-
Posts
2738 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Everything posted by dunehunter
-
v3.0.0 is now available on the Beta Branch
dunehunter replied to Cdiaz's question in Patch Beta Bugs and Support
Not just ranger, There are many classes need more 8 & 9 tier abilities.But then it won't be such a no brainer to multi Rogues and Ciphers :/ Single class cipher is fine, I think u mean paladin. -
Yeah you can also use (Helwalker/Priest) + Red Hand + Daltro's cage + Salvation of Time to +200% lash for 45s. In fact this is single DPS boost that help you steamroll BoW dragon with BDD like builds This sounds like a cool combo, as helwalker takes extra damage with max wounds, so u can hit yourself with high lightning damage and get good lash bonus, then use blade turning + BDD + salvation lol, so cheesyyy.
-
With the low INT/DoT bug fixed, I vote Stalkers' Patience as the highest DPS weapon the game. Specially on high INT builds, so if you do 100 damage, and DoT last 6 second (high INT), you will get 3 x 15 = 45 raw damage from DoT, that roughly equals to 45% lash, what makes it even better is that DoT lash is calculated separately with other damage bonus, it's a unique multipler.
-
Honestly I don't think this change will make the encounters too easy, because Players will try to reach enough Penetration against enemy AR anyway, it is the enemies who are passively fighting Player's team, that cannot get enough Penetration against Players. Like if you have a character with 20+ AR, enemies usually don't have enough tools to reduce your armor, or increase his pen. But if you are fighting high AR bosses, there are so many tools, you can choose to increase PEN, or find a weak armor type against target, or use RAW damage type. At least my suggestion 2 is very viable, even we don't change AR reduction to a separate multiplier, reduce high AR effectiveness can also make late game a bit tougher as a lot post is complaining late game too easy.
-
I think that you can increase your average damage output with Sun & Moon + Flail Modal (especially for enemies with 110* reflexes) 1. It trigger 2x carnage which also trigger Avenging Storm, plus do raw damage 2. It reduce reflexes for all enemies around you 3. It give you 5% chance to repeat any-attack with fire damage, which work Blunderbuss modal 4. It will restore 20HP - 50HP per HoF use P.S I posted video with Sun & Moon setup for Ranger, but barbarian's HoF will work even better Carnage doesn't trigger Avenging Storm. The sweet thing with Fire in the hole is its AOE attack, each attack will trigger Avenging Storm, but also it bounces once, so Avenging Storm x2. Then u use HoF, each target u hit with HoF will multipled that Avenging Storm trigger count. I'm not sure if powder burns trigger avenging storm tho, not sure because there are too many hits.
-
@hilfazer like the -10% melee damage from belt of the undying, and from one upgrade of griffon blade. Sorry I shouldn’t use the word flat, it makes things confusing, what I mean if it is calculated additively. I mean if we make AR reduction a multiplier, HW’s received extra damage can still be compensated by these gears.
-
DF's armor system is absolute the way to go, the flaw in PoE 1 Armor system is unavoidable, as a flat damage reduction will always be good at tanking trash mobs but worse at boss. DF armor system is better but I believe there are rooms to improve. And these suggestions are made by us who have played the game more than devs do, so we know the game better.
