dunehunter Posted May 9, 2018 Posted May 9, 2018 (edited) Finally! ^ ^ this is a good sign as devs are listening to us. Edited May 9, 2018 by dunehunter
Climhazzard Posted May 9, 2018 Posted May 9, 2018 Does this mean I can think about attributes besides might on my dps characters?
dunehunter Posted May 9, 2018 Author Posted May 9, 2018 Does this mean I can think about attributes besides might on my dps characters? Exactly, i won't put too many points in Might if I'm a rogue.
KDubya Posted May 9, 2018 Posted May 9, 2018 This is good news indeed. The default of maxing Might made for poor design considerations. I'm feeling pretty prophetic, I called for a Might change like this and the Resolve change to tie it to affliction duration 1
prototype00 Posted May 9, 2018 Posted May 9, 2018 This is good news indeed. The default of maxing Might made for poor design considerations. I'm feeling pretty prophetic, I called for a Might change like this and the Resolve change to tie it to affliction duration So should I take the points from Might in my Monk/Cypher and distribute it to Dex? *Currently 18 Might 14 Dex, Eyeing 16 Might 16 Dex...
Yosharian Posted May 9, 2018 Posted May 9, 2018 Wait so they just straight up switched it to additive now? This is totally weird... Yosharian's Deadfire Builds
KDubya Posted May 9, 2018 Posted May 9, 2018 This is good news indeed. The default of maxing Might made for poor design considerations. I'm feeling pretty prophetic, I called for a Might change like this and the Resolve change to tie it to affliction duration So should I take the points from Might in my Monk/Cypher and distribute it to Dex? *Currently 18 Might 14 Dex, Eyeing 16 Might 16 Dex... When Might was multiplicative the more bonus you had then the more Might you wanted, so Cipher and Rogue wanted max Might. Now as an additive, like it was in PoE, the more bonus you have the less effect that Might has, so Cipher and Rogue can go lower. Fortitude is still really important so adding to Might is always good but more dex would probably be best, especially for a Cipher who wants to cast quickly. I'd even think about 14 Might and 18 dex. Also Monks and Ciphers get some cool on crit abilities so adding more to Perception could be a good thing as well. Character building just got interesting again
Shadowstrider Posted May 9, 2018 Posted May 9, 2018 Wait so they just straight up switched it to additive now? This is totally weird...
dunehunter Posted May 9, 2018 Author Posted May 9, 2018 Wait so they just straight up switched it to additive now? This is totally weird... I'm pretty sure about this, because in beta 4 when I check the combat log the Might bonus is shown separately from other bonus, but in the real game it's shown together with other bonus. But yeah I agree it's better documented in a patch or something.
Shift Posted May 9, 2018 Posted May 9, 2018 Where are you seeing this change? Need to do some respeccing if true! 1
Voltron Posted May 9, 2018 Posted May 9, 2018 So that makes Hellwalker not that much better dmg wise than other monks now. Since now it's additive he will have huge dimishing return at max Wounds if it works like in POE. Good, I can now make more balanced build for monk instead of packing in Might everything. Perception for Monk Cipher and Monk/Barbarian is what I wanted to invest into since start, but Might was too important. [POE1] Nirvana Monk build- Tank/DPS monk for soloing PotD and Endless Paths. High anti CC build. [POE2] Sword Singer build - Tank/DPS War Caller or Herald build for solo PotD. High melee dmg, summons, + super tanky [POE2] BURN BABY BURN! - Solo PotD Ultimate burning/fire NUKE Votary build with superb AOE/Single Target flame and burn damage. [POE2] BLEAK HUNTRESS. Solo PotD Holy Slayer ranged sniper assassin build.
Madscientist Posted May 9, 2018 Posted May 9, 2018 OK, that means we have a new damage formula: If the modifier is a bonus we have like: sneak attack = +50% -> step = 0.5 If the modifier is a penalty we have like: graze = +50% -> step = 1 - 1/1-0.5 = -1 Now we add all steps If the sum of steps is positive we have: damage done = base damage * 1 + sum of all steps ( same formula as PoE1 ) If the sum of steps is negative we have: damage done = base damage/ 1 - sum of all steps Unlike the beta, might, over and under penetration, crit and graze are all normal steps, nothing is multiplicative anymore. ---------------------------------------- Is the stuff I have written above the line correct or did they change it to something completely different? It would be nice if somebody can confirm this. I would be happy if this was correct, because in the latest beta maxing might was a no brainer for all damage classes.
SummerAnne58 Posted May 9, 2018 Posted May 9, 2018 So Might is just like an extra piece of gear and no longer a crazy multiplier over everything? What's it good for then spells?
Urthor Posted May 9, 2018 Posted May 9, 2018 Actually wish I took shattered pillar instead of hellwalker now, RIP
dunehunter Posted May 9, 2018 Author Posted May 9, 2018 Actually wish I took shattered pillar instead of hellwalker now, RIP I think it is still pretty good on ranged class and casters.
Zymos Posted May 9, 2018 Posted May 9, 2018 What about the other damage modifiers in the game: Cipher Whip Sneak attack Paladin / Monk Lash How do these scale with the rest?
Urthor Posted May 9, 2018 Posted May 9, 2018 (edited) not for a monk cipher multiclass though, I stuck with hellwalker because might scaling. Unoptimal build reeeeee Edited May 9, 2018 by Urthor
HaasGaming Posted May 9, 2018 Posted May 9, 2018 Where are you seeing this change? Need to do some respeccing if true! Here you go.
malchiorita Posted May 9, 2018 Posted May 9, 2018 not for a monk cipher multiclass though, I stuck with hellwalker because might scaling. Unoptimal build reeeeee Well, you could still go helwalker and max dex and perception for higher damage and put 12 in might, or even keep it at 10 and put 12 in con maybe
eschu101 Posted May 9, 2018 Posted May 9, 2018 What about pure wizard? Is it better maxing dexerity instead of might now? I'm considering 19 dex and 16 might.
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