mkopec
<Gold Donor>
IIf you squint just right you can see them.Where's the goatse hands?
- 1
IIf you squint just right you can see them.Where's the goatse hands?
From a build creation standpoint, it's sometimes interesting to make a build that hard or soft caps on a stat. I think some of that flavor would be lost if damage calculations were normalized to the point that the game's tooltip was accurate. For example, a viper strike of the mamba build always picks up that 300% increased damage mastery. Then picks up 3 more via cluster jewels. Then 3 more via more cluster jewels. The mastery is obvious, especially since the opportunity cost is low. The first set of cluster jewels is probably straight forward too. But after 1200% increased damage, adding another 900% is still the clear choice. Partly because it's still 300% per notable but also because poison is so starved for additive damage increases.They should normalize their calculations/formulas to a point where the idiocy that is gigantic MORE mulitipliers (which essentially breaks the game) just doesn't exist.
I don't see any reason that those end of calculation multipliers should be a thing. Why have all this layered nuance and then just slap an actual multiplier onto the end of it (and then take it even further by having things like double and even triple damage)
Keyboard macros are going to be the only way.How do people that play PoE1 on consoles do skills that require aiming?
I'm not looking forward to the claw hand that will result from WASD movement plus "interesting" multibutton builds.
I think it's fine now. The additional layers and vectors allows for more diversity. Where they can shore it up is explaining it better and fleshing out damage calculations in game so you don't have to watch an hour long video to see how damage is calculated.Unfortunately it does seem like they are keeping some of the more obtuse/silly verbiage things intact in PoE2.
Like how "More" and "Increased" mean different things, same as "Less" and "Reduced" meaning different things.
Wow you just summed up my first league. The day I discovered character bricking. I then quit until the next league because fuck that.Problem with POE1 is that, yeah you could prolly make it through the acts on a home made build as a noob, but once you got into end game you would get destroyed and either quit in frustration or roll up another, because its too expensive to redo an entire build.
Games that do that tend to run into another issue of "diminishing returns" where instead of stacking one stat, you need an even spread of all the damage stats, and you still end up having to math out if 20% increased damage is better or worse than 20% fire damage(usually they're in different pools, if they're in the same then it's fine), or better than 20% crit damage assuming 100% crit rate(and if you can't cap crit rate you'd have to do the additional step of figuring out how much that 20%crit dmg actually gives with your crit, and also if it's worth it over another crit roll instead).They should normalize their calculations/formulas to a point where the idiocy that is gigantic MORE mulitipliers (which essentially breaks the game) just doesn't exist.
I don't see any reason that those end of calculation multipliers should be a thing. Why have all this layered nuance and then just slap an actual multiplier onto the end of it (and then take it even further by having things like double and even triple damage)
I thought he said you can pretty much reroll the whole map, or something like that.I had the same thought but I haven't kept up. Have they explained what happens if you brick everything?
It's not so simple. Take 100% increased, with 30% more, then you get a node that says 10% increased to damage targets afflicted by your marks. Ok so that's 110% increased, but it's actually another more.I mean... I'm talking about the very silly more and less multipliers... removing those hardly dilutes poe build / stat diversity
I remember watching preach try PoE1 blind and just skipping all the survivability nodes for moar damage, then at one point just going from fine to continuously dying
Yeah this game was/is pretty brutal to new players. Hopefully they shored that shit up in 2. And I think they kinda did with the way they present the skill gems and supports to you. Defense was always tricky in POE1 with armor/evasion...of course the resistances, then you had the spell block or whatever the fuck.... And you had to layer that shit so you couldnt just survive on just one.Had a friend complain about this last night funny enough, said he played PoE before but he got to the point where just everything was one-shotting him and it wasn't fun, and was the reason he might not try 2.
It's not so simple. Take 100% increased, with 30% more, then you get a node that says 10% increased to damage targets afflicted by your marks. Ok so that's 110% increased, but it's actually another more.
That's where they need to shore it up. If that's what you mean, where they lay out where the damage calculations are pooling and where they fit in, then I agree.
I think he is saying everything should be a "more" multiplier.It's not so simple. Take 100% increased, with 30% more, then you get a node that says 10% increased to damage targets afflicted by your marks. Ok so that's 110% increased, but it's actually another more.
That's where they need to shore it up. If that's what you mean, where they lay out where the damage calculations are pooling and where they fit in, then I agree.