So after they remove double dipping does PoE become all-crit-all-the-time again?

They won't remove it completely. It's still will be really powerful, but probably you will need to invest more.

Nerfing Ignite kinda kinda illogical. I mean all major modifiers that double dip - Fire, Elemental damage make fucking perfect sense for fire based spell. And damage is well - damage.

They most likely will just make Projectile / Totem / Area / Minion (probaby) modifiers stop double dip.

Then people will leave with just chaos damage / damage for poison double dip and it still gonna be insanely powerful for dedicated builds.

And something with baseline damage/stacking should change.

And CWC Chaosstorm / Chaos BV / Chaos Animate Weapon are gonna get nerfed 100% xD
Dernière édition par SunL4D2#6224, le 17 janv. 2017 à 01:24:06
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SunL4D2 a écrit :


They most likely will just make Projectile / Totem / Area / Minion (probaby) modifiers stop double dip.




I do not know, those damage modifiers are general as it can get, though still a bit more specific than attack or spell.


Caustic Arrow's cloud damage should make sense with area damage, but I am bit iffy with projectile damage. Some might argue that the cloud damage is not a projectile, but it originates from an arrow. I do not know, CA interaction with Drillneck + pierce is what keeping the skill viable. :\



Edit: Actually, CA is like ED that the cloud damage (dot) operates independently to the initial hit, so even if projectile damage double dips on them, it is effecting two different entity. Though, ED + poison interaction with projectile damage is a nightmare for balance. lol
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Dernière édition par JohnNamikaze#6516, le 17 janv. 2017 à 01:53:53
honestly they'll never fix damage over time. it will always be broken if its always based off initial hit damage.

double dipping doesn't really matter unless its vs the extremely high hp mobs like t16/shaper. that is the only time you'll notice the difference in double dipping builds or not. UNLESS you're non crit non assassin, then double dipping can just make your damage viable.

problem with damage over time in general is....having to spend time damaging something. as stated why would you want to play around with DoTs when you can just one shot stuff instead? DoTs are literally only effective vs 0.01% of this game, and the only time double dipping made your damage super OP is if you were blade vortex or crit assassin.

taking away DD mechanics will just bury any DoT build that wasn't crit assassin. crit assassin will still have insane DoT unless they change that ascendancy around as well.

but again why have damage over time scale on initial hit damage? this is stupid as shit. in order to gain enough damage over time your initial hit damage is high enough to one shot at that point anyway, making your DoT useless. its a catch 22.

right now double dipping mechanics just allow you to have a lower initial hit damage and higher DoT portion from "double dipping". its the only way to have a viable and actual DoT build. without it you're reduced to scaling initial hit damage and then whats the point...just optimize initial hit damage.

hence DoT will always be in a broken state.
Gigigi : "We thought that the DD is too strong for so little investment so we introduced Ignite stacking to compensate for that" xD....


Srsly who fucking cares if they remove DD ? If they do, they will also introduce some new OP shit to cheese endgame like they did in EVERY LEAGUE IN PAST 3 YEARS...
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Aim_Deep a écrit :
They said they will remove DD in 3.0. I guess all the generalist damage items will be removed. e.g. "damage" "elemental damage" "area damage" Fire damage no longer burn would need burning damage too. I think it's mistake to remove it because crit scales exponentially as well and we'll be all crit all the time. Assassin will be king of PoE.

If that's true (and I highly doubt an arpg of this wide open sandbox of skill sets and thus complexity could ever be balanced with DD removed from all combos) then GGG had better remove most (all) of the one-shot boss mechanics and completely remove reflect damage.

The reality of PoE 3.0 is that GGG will perfect the trifecta of lag and double triple down on map grind (no soup fun for you) and push us into quitting.
"You've got to grind, grind, grind at that grindstone..."
Necessity may be the mother of invention, but poor QoP in PoE is the father of frustration.

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Vesuvius079 a écrit :
So much poor use of terminology :/.

Exponential is a^x where x is the number you're modifying.

Quadratic is a*x^2 where x is the number you're modifying.

Linear is a * x where x is the number you're modifying.

Crit as a multiplier to your damage looks like (1 - cc) + cc * cm where cc is crit chance and cm is crit multi. This is not exponential at all.

Double dipping is quadratic scaling. You have a * (1 + x) + b * a * (1 + x) * (1 + x) where a is base damage, b is derived percent, and x is your increases.

No damage mechanic in the game has exponential scaling, it would be so obscenely broken that players would likely overflow the storage type GGG uses for damage...


What about vaal molten shell vs old academy boss with his torandos? You cast molten shell, the boss hits you. Each time the boss hits you you cast vms and then that hits the boss which procs a tornado which hits you and you cast vms which hits the boss and procs a tornado and so on. I used to love doing this boss on my vaal molten shell guy because he died so fast. Although maybe it is not exponential still. I think this would be more of a chain reaction I guess? I don't know lol. What would that be considered? Also, I know this is just a special circumstance and you are correct about exponential scaling.

Also, where is the quote that they were going to remove it?
Dernière édition par Orbitalx#4006, le 17 janv. 2017 à 10:47:12
take growing agony for an example as to the state of DoT without double dipping. viper strike, which has amazing atk dmg scaling in fact, and should be the go to for poison builds gets a jewel which boosts "attack damage" based on how many poisons there are on an enemy.

well if you're boosting your attack damage then what good is your actual poison damage?

double dipping makes for your DoT to actually be a main source of damage, where as without DD it can only be a side-note

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