hit... I'm on 92%. Other attacks have 85% chance to hit. Considering "lost" socket, additional accuracy is still underwhelming support.

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Fruz wrote:
Even a marauder could get to that part of the tree, you know my weirdo-witch lol !


Who is using RT if I remember correctly :) But I wanted to stress, that in addition to crit scaling, we still have some accuracy problems - it is not plausible to build base crit character, who is low dex, all those shiny accuracy passives will not do such effect, like just spending few points for RT.

And even if you do so, you still need to attack fast to have some usage for crits. This my melee ranger maybe have only 12% CHC but with 10 APS she crits every other moment.
Anticipation slowly dissipates...
thwre is also question of crits

current mechanic of 'one click == all crit or all non crit' creates weird dynamics

im on a phone and cannot write walls of text but i think that 'one action == all crit/non crit' does not work due to overrepresentation of aoe/multi hit attacks and presence of cast on crit

maybe each hit rolled individualy would fix current crit situation? it was all clear until melee splash,reave, multistrike and cast on crit. and foremost spectral throw..
shameless selfbump,

still relevant
nothing has changed so far, the issues remain:


ranged vs melee

within this

2h vs 1h

within this

dagger vs rest

within this

high aps vs low aps



The most important are the 2h vs 1h and the fact that daggers are outperforming most other melee weapons.


An easy fix for auras vs aps would be if auras added DPS instead of flat damage. Then the faster the weapon is the lesser the aura damage per hit that is being added would be. Damage from items then still would scale better with fast attack speed. Another easy solution is to give each weapon a number that is inverse to attack speed of the weapon and is being used as a multiplier for all added damage types. But this would be a bit boring without all items getting designed around this (especially uniques).



On the crit vs non-crit:

Daggers just need to be brought back in line. It cant be true that one weapon class gives most crit, has highest attack speed (1.6 ambusher is almost as fast as fastest sword: 1.65 or rapier: 1.7) and the flat damage isnt even a drawback as the dagger can get equal as much dps as axes or swords.

From the logical point of view, daggers should have high attack speed while axes should have slow attack speed but high crit chance and others should be inbetween. If you dont want to go with logics, then at least remove the all in one thing that daggers are in any other way. If you wanna keep crit for them (obviously) then give them slow attack speed. The heavy imbalance occurs because they are the best for both attack speed and crit chance at the same time while their bases just have the same flat damage as swords or axes.


Last edited by LSN#3878 on Jun 28, 2014, 8:00:34 PM
366 days old and still as valid as on day 1

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