![]() ![]() I'm confused / unconvinced by some things you mentioned.įor one, your final point stating that "x All Damage" is its own bucket doesn't really work when they stack multiplicatively. I think that conditional things like this are not very fun and make it a chore to theorycraft.īut oh well, let's see how it plays when it's live. Hyperboling ofc but that's the vibe i'm getting from this, and in some way it makes me think of convention of element in d3 where you had to wait the good opportunity to get the most out of your damage. I don't like when I need to wait for the planets to align in order to deliver a big burst of damage : "okay so i'm fortified, the enemy is slowed, i'm close enough, I'm at 80%hp, the enemy is vulnerable and is an elite, time to unleash my big burst!". I"m going for a mana build, for a lightning arrow build, or whatever. ![]() Idk, maybe that's just a "me" thing but I prefer when ARPGs keep it simple statswise but add depth or unique perks like in d2/LE and use less conditional stuff. You will have to get each type of bucket at least once which doesnt feel very inspiring and looks laborious to me (on top of being confusing). I feel like monsters' armor is just a bandaid to not display the 50billion damage hit but that it doesn't really adress the core issue. I'm a bit worried about this type of itemization being complicated yet not that complex and I'm affraid we will encouter the same powercreep scenario we did in diablo 3. Thank you for the video, it was well put together and explained. As crit multi is diminishing, it is additive within it's own bucket. Increased sources are diminishing (additive), more sources are not (multiplicative). more" is to explain where diminishing returns are. The whole reason to differentiate buckets and "increased vs. The next 50% multi provided (300/250) = 20% more damage. The first 50% of crit mutli brings us to 100 * (1+150%) = 250 damage. Let's assume we have a baseline of 100% crit multi and are dealing 100 damage with hits Examples would be resist pen or "Damage Taken from" modifiers like Intimidate, or literally crit damage which you seemed to ignore.Ĭrit is a great example because it exists in both games in exactly the same implementation. I was also wrong to state that all more multis are additive within "buckets." However, there are many examples of more multipliers that are additive and have diminishing returns. I haven't played a DOT or conversion build that would have benefitted from that style of double-dipping (adding generic damage) since it was removed, so hadn't really noticed the change. ![]() I was mistaken about generic damage - I was used to thinking it was stronger due to double-dipping, which was removed. They're saying that "increased damage taken" is multiplicative with the sum of increased damage, which is true, not that different sums of increased damage are multiplicative with each other. I don't think people are downvoting you for being wrong, they're downvoting you because I think you misunderstood the person you're responding to. In fact that's how all sources of damage work it's just not terribly common to have this happen as the game sort of revolves around adding more buckets rather than filling those buckets up, so to speak. For example, a level 20 Bane linked with two curse will deal 84% more Damage. You add all of the More damage from curses within a Bane link setup.ĭamage Bonus: Bane's damage bonus per curse applied is additive with itself. You add all of your sources of DOT Multi as a single More source. Maybe I'm misunderstanding their post but there's absolutely More modifiers in POE that are additive with each other within their own bucket. Usually gear is additive and talents are multiplicative. If it says All Damage it is in the last bucket and shows up on the stats screen.įinally, if the number has a + next to it, it is additive within the bucket, but if it has an X it is multiplicative within the bucket. Damage from is rare, he found a few from necromancer and damage from dodging for rogues. ![]() For example damage versus close and damage versus injured are additive, while damage with core skills would be multiplicative with damage versus close.įirst 6 are self explanitory as they appear on gear or paragon nodes worded that way. Any stat bonus with the same wording is additive to one another within that bucket. There are 8 different multiplier buckets.Įach "bucket" of damage stats is multiplicative with other buckets. Last updated at 14:00:17 UTC Weekly Help Desk RAGE Loot Thread Trade Thread ![]()
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