Lynderika wrote:I don't understand why I am the only one who wonder about a few changes, some things in this patch are very very big changes and are not detailled at all. We sure have the general ideas but no values at all so it doesn't make any sense.Reduced the effectiveness of physical and magic resistance debuffing skills. Reduced the physical and magic resistances of endgame bosses to compensate. These debuffs were creating a very large damage output difference between builds with and without them. Now the debuffs are less effective and the base monster resistance is lower, evening out the playing field a bit better."
No values at all? Doom, chronofieled... how much do they suffer? How much do others builds not using theses debuffs skills get a power up? How much do bosses resist lowers? "and the base monster resistance is lower" that's only talking about bosses right? Chronofield and doom are used by a few builds even outside of bosses, the fact that a change that important is impossible to evaluate is terrible...Pure physical weapon damage builds (including damage conversion) will see a very small reduction in damage in the late endgame
Again, "very small" is not an indication at all.
I've read through it a few times now and I can't see in any way how it would change anything on your part. It's specifically referencing physical and magic resistances, which most builds can't do anything about anyway. If you can't entirely remove the resistances, you have no caps to reach (like with elemental resistances), you will most likely be doing the same thing you were doing in 1.6. Don't get me wrong, having the numbers would be convenient but I fail to see how it force you to change anything.
I have a worry about very late endgame physical builds being a bit behind, although the physical damage change wasn't meant as a direct nerf, maybe we will see some wide physical buffs in a later patch.