A unique flask? Sounds interesting.
http://www.youtube.com/watch?v=WX8ZeZJqOE0
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Posted byTyrantLeto#3593on Jun 25, 2013, 4:41:45 AM
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"
Hruthgard wrote:
I hope you guys are aware of the giant impact the phys dmg calculation changes with phys dmg on items (rings,amus etc.) will have in low level pvp. If i understand the patch notes correctly this will complete ruin low level pvp balance. I really hope im wrong about that, i will talk about that again tomorrow after i tested it...
Ugh...ok im not getting it at all X_X. Please explain HOW this will effect our damage.
As I said, im a facebreaker build, explain in laymen terms how this ill effect my characters dps department :P, please.
I really wanna get this lol
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Posted bydarkcrab#5371on Jun 25, 2013, 4:41:50 AM
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"
darkcrab wrote:
Ok...im obviously not understanding the changes that are comming to the Melee Physical damage, so ill ask this in a simple way.
Im a facebreaker build Mara, and I intend to make a 2hander build when the new race starts, can someone explain to me in simpler terms what this patch does to said builds?...please?
Off-weapon +flat dmg will be boosted significantly. Most notable the uniques Abyssus, Meginord's, Bringer of Rain.
[Standard league - UTC +2]
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sevenOfDiamonds wrote:
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darkcrab wrote:
Ok...im obviously not understanding the changes that are comming to the Melee Physical damage, so ill ask this in a simple way.
Im a facebreaker build Mara, and I intend to make a 2hander build when the new race starts, can someone explain to me in simpler terms what this patch does to said builds?...please?
Off-weapon +flat dmg will be boosted significantly. Most notable the uniques Abyssus, Meginord's, Bringer of Rain.
So in lamen terms...I punch harder, make stuff die harder? <.<
Ok, does this patch effect percentage boosts, like say the Magnate? Or is this patch simply drastically ramping up the power of flat damage?
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Posted bydarkcrab#5371on Jun 25, 2013, 4:46:32 AM
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Fixed a bug where Knockback could force a monster into an inaccessible area.
This + over 9000
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Posted byQraparta#6602on Jun 25, 2013, 4:46:38 AM
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Chris wrote:
Version 0.11.1
- Melee skills with Damage Effectiveness have been changed to having a "Deals % of Base Damage" stat.
- Physical damage on items is now scaled by physical damage bonuses (in a similar way to how elemental damage worked before).
Sounds good but what does it mean? We get more dmg? Kinda confused :)
Postcount +1
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Posted byiNotSure#3601on Jun 25, 2013, 4:46:53 AM
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Also this patch fails...No extra effects for stacking gore!
GGG....i am saddened >.>
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Posted bydarkcrab#5371on Jun 25, 2013, 4:50:27 AM
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iNotSure wrote:
Sounds good but what does it mean?
My feeling about the whole patch notes.
IGN TylordRampage
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Posted byMalone#6946on Jun 25, 2013, 4:54:11 AM
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TechnoMage wrote:
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Mr_Cee wrote:
which will mean that the base damage of these skill(s) will get doubled (adjusted) to lead to the same result.
I do believe you have that backward. Spark's damage will half, as it is now 'No longer effected by the damage effectiveness'
You're right!
invited by timer @ 10.12.2011
--
deutsche Community: www.exiled.eu & ts.exiled.eu
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Posted byMr_Cee#0334on Jun 25, 2013, 4:54:14 AM
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So if i read the melee patch part right...and going by what was said. Flat + damage just got a massive boost right?
As in..rings that add damage etc, just became a whole lot dirtier? xD
As a facebreaker build..i wildly accept this, But how does this effect % based damage, like say the magnate belt? Did that to get a massive boost?
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Posted bydarkcrab#5371on Jun 25, 2013, 4:55:33 AM
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