We already saw +2 skill items in the beta after item level 20, which only dropped from Kor Dragan event or the lvl 35 boss. 18 is the max skill level with full investment from items endgame. 130% damage over level 5. No idea if this is multiplicative or additive with other modifiers. I hope it’s additive so we don’t see 4 googletillion damage hits
If you’re getting effectively a +7% to +10% damage out of each rank, what stat would you rather have instead?
That feels like a lot of impact for one attribute on one piece of gear, especially for an stat that can roll on many different gear slots (I think - not sure what the exact list is.)
I could live without +1 Skills and have +2 more Enhancement branches in Skill Clusters instead.
I think you had access to more legendaries on open beta on such a low tier then what will be the case. In closed beta there was tiers and they really flashy stuff didn’t come unti later on. Just as d3 has tiers where some drops would never drop under a certain torment level,.
skills work toward base damage so it should me multiplicative
As Impossum says. We only had 25 levels worth of points to use. Make it 50 as intended (along renown also giving additional points) and you’ll see people start to max out their more valued skills.
I’ll be running 5 points in a defense with mods and 5 points in my core for sure. Probably 5 points in my basic as well. The rest is up to seeing how much certain passives entice me. Reducing cooldowns via points is still a large draw for me. Kick may be a candidate as well for the shorter wait between vulnerability applications. I’ll probably ignore Stomp and Leap’s cooldowns just to invest in more passives.
Having 7% per level added to Upheaval is a lot in my mind, because if it feeds into the +80% effective multiplicatively then it’d be amazing. Though less so if it doesn’t. I’d have to do some testing tbh when the points are available to me.
+1 to a skill doesnt necessarily need to only increase the damage. It could easily add extra things per level too. Such as increased AoE. Or extra chains etc etc.
PoE does this and it works well.
Just taking Rend as an example. +1 to rend could increase the bleed and increase the “cleave” radius. Or breakpoints levels such as 1/5 is base skill. 2/5 +1 to radius and damage. 3/5 only gives damage but no radius. 4/5 +1 radius and damage. 5/5 only damage. 6/5 gives +1 radius and damage etc
Oh yeah, I agree. I think lego drop rates were confirmed to be boosted to the extreme so we could get more of them to test out. And they said aspects from legos are just that, a tier of equipment available before tier 3. But Unique drop after Tier 3, then another tier of gear after tier 4. Unique are suppose to be more impactful BY MY UNDERSTANDING (If this is false someone please correct me because the more you know the better) than the lego aspects.
I think there might be some of that in the background. It felt like upheavals cone got bigger the more ranks it got. But that might be my wishful thinking.
Stop, Rufie, I can only get so excited.
If its in the background they need to bring it to the front and center. Because that is cool RPG features. I couldnt see anything like that though, so its probably not there.
But yea, something like Chain Lightning as well can get +1 chain per level. Or rapid fire /barrage +1 arrow per level, you know not just damage but some extra things.
Theres lots of things you can add to skills. Increased Duration, AoE, extra Chains, Arrow, reduced cooldown etc etc
from my experience uniques can have a big impact. I found the same one twice in closed beta and the first time it stuck with me for 20levels, the 2nd time that rolls wasn’t good enough to justify using it.
I am not sure that anyone paid enough attention to the X does Y, A does B in order to give you any actual numbers. Your example does show why you are wondering. After all, there is no apparent way for anything other than linear but Wyrmheart has states there is at least one example of exponential growth. Still, you are going off of two premises that are not valid and they have nothing to do with math per se. One, there are many more than 10 sources of multipliers. Gear alone (ring, ring, amulet, helm, weapon, weapon, hand, wrist, shoulder, boots, legs, belt, chest ) is at least 13 sources. Two, base damage is modified by conditions (stunned, frozen, etc.) as well as synergy with other skills. According to Osterberg501 (YouTube streamer), Nature’s Balance (Legendary Ring) modifies the damage done by Earth skills if Storm skills are active and damage done by Storm Skill if Earth skills are active. Granted, this is only Druid but I cannot imagine there are not similar items for each class. So, stating that X damage is not achievable may not be an accurate statement.
You realize that offensive aspects can only be made on weapons, rings, amulet, glove right?
Increased damage to enemies stunned, they are offensive aspects (2 of them in fact), and thus can only be put into the gear slots I mentioned above, and compete with other aspects.
Also, regarding the barb doing 300k damage or even 11mil damage, the dev said “enjoy while you can”. There are quite a few of bugs known to us, that the dev addressed this way. Expect them getting fixed before June.
Yes, but I am not sure exactly which aspects or synergies do what because I have not seen a lot of legendaries and not seen all the rares. I know that there is you do X damage to enemies far away as well as X damage to enemies in close promixity. I am not sure if that is an offensive aspect. So, I am not sure which items will have this modifier on them. Also, I am not sure how X Rogue Class skill effects Y Druid skill. So, it is possible that a defensive skill will effect an offensive skill and the same would be true with aspects on item slots. This is why I do not like English for a language of communication. What I meant to state was base damage is modified by the condition in and of itself. So, without any gear on, stun (or another condition) causes the target to take more damage. That amount of damage can be further modified by gear or skills.
The games not gonna be changed by launch. If you want them to change it vote with your wallet. If you’re still buying the game they don’t care about your opinion.
I think it has to do with the scaling, at least partially. Plus you’ll be able to buff skills via passives, too, when the full game is out. I definitely felt weaker as a Barb, but after tweaking my build several times, I noticed a significant increase in damage.
Someone on here suggested a wonderful Idea, at least my smooth brain thinks it’s a good one: add scaling after you either complete either the first act or the first difficulty level. I think this can be helpful for more casual players. I’d say to add an easy-mode, people get super aggro when that is brought up for other games. Plus they already do have two difficulty settings from the start.
it’s d3 system all over again skills and stuff mean nothing all your damage is tied to weapon + % multi stacked ontop or more % multi
Level 25. Out of 100. Beta.
Yeah, but in D3 they said the same thing.
“It’s just beta bro, the maps will be more randomly generate bro!”
Narrator: the maps were not randomly generate at all.