Damage Over Time Changes - More Information
" It doesn't double dip now, even in the way you suggest. The DoT and the hit get the same additions to them, but now have the same initial damage rather than the multiplied hit damage being the basis for the DoT. So, fire damage will apply to both, but won't apply to the DoT a second time. They clearly explain how double dipping doesn't apply anymore, and haven't said it in a complicated way. Last edited by MagusTheGrim#3983 on May 7, 2017, 4:23:55 AM
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" Any chance of renaming the Lacerate skill gem to something like "Armpitfartswing" so that "Lacerate" can be freed up for the bleed-inducing support gem? |
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" I didnt say anything different? Ignite is based off 80% of your base damage multiplied by increases to damage. For me it makes sense for the ignite not to be affected by any increased damage twice since it is already based off your base damage multiplied by damage increases. The only thing they change now is that is that the ignite will only be based off base damage. Increases to fire damage will still dip for the hit and the ignite. For me and other people i have spoken to, this isnt very sensible. Especially considering you already have +burning damage on the skill tree. Just let ignite be affected once by the damage of the hit (base damage + all damage increases). No need to let fire damage affect both the hit and the ignite. At least that what makes sense for me and other people. Why should increases to fire damage increase both fire skill hit and ignite? Its not that its so complicated, its just not sensible and i dont think new players think it works this way. I certainly didnt before i read the wiki. What i propose is to let an ignite be only based of the initial hit multiplied by increases to damage. Thats it. Then increases to fire damage will only dip ONCE. IGN: SynergyHC Last edited by Synergy1337#6251 on May 7, 2017, 7:16:56 PM
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I am a lvl 93 Champion Ess Drain/Contagion Tank.
https://www.pathofexile.com/forum/view-thread/1766555 I was wondering how these changes will effect me when using Essence Drain. Will I still be able to use the Slower Projectiles gem to boost my Essence Drain damage spread through Contagion? If not, what is a sixth gem I can use now to replace it? Will we be getting new jewels/gems that support aoe builds, or support Essence Drain builds? How does Decay work with Essence Drain now? And also, will Contagion's AOE be getting a boost to compensate for any drop in damage due to possible nerfs to Essence Drain's damage? Thanks! Last edited by TheIronBankofBraavos#0146 on May 7, 2017, 7:11:54 PM
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" With Three Dragons Ignite's base damage is based on Cold damage, not Fire. So anything that boosts your base Cold damage will cause your Ignite to start at a higher base damage. Since the Ignite itself is still doing Fire damage, from the DoT manifesto part 1: "Ignite can be modified by modifiers to Burning Damage, Fire Damage, Damage Over Time, general damage modifiers, and resistances." Support a free Hong Kong.
I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. -Galileo Galilei |
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good to hear that immunities for engame bosses will be gone, that was a needed change, clearing guardians with cold skill was too hard compared to other ailements.
on the other hand, i'm really concerned about changes on double dipping. so far, i play my own builds and i use double dipping (2 out of my 3 builds this league used double dipping). reading some of the comments here, it's like you melt endgame bosses instantly and utterly destroy all content when you double dip. Let's be serious one sec : IT IS NOT TRUE for most builds. I was able to clear all content in the game with my last build only (the other double dipping one fell short but close to it), but fuck, that was hard and no way near some insane exemple of OP builds like the scourge blade flurry, thoses insanes barrage poison builds or the infamous HoWA (pretty sure it was the most used build this league). the issue i see is that by trying to promote diversity of builds by killing double dipping we will just end up with less builds able to kill shaper/uber atziri. HoWA/leadsprinkler builds will still destroy endgame content without being touched while most of builds using double dipping will probably be burried. let's see how this is compensated, but i'm worried this transition will be long, painfull and unbalanced. not too happy about the new additional affixes on weapons too, i only crafted stuff to sell them after because the chances to get what you want are too low and costly, we need less affixes, not new ones... |
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" I'm playing an essence drain occultist and I'm concerned too about these changes. I'm afraid that to nerf mainstream and op builds they'll nerf essence drain and decay too without balancing them correctly, and essence drain is a build far from being op, it was just pretty good and safe especially for hardcore. " no comment...high end bosses were too hard without any kind of those mechanics. now they'll be harder for weaker builds. |
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" Yes, apparently they want HoWA/leadsprinkler to be top meta and DoT builds to become a novelty. "The most effective Damage over Time builds made the content far easier than was intended, and with these new changes the bosses should be a more suitable encounter length for powerful builds. " Lol, just lol. This says it all. They think DoT builds are the only builds that wrecks bosses. Well, whatever. Guess ill just be playing HoWA in 3.0. IGN: SynergyHC
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I am still no closer to knowing how Detonate Dead will work in combination with Ignite.
Is base damage for Ignite also going to be somehow connected to % of killed enemy max life? |
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Guys, I am having a bad feeling about this.
Just noticed that the DOT-reworks will probably kill various of my builds. It's really frustrating to be so unsure about the upcoming numbers, mechanics, gems and skill-tree changes. Reading through tons of pages hasn't helped one bit. To be honest I have never been so confused before. The game should be simple, but all these rules and their exceptions are getting out of hand. Together with the new (=usual "overtuned") content coming up, these changes are practically doomtickers. I am not happy about fighting overtuned new bosses similar to what Malachai / Daresso / Kaom were at release with underperforming builds because they got nerfed to the ground. Hitting the damage-wall later in the game will be equally demoralizing. My fear is rising these changes either make or break Path of Exile. The game is already a messy affair, but this could get the final deathblow. |
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