They do have more +skill levels. This is already known.
We don’t need to change the D4 skill system. You haven’t even experienced it yet. You need to stop complaining before you have even tried end game.
They do have more +skill levels. This is already known.
We don’t need to change the D4 skill system. You haven’t even experienced it yet. You need to stop complaining before you have even tried end game.
are you literally arguing with everyone on the forums that is giving suggestions about loot? what the heck is wrong with you, I wasn’t even talking to you. I’m not doing this again with you. Go bother someone else kid.
No? It’s still 10% more. Yes if you do 100 damage and get 10% it’s 110 damage and if you have a 200% modifier you do 200 damage + 10% so 220 damage. So yes you get +20 damage now, but that doesn’t make it 20%.
Again the percentage increase that you get isn’t only coming from gear. The fact that you put points into the skill adds to the power that the item is giving you. Both are dependent on each other just like when you multiply both numbers influence the outcome. I’ll have my PhD in Data Science by this time next year. I know how to multiply.
Who are you talking to bro? I literally have said this the whole time?
Are you lost?
Wrong.
Each individual *100% to a skill is equivalent to +11 to that skill. No item will give you +11, but plenty of items give you *100% or even *600% (equivalent to +72) in some cases.
Additive damage is better for the balance of the game because it scales linearly. It’s always a flat amount. Multiplicative dmg starts slower, but grows into extremely high numbers very quickly. Ridiculous multipliers also force a build onto the player they may not want to play.
OK, but no one does 100 dmg. At lvl 25, the average dmg was 500. At max lvl it will easily be in the thousands.
Let’s be very conservative and say we have 2000 sheet dmg at max lvl.
If you have additive 600, that means 2600 dmg. Fair.
If you have multiplicative 100%, that is 4000 dmg. Broken.
Now, consider you can get those bonuses from 3 items, and could amount up to 810% (from beta, companion wolves got the highest multiplier).
2000+2000*810% = 18200 dmg per wolf hit… or 27300 crits.
Even if you got a whopping +600 additive in 3 items, you’d end up with
2000+(600*3) = 3800 dmg. As you can see, even with 3 additive bonuses, the dmg is lower than vs a single large multiplier, let alone three multipliers.
3800 vs. 18200 using “small” conservative numbers. Imagine how crazy it’s going to be with our real sheet dps.
See how crazy high that grows as multiplicative? Despite starting slower, multiplicative bonuses grow larger and larger, surpassing additive bonuses by a large margin. It’s called exponential growth. That’s why we can’t have those, they break the game. Multiplicative bonuses should be capped at 30%. Anything beyond that is way too much.
They can go up to +4 in end game
The skill upgrades are so boring. Just like the mind-numbingly easy combat and the forgettable and predictable story and characters and the shallow, unfulfilling multiplayer.
+1 fireball gloves → sorc enchantement slot → crispy or charred, sir? …
Hasn’t this game always been about incremental increases?
You forgot vulnerable damage, frozen damage, cc damage, damage to close and far, damage while barrier, damage based on resource%, probably some more that can’t remember right now.
But I actually think that on gear at least, affixes should be multiplicative. Else you’d just the best stats endlessly and there’d be no choice on anything. Just see if it has +fire damage as a Fireball sorc, if not it’s trash automatically. Granted some stats can be op in a way that you always want more, like Crit will quite likely be from what I’ve seen.
I didn’t forget it, it’s just irrelevant because those calculations are done after, and therefore would still have higher effect the higher the base number.
High multiplicative stats are so much better than everything else that we don’t have a choice. It doesn’t matter if your BiS legendary for sorc rolled with 2 strength and -10 crit because the 100% legendary multiplier would still be much more important for dmg.
THAT is exactly the problem. No diversity, no choice. Predetermined builds like D3 based on 3 legendaries (instead of a 6-piece set).
? Nowhere did I say >+100%, some classes(Sorc) don’t have such items at all. I just wanted to point out if stats were additive between each class then it would make it that you’d just stack the one stat without any regard to other stats. Stats are ofc addative in their own class. If you have 5% crit and you get +5% crit that’s 10% and not 10.25%.
That’s not the point though. The point is that the skill point increases don’t really feel that great to get for most classes. Like yeah we get that items and effects increase the damage significantly in a lot of cases, but that is the problem.
It would be nice to scale back the increases from items and such and increase the base increases from the skill points. The problem with this is that I think it requires finer tuning and Blizzard wouldn’t want to put in that effort into balancing.
Those who have done closed Beta will be able to tell us how things scale when paragon trees are active. So, it is entirely possibly that we can get 10K per hit with paragon but without gear. Someone will get to level 100 very quickly and we will soon after that know if any balance changes to skill need to be done. After all, devs do not want to lose the more casual players because they can’t get decent damage without grinding.
No, we can see the damage increases we’re getting now. With advanced info on you can see the exact % it is increasing by. If there’s other multipliers after the fact that won’t change that a skill point still increases damage by X%.
Skill points increase the base damage that everything else is multiplied on. Early on, it’ll feel weak because there aren’t many multipliers. This is actually good because you’ll want to focus on the passives to get stronger, not points in the skills themselves.
Later on, when you have a bunch of multipliers, increasing the base damage of the skill will yield more damage than another multiplier. Increasing the base damage by 20% BEFORE it is multiplied by 300% is higher than simply being multiplied by 320%, for example.
That’s the problem though. For half of the leveling experience skill points feel worthless and then again they pretty much continue to because after that they are again coming from items and potentially some from the paragon board.
There should be better mods on items.
+# to Skill is super boring.
What does that get you? A bit more damage. Wow. That’s it.
What a joke. This game is going to flop just like Diablo 3 did. It’s like they’re intentionally designing the most bland and watered down game possible in order to reach as broad of an audience that they can. They don’t care if these players play for 1 day, they still got their -70.
They only need 1% of the population to stay, and only need half of those players to whale. That is what is being done.
They are casting the widest, largest net possible in order to secure some whales.
The passives are your build. The passives are the how and the why you are using the skills. Putting another skill point in is almost always a one dimensional effect, usually just increasing damage.
It provides incentives for low level players to expand their build quickly through passive nodes instead of just spamming a single skill because it’s doing all the work. Later on, when you’ve grabbed the passives to complete your build, that’s the time when pumping direct skill points will provide a bigger damage boost than stacking more % multipliers.
I view this as a well thought out design.