Unique Item List - 300 of 419

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Boem wrote:
^penetration works differently then resistance reductions.

For example if you curse with ele weakness + conductivity you can reduce an enemy's resistance to a maximum of 0% if i am not mistaken (not sure where the cap is atm)

However, lightning penetration allows it to drop below that %.

It's why atziri is able to damage 106% max fire resistance builds in the last patch, it penetrates the max value of resistance not the cap.

Peace,

-Boem-


which then still only results in an increase of roughly 15% more damage on a nonresistent mob and 20% on a full resistent one.

ty for the side note tho, didnt know :')
most important difference between curses and penetration is...

curses have reduced effect on bosses. SIGNIFICANTLY reduced. penetration had no reduction (AFAIK) and this alone makes it very attractive for killing bosses. sure, +3 staff can output lots of paper dps but it is all done against 75% resistances. lower dps but done vs 17% resists might just work out better

thats why i proposed to simply do a weapon swap. we are so used to using it as a gem leveling sockets but my current build revolves entirely around using TWO bows/quivers and it works much better than trying to fit all gems for all purposes into one set of links.

note: wording on this staff suggests that ALL dmg done by char penetrates resistances, not only done with gems sitting in this particular staff
Last edited by sidtherat#1310 on Oct 25, 2014, 3:32:24 AM
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JohnNamikaze wrote:
I do not think GGG can do much about crit. Even if they cap it somehow, crit will still out DPS non-crit DPS builds.


They can. Crit isn't that strong by itself, if you had 100% crit chance with basic 150% crit multi that would be just 50% more dps. Of course, getting even close to 100% shouldn't even be possible without seriuos investment, as it is, many builds can do it effortlessly.

Compare it to level of dedication your char must have to get RF bonus or low life. Building crit should be harder, much harder.

Even skills with a mediocre 5% base crit can go into 50% range quite easily, and with, say, 400% crit multi that's double dps right off the bat. Virtually nothing else you can do on passive tree at any cost can give you that much. We won't even go into the kind of craziness a build with 10% base crit weapon and more crit multi can pull off.

So, a step in right direction would be halving all crit-related bonuses and removing crit multi support, similar to what they did to item quantity.

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Boem wrote:
For example if you curse with ele weakness + conductivity you can reduce an enemy's resistance to a maximum of 0% if i am not mistaken (not sure where the cap is atm)


There is no negative resist cap, you can go as low as you like.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
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Last edited by raics#7540 on Oct 25, 2014, 3:40:33 AM
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raics wrote:
There is no negative resist cap, you can go as low as you like.


Thanks good sir. Hmm i thought there was a resistance reduction cap, not sure why :).

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
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raics wrote:

There is no negative resist cap, you can go as low as you like.



-60%? nvm thats only because of merciless ~~ so you can practically get the monster on less than -100% res? wtf
Last edited by Therealshotzz#7199 on Oct 25, 2014, 3:51:05 AM
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raics wrote:
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JohnNamikaze wrote:
I do not think GGG can do much about crit. Even if they cap it somehow, crit will still out DPS non-crit DPS builds.


They can. Crit isn't that strong by itself, if you had 100% crit chance with basic 150% crit multi that would be just 50% more dps. Of course, getting even close to 100% shouldn't even be possible without seriuos investment, as it is, many builds can do it effortlessly.

Compare it to level of dedication your char must have to get RF bonus or low life. Building crit should be harder, much harder.

Even skills with a mediocre 5% base crit can go into 50% range quite easily, and with, say, 400% crit multi that's double dps right off the bat. Virtually nothing else you can do on passive tree at any cost can give you that much. We won't even go into the kind of craziness a build with 10% base crit weapon and more crit multi can pull off.

So, a step in right direction would be halving all crit-related bonuses and removing crit multi support, similar to what they did to item quantity.



Reducing the gap is not an issue, it is making crit builds be on par with non-crit builds. As long as crit builds do more DPS than non-crit builds while maintaining similar defenses, most would opt with going crit since there is so much benefits from it.


Sadly, this game falls in the trap with many other games I played that has the whole "crit or gtfo" mentality.
Sometimes you can take the game out of the garage but you can't take the garage out of the game.
- raics, 06.08.2016

Last edited by JohnNamikaze#6516 on Oct 25, 2014, 3:54:21 AM
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JohnNamikaze wrote:
As long as crit builds do more DPS than non-crit builds while maintaining similar defenses, most would opt with going crit since there is so much benefits from it.


Exactly, I want to make the investment to reach upper levels of crit goodness so significant that covering defenses starts to be the problem. Both crit and defenses come from the passive tree, after all. Besides, I really think having 600-700% crit multi is a big balance problem and reflect isn't a good enough countermeasure, as we can very well see. Taking care of that should solve half the issue already.

Hell, if they gave us a choice to leave it as is or remove it completely I'd even go with removal.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Last edited by raics#7540 on Oct 25, 2014, 11:33:23 AM
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Allnamestaken wrote:
You can try and justify this item all you want, but the fact is that untill crits are changed it is lackluster. And making weapons that are not about crit will produce weak items. And none of your weak attemts of defending will change that.


Pledge of hands has no crit on it whatsoever.
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iamstryker wrote:
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Allnamestaken wrote:
You can try and justify this item all you want, but the fact is that untill crits are changed it is lackluster. And making weapons that are not about crit will produce weak items. And none of your weak attemts of defending will change that.


Pledge of hands has no crit on it whatsoever.


And it is only somewhat on par or better than 1h+shiled if 6L thanks to being 7L essentially. It is high time to stop with the strawman arguments, it is becoming embarasing.
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Last edited by Allnamestaken#7661 on Oct 25, 2014, 9:25:02 AM
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Allnamestaken wrote:


And it is only somewhat on par or better than 1h+shiled if 6L thanks to being 7L essentially. It is high time to stop with the strawman arguments, it is becoming embarasing.


You really need to chill bro, I was never against you in the first place. Just pointing out that Pledge is very good and has no crit on it.
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