hilfazer
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You're kidding. Everyone, their brothers and dogs talk about DPS all the time. Are all players just hypocrites who only pretend to care about DPS while being perfectly fine without any DPS values being provided? Hmm... i'm not sure. Actually, it could be true given how very rarely someone on these fora provides a DPS value and nobody having a problem with that. True. DPS isn't be-all-end-all of everything. It's not some ultimate measure of performance but rather what is written on the cover: damage per second. That's a functions of at least damage and attack speed, sometimes also accuracy and maybe even armor's damage reduction but those last 2 (often) depend on stats of defender so they're hard to calculate. DPS won't take into account things like overkill - 1 attack per second with damage of 100 has same DPS as 10 attacks per second with damage of 10 but the latter is much more resistant to overkill*. Overkill is taken into account by KPM (kills per minute) or Clear Speed but those metrics aren't nearly as popular as DPS so i guess players are totally fine with overkilling. Besides, this thread has 'DPS' in title so i think it's valid to expect some DPS values. * and that's why absolute damage reduction is good - it gives high DPH attack a natural advantage in form or anti-armor efficency. Those attacks need an advantage because they have a nartural weakness in the form of overkill vulnerability. Hope i'm not becoming too annoying in my % damage reduction bashing.
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And it could have been much improved. There was lvl 7 spell giving same amount of DR as lvl 2 spell. Madness. Weapons enhancements were giving % bonuses while armor enhancements - flat. There's more but i don't feel like posting about it ATM. Old system also gave advantage to 2H weapons as bigger DPH were better at going through armor. Advantage 2H wepons apparently need. Obs added +1 PEN to 2h which is not surprising as % damage reduction needs armor penetration mechanics to fix its flaws. Oh and one more thing - armor in PoE1 was weak vs huge DPH attacks like dragon's breath but that's actually the reason Adra Dragon battle was so good even RPG Codex liked it. You couldn't just facetank her. OEI could even copy New Vegas: armor was mostly absolute (think DR) but temporary bonuses (drugs in F:NV) could give % reduction. But no, "let's do something new, surely we can't go wrong!".
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This disbalance was discussed at lenght on these fora. DW's attack speed is not a bug, it's intended and it won't be nerfed because it was already (more than once IIRC) and Obs is too smart to nerf it further. Since i'm a special guy i'd like to see an asymmetric balance for weapon styles: one being better for auto attacks, other for special attacks. Since for special attacks: Accuracy > Damage >>> Attack Speed DW is a natural candidate for being best at auto and worse at special than 1H and 2H. But Full Attacks exist so something needs to be done about them. I don't think asymmetric balance sucks - Starcratf 1 is still played today. Many players, however, won't like this because they follow Obsidian's philosophy of Bringing Everything Closer and want DW, 1H and 2H being roughly same at both auto and special.
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One of those mods states: "For simplicity's sake, I'm going to refer only to Path of the Damned in this readme. However, everything said still applies to all the other difficulties, just without enemies having a flat bonuses of +10 Accuracy and +5 Defenses." so it kept bonuses to accuracy and defenses flat. Like it wasn't a problem.
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Please explain that. Deflection (as well as other defenses, accuracy, armor and PEN*) work on difference, not ratio so they are equally valuable regardless of how big the value was before it was raised. If on level one i have 50% THC vs lvl1 enemy and same chance when i'm 20 vs 20 lvl enemy on PotD i'm gonna have 30% THC (using your example of +20 defl). Vs both high and low level enemy. Story is different for damage and HP. +5 dmg and +10 HP may be huge early game but will be minor later. * except PEN from crit and overpen as they work on ratio. It means penetrating via crit gets progressively easier as values go up and overpenning gets progressively harder. For both sides, of course.