Jampula wrote:Riftshadow42 wrote:I come from Path of Exile and there there is crazy stuff like "My minion's minions". I would assume here the 200% dmg is for the Necrobots reanimations raised when your golem kills stuff
I came from Diablo and reanimates don't gain bonuses from +minion stuff.
I always understood it as it was the golems dmg (otherwise it would say something about aura) but it centainly needs some rephrasing.
Anyway, are you guys planning something for energy factor? It would be awesome if it wasn't so fcking craft-demanding. I don't miss the days when you could destroy heroics in 1sec with Abyss but with all this overhaul things got upside down and casters got a pretty raw deal. It's so much easier and less time-consuming to build wdm char to end-game than caster, new -res runes help a bit but you still need that energy factor, it makes TOO HUGE of a difference.
Maybe raise spell dmg overall but scale down the ef effect?
Conquest wrote:Jampula wrote:Riftshadow42 wrote:I come from Path of Exile and there there is crazy stuff like "My minion's minions". I would assume here the 200% dmg is for the Necrobots reanimations raised when your golem kills stuff
I came from Diablo and reanimates don't gain bonuses from +minion stuff.
I always understood it as it was the golems dmg (otherwise it would say something about aura) but it centainly needs some rephrasing.
Anyway, are you guys planning something for energy factor? It would be awesome if it wasn't so fcking craft-demanding. I don't miss the days when you could destroy heroics in 1sec with Abyss but with all this overhaul things got upside down and casters got a pretty raw deal. It's so much easier and less time-consuming to build wdm char to end-game than caster, new -res runes help a bit but you still need that energy factor, it makes TOO HUGE of a difference.
Maybe raise spell dmg overall but scale down the ef effect?
EF suffers from the same thing as the block does. It's so frigging useless in anything but the end-game. The amount of stat points you get from charms is something out of this world. I'd rather have charms stat bonuses cut in half for 2 more stat points per level (Median 2008 had 10 pts per lvl but much less charms). Energy factor itself used to be even worse, as it didn't had any cap and it was increasing returns on the high end, I remember some crazy characters decked in UMO project gear that reached 1500% spell damage and could one shot anything with a singularity (assasin aoe spell, the char was using two umo project claws). The curve would need to be modified, so that you actually gain something early-mid game, because right now an item with 200 EF equipped by a char with 250 energy will get you something pitiful, like 3-5% spell damage. Equivalent of one socketed rune, almost useless stat.
Conquest wrote:EF suffers from the same thing as the block does. It's so frigging useless in anything but the end-game. The amount of stat points you get from charms is something out of this world. I'd rather have charms stat bonuses cut in half for 2 more stat points per level (Median 2008 had 10 pts per lvl but much less charms). Energy factor itself used to be even worse, as it didn't had any cap and it was increasing returns on the high end, I remember some crazy characters decked in UMO project gear that reached 1500% spell damage and could one shot anything with a singularity (assasin aoe spell, the char was using two umo project claws). The curve would need to be modified, so that you actually gain something early-mid game, because right now an item with 200 EF equipped by a char with 250 energy will get you something pitiful, like 3-5% spell damage. Equivalent of one socketed rune, almost useless stat.
Crash wrote:thats like saying ewd should be removed from wdm chars.
spell damage and flat damage are direct ways to scale damage, and then ewd/ef are further scaling. in a nutshell.