Damage Bucket Changes

Did they say whether they will reduce enemy health to take into account the reduced player power from nerfed crit/vuln?

There are a few paragon nodes that turn additive bonuses into multiplicative bonuses (aka its own bucket).

  • Close Quarters Combat
    New: Damaging a Close enemy with Marksman or Cutthroat Skills each grant a 10% [+] Attack Speed bonus for 8 seconds. While both Attack Speed bonuses are active, your damage dealt is increased by 40% of the total amount of your Damage vs Crowd Controlled bonus

Yes, in the note on the bucket changes, it includes the following:

But isn’t that what’s gonna happen in S2, there will be more conditional buckets together to trigger more multiplicative sources, but since they are conditional it would be a puzzle to solve how to keep up with 7 buckets (for example) than 3 buckets.

If it’s more challenging to keep up 7 buckets, but doable, I think it makes sense they get more dmg? So it’s like if I can freeze, stun, poison, chill, dazed, petrify an enemy, I should be able to get more dmg but doing that would be challenging though this would probably be restricted to a select few (which maybe is bad).

Like what he mentioned here.

The problem with making the rest of the bonuses additive is that it makes the base so much more needed now. By nerfing it they made it even more mandatory than ever really to at least get the initial multiplicative vuln bonus. I just dont like how this was fixed. Had to be a cleaner better way.

It seems like Blizzard are trying to make additive affixes on items appealing through synergy with paragon nodes. It may or may not be the right direction they are taking, but at the moment it seems like there are a lot of buckets and conditions to keep track of. Take “Close Quarters” for example: you need to inflict a marksman skill and a cutthroat skill, both at close range. If you inflict them both within 8 seconds of each other you gain a significant damage boost based on your crowd controlled damage affix. For some, it’s easy to understand, but I think all of these different conditions can confuse many players.

I feel ya.

Unfortunately, complexity is a necessary part of ARPGs. They’ve got to make it feel like your ability to theorycraft and your ability to pilot your character matter.

But then again, I quit PoE because it was too complex for me to play it casually.

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honestly, I still don’t get it, if I have +200% vuln damage and +80% crit damage on my gear, is it now hard capped at +20% vuln damage and +50% crit damage? so is it good to stack it a little until you reach the cap and any more is a waste or is it a weird percentage of your actual +vuln damage% or how does it work exactly?

The basic idea for everyone to grasp here is this: During Season 2 try to make your own unique build based off whatever build you want and see how it now works.

If far more builds become viable then this patch is a win, even bigger if a lot more open up. Remember there is no leaderboard in season 2 so no rush.

The way ppl explained is vuln inherant bonus itself is 20% multiplicative boost. Crit inherant bonus itself is 50% multiplicative boosts. Everything else (so everything on gear) is additive now.

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Ehh…now it’s just like the Edgemaster’s Legendary. Strong sure, but definitely not mandatory.