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Aynix wrote:
The mistake Lothrik made is that he thinks gems shows DAMAGE not DAMAGE PER SECOND. DoT skills in games like WoW works like Lothrik said (when I played shadow priest I wanted to lower duration of DoT as much as possible) when in PoE you want your DoT to last as long as possible, because damage shown on gem is DPS, not total dmg.
Ah okay I see, then it makes total sense to scale up duration on DoTs. thanks :-)
Then however the 0.4s duration on soulrend makes the skill...suboptimal, since the damage displayed at lvl 20 is 1944 which is dmg/sec, meaning one soulrend stack only inflicts 1944 * 0.4 => meaning if I cannot keep it up permanently I do lose dmg indeed. is that correct?
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Posted byDontfear#1425on Mar 6, 2019, 7:07:33 PM
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Aynix wrote:
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Lothrik wrote:
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Dontfear wrote:
If a skill inflicts 1k DoT over 10s and does not stack, I basically do 100 dmg/sec no matter how many times I cast that skill within 1s.
If I now reduce the DoT time to 1s the DoT does 1k over 1 second.
If I reduce the DoT time to 0.1s the DoT does its 1k dmg over 0.1 seconds and I can apply 9 more of the DoTs for the rest 0.9s => I have increased my dmg per second.
This is completely wrong. Reducing the duration of a DOT does not increase the damage per second it deals. DOTs do not have a fixed "damage" number, they have a fixed "damage per second" number. You could increase the duration from 1 second to 1 year, and it would still deal the exact same amount of damage in 1 second in both scenarios.
The mistake Lothrik made is that he thinks gems shows DAMAGE not DAMAGE PER SECOND. DoT skills in games like WoW works like Lothrik said (when I played shadow priest I wanted to lower duration of DoT as much as possible) when in PoE you want your DoT to last as long as possible, because damage shown on gem is DPS, not total dmg.
Did you get our names mixed up there? It sounds like you're talking about Dontfear, not me.
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Posted byLothrik#6806on Mar 6, 2019, 7:08:29 PM
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Dontfear wrote:
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Aynix wrote:
The mistake Lothrik made is that he thinks gems shows DAMAGE not DAMAGE PER SECOND. DoT skills in games like WoW works like Lothrik said (when I played shadow priest I wanted to lower duration of DoT as much as possible) when in PoE you want your DoT to last as long as possible, because damage shown on gem is DPS, not total dmg.
Ah okay I see, then it makes total sense to scale up duration on DoTs. thanks :-)
Then however the 0.4s duration on soulrend makes the skill...suboptimal, since the damage displayed at lvl 20 is 1944 which is dmg/sec, meaning one soulrend stack only inflicts 1944 * 0.4 => meaning if I cannot keep it up permanently I do lose dmg indeed. is that correct?
You can get the duration decently high on Soulrend with Malevolence + Efficacy + Temporal Chains + Potency of Will. High enough that you'll have 100% uptime on a boss quite easily, at least.
Last edited by Lothrik#6806 on Mar 6, 2019, 7:13:44 PM
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Posted byLothrik#6806on Mar 6, 2019, 7:10:03 PM
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The change to Temporal chains is rly a joke. I understand nerfing the stats against bosses and other uniques with curse reduction cause their less curse effect is lower now. So it will compensate that different almost in exchange to buff all the offensive curses against unique enemies with curse reduction cause the stats of them stay mostly the same.
But there are two things which are huge nerfs:
1. What about rare and unique monster without less curse effect. There is no compensation. The Curse is simply a lot weaker (more then half cause of point 2)
2. No quality effect against rare and unique monster. Rly? Is this a joke? Atleast 0.25% each quality would be due. 14% slow with a 20/20 gem is just pathetic. This way even the lower less curse effect at bosses will not be compensated.
....
Just a short math in case with +60% curse effect and 36% quality (with lvl 3 enhance and 20q temp chains):
Before:
Without less curse effect:
29% slow + 18% slow (quality) * 1.60 = 75% slow (capped)
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With 60% less Curse effect:
(29% slow + 18% slow (quality) * 1.60) * 0.4 = 30% slow
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Now:
Without less curse effect on rare and uniques:
14% slow + 0% slow (quality) * 1.60 = 22% slow
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With 33% less Curse effect on uniques:
(14% slow + 0% slow (quality) * 1.60) * 0.67 = 15% slow
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Just white and blue monster effects are unchanged. But they was rarely a danger.
So 15% slow and 22% slow. Well, this is just a joke with a 20/36 gem + 60% curse effect. The nerf on enfeeble looks fair, cause the quality still works fine. I rly hope the quality stats are just a tooltip mistake. Otherwise this gem is trash. :(
Pls let me know, if I misscalculated something.
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Posted byDr8cul#1947on Mar 6, 2019, 7:10:11 PM
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What's the maximum number of Intensity stacks?
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Posted bytheFoffo#4295on Mar 6, 2019, 7:10:23 PM
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theFoffo wrote:
What's the maximum number of Intensity stacks?
4
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Posted bymrpetrov#7089on Mar 6, 2019, 7:13:39 PMAlpha Member
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mrpetrov wrote:
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theFoffo wrote:
What's the maximum number of Intensity stacks?
4
Thank you! Where did you get the information? Reading the patch notes and the gem description for Intensify but couldn't find the answer myself :D
Edit:typo
Last edited by theFoffo#4295 on Mar 6, 2019, 7:19:15 PM
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Posted bytheFoffo#4295on Mar 6, 2019, 7:17:42 PM
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Lothrik wrote:
Did you get our names mixed up there? It sounds like you're talking about Dontfear, not me.
Yep, I mixed names. My bad
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Posted byAynix#7757on Mar 6, 2019, 7:17:46 PMOn Probation
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Nestrior wrote:
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Bowspin wrote:
Bane looks straight up stupid. insane base damage AND Applying curse AND getting insane multiplier for each (comparable to conc effect or controlled destruction without drawback) AND spell damage scaling AND curse effect AND works with curse nodes like +40 AoE?
You should just have said "deletes the screen" it would have been quicker.
My problem with Bane is that they have to be linked. So if you go for a 4 Curse setup, Bane included, you are left with max two other sockets for supports. Might be enough like this, but you sure want Swift Afflictions and Void Manipulation. That's the six link right there, but I wonder about any other supports for the curses.
On that note: Malevolence's Increased Duration actually helps with that, in case things live too long. Cast Bane, throw Soulrend in and the last few things should die quickly. Since you surely want to have Despair in that. Making me wonder if Bane will be affected by the Despair it applies or if you have to recast it. Also Mana Cost.
My mistake was to think we could do more with curses, and didn't read the increased curse duration properly. Plus I wanted to see if we could squeeze out more out of Bane thanks to Vixen's in amount of Curses, but we already get plenty with three to four others. Warlord's would be a good additional candidate.
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Posted byNestrior#2914on Mar 6, 2019, 7:22:03 PM
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Onslaught gem?...
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Posted byFart_Smucker#3238on Mar 6, 2019, 7:26:28 PM
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