-
So we have some small brain storm on builds and we believe there are definitely some flaws to the current AR system, I made the follow two suggestion with reason followed. 1. Change AR reduction to a separate multiplier. So if we have 3 more AR than enemy's Pen, it should be 100 dam * 0.25 = 25 dam instead of using double inversion. Reason: Imagining the below case: If you have 3 more AR than enemy's Pen, a enemy did 100 damage to you, with the current double inversion formula, 75% damage reduction will be: 0.75/(1 - 0.75) * 100% = -300%, so the final damage you get is 100 / (1 - (-300%)) = 25, sounds OK right? But then if you are a helwalker and u take extra 50% damage, is the final damage u get 25 * 1.5 = 37.5? No, because it is 100 / (1 - 50% - (-300%)) = 28.5, you only take (28.5 - 25) / 25 = 14% extra damage. If we apply AR reduction as a separate multplier, without helwalker penaly, the damage is still: 100 x 0.25 = 25. And with helwalker penalty it is 100 x 1.5 x 0.25 = 37.5. It seems harsh but you can still try to neutralize it with other additive damage reductions like belt of the undying. And it makes such extra damage penalty a really penalty, with current system it looks like a clutter. 2. Reduce the armor reduction %. Currently every extra AR equals to -25% damage reduction, so 1/-25%, 2/-50%, 3+/-75%. My suggestion is tune it to 1/-25%, 2/-40%, 3+/-55%. Reason: It's very simple reason, just because heavy armor rules DF, everything becomes so tanky with high AR, and the game becomes boring when every combat becomes a Pen/AR competition. You cannot kill a boss if it has too much AR, and you are invincible if you have too much AR, it's just boring isn't it?With the new DLC coming, and since it's a combat oriental DLC, I really appreciate if the Devs can pay attention to this issue, and we all here are to make the game more fun and challenging. Any suggestion will be welcomed, as this is only my opinion.
-
I just think both Blade turning and BDD + Salvation cheesy thus choose not to use them I can imagine a Sage, with blade turning + arcane reflection, and stacking range attack deflection to trigger soul mirror. Now you are immune to melee, immune to single target blast and almost immune to range attack, and u reflect all them back... Just like the Mirrorback build, it's very powerful for sure, but I feel it's bit too much. This is funny, because I think that using any X/Paladin is more cheesing than using any other class combination, mostly because of how inverse damage reduction work, so you will basically decide between unlimited god mode and short duration god mode On your video you don't use Heavy Armor, but single Patinated Plate will make you invincible to all tigers attack, even with cost of recovery speed + if SI is threated as weapon damage then you can equip modwyr for 20% fire or cold lash and scorde's edge for more ACC - 20% multiplicative lash + Scrodeo's Accuracy is better than 20% DM and 8 ACC from 4PL Btw modwyr's lash is not working for other weapon anymore, neither does Scorde's Edge's ACC bonus, it doesn't work on SI.
-
And if I don’t use +fire pl items, not dual wielding, the performance would be much worse. My damage can be 30~40% less due to the dam, range, duration lose. And half the white flame healing amount if not dual wielding. And that’s why this is a optimized SI demo I might have already die before triggering the kill chain, and might not have enough dps before I run out of resource.
-
I just think both Blade turning and BDD + Salvation cheesy thus choose not to use them I can imagine a Sage, with blade turning + arcane reflection, and stacking range attack deflection to trigger soul mirror. Now you are immune to melee, immune to single target blast and almost immune to range attack, and u reflect all them back... Just like the Mirrorback build, it's very powerful for sure, but I feel it's bit too much. This is funny, because I think that using any X/Paladin is more cheesing than using any other class combination, mostly because of how inverse damage reduction work, so you will basically decide between unlimited god mode and short duration god mode On your video you don't use Heavy Armor, but single Patinated Plate will make you invincible to all tigers attack, even with cost of recovery speed + if SI is threated as weapon damage then you can equip modwyr for 20% fire or cold lash and scorde's edge for more ACC - 20% multiplicative lash + Scrodeo's Accuracy is better than 20% DM and 8 ACC from 4PL Well the reason I can face tank these tigers are not because I’m tanky with light armor, but I’m able to land a kill blow before dying, and I switch to Espirs to trigger the ghostblase chain effect, and it heals me to full hp (I’m almost dying at that moment). But I do agree if I wear plate armor I will be in god mode. I think the current AR system scales too steep, high AR provide too much damage reduction, and it’s a multiplier I think? So 1/4 damage is really divide the incoming dam by 4. Imo it should be something like 75% light armor, 60% medium, 45% heavy instead.
-
v3.0.0 is now available on the Beta Branch
dunehunter replied to Cdiaz's question in Patch Beta Bugs and Support
Why rogues are supposed to be better strikers? Rangers has Striker as main role too.