T values need adjusting on a lot of skills (LLD)

A lot of skills hit multiple times and this is not accounted for in the T value of the damage scaling formula. For example double strike hits two times per attack so its T value is divided by two. However, molten strike can hit a player multiple times per attack but it has just the normal T value. Therefore you see no one using double strike and a lot of people using molten strike. I don't think an attack intended to be an AOE melee skill should be so much better at single target than a single target skill like double strike. Also a skill like tornado shot can hit a player 4 times with LMP but it has no T adjustment just a flat 20% less damage. If the T value of tornado shot was divided by 4 and had no flat damage multiplier then it would do more than 40% less damage instead of 20% less for physical damage. Maybe we'd see other bow skills being used if this was done. Similar things happen with spells. There is at least one player who uses an LMP fireball trap in searing touch that can sometimes one shot my 1300 hp character with max fire resistance. I think all attacks and spells that can hit multiple times with or without LMP should have their T values looked at.
Last edited by Granger_Guildmage#7970 on Dec 25, 2014, 6:58:15 PM
Finally someone who understands the formula. This is what I have been saying since 1.3 came out, but I think GGG themselves doesn't even realize how flawed their current system is. Makes certain skills scale too well with better gear. Like Tornado Shot.
Last edited by Xorim#4799 on Dec 26, 2014, 4:13:55 AM
adding specific support gems needs to change the T values :)
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pleeeeeeeeasssssssee. Why are some skills subject to the T value and others aren't? Is it just too much work to adjust? Are we waiting for there to be a huge uproar before we rework them to the standard pvp formula? If there is going to be a damage formula every skill should be translated through it. Anything unbalanced after that gets adjusted.
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