Σ 1.7 Bugs&Feedback

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Johnny Impak
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Am I the only one thinking the transition between labyrinth 5 and 6 is kinda brutal? 50% absorb basically divides by 2 your elemental damage output, not counting resistances. It would feel more progressive going for 25% on lvl 6 then 50% on level 11. I don't know exactly which level adds which mod, but that is pretty rough in my book.
akbugger
Pit Knight
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Johnny Impak wrote:Am I the only one thinking the transition between labyrinth 5 and 6 is kinda brutal? 50% absorb basically divides by 2 your elemental damage output, not counting resistances. It would feel more progressive going for 25% on lvl 6 then 50% on level 11. I don't know exactly which level adds which mod, but that is pretty rough in my book.


Well, all builds suffer there, for some troubles only begin sooner.
Example:
T5 - crushing blow made worthless, as if it wasnt crap already
T6 - elemental damage builds progress slowed down. A lot.
T8 - Leech resistance, harder to sustain with LL
T9 - Curse immunity. This can be either irrelevant or a dealbreaker. Spellbind and Doom stop working. HF to all bowazons and assassins. :)
T12 - reduce block and avoid. This might be the biggest deal breaker there is. Assassins can still get some avoid, but all others are pretty much nullified, so points in any such skill are wasted.

It only gets worse later if u were lazy and didn't get some perfect elemental resistance throphies.
Basically, all transitions are kinda brutal, it just depends where u'll hit the brick wall. Eventually, u might get around all of them, just to realize that even 60% PR & 90% ER are useless unless u have a hefty HP pool as well....
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Johnny Impak
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akbugger wrote:
Johnny Impak wrote:Am I the only one thinking the transition between labyrinth 5 and 6 is kinda brutal? 50% absorb basically divides by 2 your elemental damage output, not counting resistances. It would feel more progressive going for 25% on lvl 6 then 50% on level 11. I don't know exactly which level adds which mod, but that is pretty rough in my book.


Well, all builds suffer there, for some troubles only begin sooner.
Example:
T5 - crushing blow made worthless, as if it wasnt crap already
T6 - elemental damage builds progress slowed down. A lot.
T8 - Leech resistance, harder to sustain with LL
T9 - Curse immunity. This can be either irrelevant or a dealbreaker. Spellbind and Doom stop working. HF to all bowazons and assassins. :)
T12 - reduce block and avoid. This might be the biggest deal breaker there is. Assassins can still get some avoid, but all others are pretty much nullified, so points in any such skill are wasted.

It only gets worse later if u were lazy and didn't get some perfect elemental resistance throphies.
Basically, all transitions are kinda brutal, it just depends where u'll hit the brick wall. Eventually, u might get around all of them, just to realize that even 60% PR & 90% ER are useless unless u have a hefty HP pool as well....


On most of my characters, 13 is the magic number. I always get thrashed at this point. My guess is that my resistances are too low, both maximum and in general. Never managed to kill Phoboss or anomaly. With my current fire sorc it might be different.
akbugger
Pit Knight
101 | 3
Johnny Impak wrote:On most of my characters, 13 is the magic number. I always get thrashed at this point. My guess is that my resistances are too low, both maximum and in general. Never managed to kill Phoboss or anomaly. With my current fire sorc it might be different.


I can farm T13 with my PsiStorm assassin, but T14 is...auch.
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Crash
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Johnny Impak wrote:
akbugger wrote:
Johnny Impak wrote:Am I the only one thinking the transition between labyrinth 5 and 6 is kinda brutal? 50% absorb basically divides by 2 your elemental damage output, not counting resistances. It would feel more progressive going for 25% on lvl 6 then 50% on level 11. I don't know exactly which level adds which mod, but that is pretty rough in my book.


Well, all builds suffer there, for some troubles only begin sooner.
Example:
T5 - crushing blow made worthless, as if it wasnt crap already
T6 - elemental damage builds progress slowed down. A lot.
T8 - Leech resistance, harder to sustain with LL
T9 - Curse immunity. This can be either irrelevant or a dealbreaker. Spellbind and Doom stop working. HF to all bowazons and assassins. :)
T12 - reduce block and avoid. This might be the biggest deal breaker there is. Assassins can still get some avoid, but all others are pretty much nullified, so points in any such skill are wasted.

It only gets worse later if u were lazy and didn't get some perfect elemental resistance throphies.
Basically, all transitions are kinda brutal, it just depends where u'll hit the brick wall. Eventually, u might get around all of them, just to realize that even 60% PR & 90% ER are useless unless u have a hefty HP pool as well....


On most of my characters, 13 is the magic number. I always get thrashed at this point. My guess is that my resistances are too low, both maximum and in general. Never managed to kill Phoboss or anomaly. With my current fire sorc it might be different.


t13 is a massive damage increase from monsters, that's why. they gain x% of physical as extra fire/cold/lightning on top of all the modifiers
mortimer_85
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nothing op or game breaking, but:
Elemental Children
Elemental Children
(Sorceress Lightning Set)

Elemental Clash
Elemental Fury
Elemental Spirit
Elemental Storm

Set Bonus with 2 or more set items:
-20% to Enemy Lightning Resistance
+50 to all Attributes

Set Bonus with 3 or more set items:
75% Cast Speed
+25% to Lightning Spell Damage

Set Bonus with complete set:
+5 to Sorceress Skill Levels
+150 Spell Focus
Blink Cooldown Reduced by 2 seconds
+50% to Lightning Spell Damage
+16 to Blink
+100 to all Attributes
Physical Resist 15%

Blink Bonus +
Relic (Blink)
Relic
(Random class Only)
Required Level: 75
Blink Restores Stamina If You Have a Point in Summon Familiars
Blink Cooldown Reduced by 0.5 seconds
+(12 to 23) to Blink
set's Blink CD to 1 sec.
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Lava pit does not get increased by spell dmg/ fire spell damage
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Crash
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Make TU's useful again. Introduce a new UMO or effigy that has like 10% chance to give Double MO (can only apply to TU weapons and armors)

Crash wrote:Needs to be at least one of these every ladder, right?

Image
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Crash wrote:Make TU's useful again. Introduce a new UMO or effigy that has like 10% chance to give Double MO (can only apply to TU weapons and armors)

Crash wrote:Needs to be at least one of these every ladder, right?

Image

Cool idea
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Helzopro
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morphed wrote:Lava pit does not get increased by spell dmg/ fire spell damage


It does its just a tooltip error.