Chaos Penetration and Chaos Inoculation... And now Voltaxic Rift

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RogueMage a écrit :
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Iao a écrit :
Chaos damage is very scarce in this game, coming from players. Only recently have I started seeing people trying to use it as the main damage type in a build. I'd hate for a powerful mechanic to be unavailable for an entire damage type.

Scarce? Have you never seen Poison Arrow or Viper Strike in action?


He has a build around it.
Old april 2012 account got stolen
The poison arrow and viper strike skills need a bit more options available to make them viable. As it stands, poison arrow you only want to stick on LMP/GMP, anything more than this is really just icing ont he cake but really isn't needed. Increased AoE, increased duration, are kind of helpful. Faster attacks lets you get it down earlier. But overall, there isn't anything that actually makes it more effective.

You could actually just use poison arrow no links, vulnerability, and viper strike no links (though viper+multi makes it much easier), and your actual damage output wouldn't change

Edit: Realised I used the term viable without explaining. At the moment they are very powerful, but by viable I mean that they have a similar issue to searing bond. There just isn't that many supports you can link them to, a lot of them just don't help at all
Dernière édition par Real_Wolf#6784, le 29 août 2013 à 17:58:21
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RogueMage a écrit :
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Iao a écrit :
My concerns have been exacerbated by the coming of Voltaxic Rift. Because the main drawback of the bow is that enemy Chaos resistance cannot be overcome, I don't think we'll be seeing Chaos resistance penetration/reduction skills/supports any time soon.

Aside from the issues posed by yet another broken Unique, I don't think it would be helpful to treat Chaos damage even more like elemental damage. It would be far more interesting to eliminate Chaos resistance entirely (as in Closed Beta), and make Chaos damage always work as a DoT, i.e. like poison damage in Diablo 2 (and how Poison Arrow and Viper Strike work atm). Existing Chaos Resist nodes and mods should then be changed to work as Chaos damage duration reduction.

The damage has already been done, sadly. I too want Chaos damage to be closer to the way it was in Closed Beta but I think that ship sailed when Open Beta arrived. Now that we're so close to the official release, it's probably just too late.

Maybe Chaos damage could be given some exclusive supports and a curse but they're going to need to cover the same bases as the ones for elemental damage. I think resistance penetration/reduction is one of them now that anyone can have enough Chaos resistance to thwart almost any current Chaos threat. That used to be exclusive to those with unique items (Geofri's Crest) and takers of Chaos Inoculation until Open Beta.
same name in-game
Dernière édition par iao#2860, le 30 août 2013 à 04:56:19
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they seem like they may override Chaos Inoculation's method of immunity.

Nope. It won't. It's just like how lioneye locks your accuracy to 100%.
Being enfeebled or blinded doesn't change your 100%, being Chaos Weaknessed wouldn't change your 100% chaos res.

Chaos Inocculation doesn't say "100% Chaos resistance" (although it does display that), it says "Immune to chaos damage".
So even if something tries to penetrate, you're immune.

Even if it was just 100% chaos resist and penetration broke it, they could use a mod similar to the X-Y Physical Damage Reduction. They can just have a 1,000,000 - 1,000,000 chaos damage reduction stat going in the background.
Dernière édition par Xendran#1127, le 30 août 2013 à 11:51:47
I wrote "seems". I never said it was the case. You can say "nope" but you're the one actually stating how the underlying mechanics work, even though you're not a developer and haven't seen the game code. I'm just speculating and posting my concerns.
same name in-game

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