So is this the dual-wielding fixes we've been waiting for?

Why does GGG hate ele dmg????!!

Is it really that hard to make it 20% more phys/ele weapon dmg

Jeez
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IGN: Angryweasel / PopTheWeasel
It's a bit sad that dual-wield can never compare to 1-hand + shield as long as PoE is so item dependent. We now have 10% more attack speed, 20% more physical damage and 15% block but with 500+ dps 1-handers and shields potentially providing awesome defense all of this doesn't really mean all that much.
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Angryweasel a écrit :
Why does GGG hate ele dmg????!!

Is it really that hard to make it 20% more phys/ele weapon dmg

Jeez


Elemental damage has always been a waste of time on 2H weapons, since they get the same values as 1H weapons, and a lot of your damage on an elemental attack build comes from your rings and amulet anyway. Was really looking forward to this fix, but this was the worst way to do it. If I want higher damage on a physical build, I'll use a 2H weapon. That is, this patch did nothing for my dual wield builds I have currently, and still isn't increasing my interest in making more.

It's funny how "elemental damage with weapons" nodes went from OP to less effective than plain old "elemental damage (with weapons and spells)" nodes.
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elvenchakra a écrit :
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Angryweasel a écrit :
Why does GGG hate ele dmg????!!

Is it really that hard to make it 20% more phys/ele weapon dmg

Jeez


Elemental damage has always been a waste of time on 2H weapons, since they get the same values as 1H weapons, ...Was really looking forward to this fix, but this was the worst way to do it.



elven where have u been? 2h ele damage, got huge boost....anyways sorry ggg this doesnt fix anything its just a bandage that will fall off later. do some real thinking ggg ur solutions lately have been naive and lackluster.
[quote="Mark_GGG"]damage modifiers don't can currently can't apply to degen.[/quote]
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I expected some kind of more defense like additional 10% block chance or some base life leech chance or natural damage redeuction of 10%

i find defense problem one of the main reasons why dualwield is not so good compared to good
1 hand+shield.


Dernière édition par zzang#1847, le 30 mai 2014 à 14:53:28
Gotta agree with the other posters here, there is no good reason why the buff should only apply to physical damage. Even though the elemental auras got buffed at 1.0 release, physical dual-wielders can (and lot's of 'em do) use those same auras.

Furthermore, look at a top end 1-hand physical weapon from a dps perspective. 350-450 dps. A max tier ele weapon (T1 light/fire/cold with attack speed roll) is around 300-350 dps. Not to mention there are many more physical dmg nodes on the tree already compared to elemental nodes. And they have more "MORE" gems to chose from.

laughable really.

As many ppl have already pointed out in this thread, this fixes nothing. The buff should have applied to both. Hell, the buff should not have been to buff damage in the first place.

BUFF OUR DAMN SURVIVABILITY.

If our "survivability" as DW users is the fact that we have more DPS and can therefor kill before being killed, then even the playing field and buff elemental along with physical.

15% block 10% more IAS is a joke.
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Dernière édition par Wadjet#3943, le 30 mai 2014 à 18:57:35
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DogFaceNoSpace a écrit :
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gilrad a écrit :
Are you talking about dual wield-focused skills, or just any old skill used when dual wielding?

I mean, one way you can look at this is, "How did this change skill selection for people who already dual wield?", which I agree all it really did was blur the line between cleave and dual strike.

But if you're looking at it more along the lines of, "How did this change the selection between shield and dual-wield?", then the options got a bit more interesting. As I mentioned before, a RRR Prismatic Eclipse when used as a stat stick means 75% increased weapon damage, 20% more physical damage, and 10% more attack speed (on top of a base 25% block chance), which is a very viable option if you're satisfied with your defense but would like more damage.


Let me elaborate:

The problem is that most skills actually don't do anything special with dual wielding. They just alternate weapons or only use the main hand. This can actually be a disadvantage if you have 1 weapon that is much stronger than the other.

The main incentive to use dual wield is the dual strike skill. The dual wield bonus 10% more attack speed is almost irrelevant.

A stat stick is cool, but here is an end game problem: crown of eyes will always be stronger than dual wielding because of the spell damage roll on shield + pain atonement scaling.

Another thing in the current meta is that aegis and saffels are the main reason why melee is successful.

Also, won't dual strike with 2 real weapons be better than having a stat stick?

Lastly, with these dual wield changes there is even less incentive to go 2-handed weapon builds. 2 handed weapon builds (except bow) already do not a lot of damage and have low survivability. Dual wield offers lots of block.

The thing what GGG should do is give more incentives to use dual wield. Which means skills that interact with dual wielding and not just alternate weapons or use main hand.



+1 to this... this guy know what he's talking... there are no other good dual wielding skills.. i mean 90 percent of all melee skills simply alternate weapons
https://www.pathofexile.com/forum/view-thread/1462987
My main dude is a shadow that dual wields claws, and this patch increased my dps by roughly 10%. (Went from 21.1k to 23.1k, a gain of about 2k dps).

It's important to note that the Hatred aura will still scale with the phs dps increase.

I've had a few ideas about using a stat stick and using a skill that only uses main hand (IE Double strike) with a UG in the offhand for additional block chance.

Using a UG with the whirling barrier nodes gives a block chance of 49%, which can be further increased by a few nodes in the heart of the ranger cluster.
Add a Stone of Laz and you can get to about 25% spell block. UG also adds crit, which is nice to have.

As someone who's played dual wield a lot, my primary frustrations are:
a) I have to find/purchase two good weapons to make my utility skills function consistently and have good DPS
b) I lose out on a lot of survivabilty (another ES source, in my case)

Also, I wish they would un-nerf vaal pact for melee users. I graduated from my dual bloodseekers to vaal pact once I got better weapons, and then they reduced leech by 60%.

That said, I leech faster with vaal pact than with normal leech rate at my pdps, but I feel vaal pact not hurting melee as much would go a long way as to increasing the viability of top tier melee builds.
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leighferon a écrit :
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elvenchakra a écrit :
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Angryweasel a écrit :
Why does GGG hate ele dmg????!!

Is it really that hard to make it 20% more phys/ele weapon dmg

Jeez


Elemental damage has always been a waste of time on 2H weapons, since they get the same values as 1H weapons, ...Was really looking forward to this fix, but this was the worst way to do it.



elven where have u been? 2h ele damage, got huge boost....anyways sorry ggg this doesnt fix anything its just a bandage that will fall off later. do some real thinking ggg ur solutions lately have been naive and lackluster.


If elemental damage on two handed weapons was buffed, I haven't seen it. You still get way more of a buff to damage by switching to 2h if you're using physical than if you're using elemental, if nothing else than for the bonus you get from your rings, amulet, and gloves (the flat elemental damage on these isn't buffed by going 2h). I see no reason to go elemental with 2h weapons unless using conversion skills (infernal blow, etc...).

Either way, going dual wield with elemental damage is only useful if using dual strike, and after this patch, only if you feel that ~25% more dps is worth it for the loss of a shield.
Dernière édition par elvenchakra#7201, le 30 mai 2014 à 21:15:57

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