So you’re theory is, with 15% crit dmg from heavy handed, and a 100% crit damage Grandfather, your crit damage multiplier goes from 50% to 115% or from 1.5 to 3.45.
I just can’t get there.
So you’re theory is, with 15% crit dmg from heavy handed, and a 100% crit damage Grandfather, your crit damage multiplier goes from 50% to 115% or from 1.5 to 3.45.
I just can’t get there.
The way it works currently (and will continue to work) is that it acts on total damage.
Currently 50% critical damage multiplier = 150% total damage.
15% Heavy Handed = 150% * 1.15 = 172.5% (Character sheet displays 72.5%)
100% Grandfather = 172.5% * 2 = 345% (yep you got it right, character sheet displays 245%)
Of course I got it right. I am well aware of how it currently works.
But I don’t believe that’s how it’s going to work in 3 days.
Why not?
Why would these mods become additive?
First of all, they have clearly indicated that they mean the additive mods through their wording.
Second of all, x% crit damage mods would suddenly become incredibly weak, and break the current rules of all skill tree damage mods being multiplicative.
Third, the balance issues that are causing +% mods to become multiplicative do not apply to x% mods. The equivalent choices for non-crit damage mods are also multiplicative, so it’s not like everyone is taking x% crit damage mods because they make you do 5x the damage (like +% crit damage did).
Remember, an alternative to Heavy Handed is some other mod that says like “x15% damage vs close” which also does a x1.15, and an alternative to Grandfather is an aspect that says like “x100% damage for 6 seconds after 10 shadowblight procs” which also does a x2.
Also with Grandfather being a chase unique, they would obviously change what it did instead of making it +100% crit damage, that would be laughable.
I was really hoping to get the third slot back, too
Essentially, Sorcs are still Barrier Mages it seems. We may be able to push different builds, but our bars will once again be nearly filled with Barrier skills.
That’s literally the whole point.
“These damage types will now always have a baseline multiplicative bonus. Additional sources of bonus Critical Strike Damage, Vulnerable Damage, or Overpower Damage will be additive to your other damage bonuses.”
No, the point is to make +% Critical Damage mods weak, because they are massively more powerful than other +% damage mods they compete with on gear affixes and non-legendary paragon/glyphs.
x% Critical Damage mods are not on gear affixes and non-legendary paragon boards/glyphs. x% Critical Damage mods compete with other x% Damage mods on Skill Tree, Aspects, Uniques, and Legendary Paragon. x% Critical Damage Mods are not massively more powerful than the mods they compete with. They are the same strength already.
You also linked the patch notes that again use the word “bonus” to indicate +% critical damage, not x%.
“Bonus” doesn’t really imply anything. But “always” does.
“Critical Strikes now always deal x50% increased damage.”
Yes?
Critical Strikes have an inherent x50% bonus now.
You can have multiple x% bonuses that affect the same thing…
I can have my critical strike that deals x50% increased damage, and then take a passive that says I deal x15% increased critical strike damage, and have them both work.
This is NOT patch 1.2. The change is NOT Live. I don’t know how you don’t understand that.
Back to no actual arguments eh?
I’ve already explained why it’s going to work the same way, from numerous angles. You saying “it’S NoT pAtcH 1.2” doesn’t change the fact that it’s incredibly obvious Heavy Handed is not about to be +15% additive crit damage for 3 skill points.
You hope. But that would mean that everyone is wrong but you.
https://www.youtube.com/watch?v=mFkz1BQM2mI
https://www.youtube.com/watch?v=Mh6L0NPX4Z8&t=211s
https://www.youtube.com/watch?v=r4zYaFUyxT4
And yea “Not Patch 1.2” is completely valid. What you’re doing is wiping before you poop.
“Hey I’m gonna check my heart rate BEFORE I go for a run and the result will be the same.”
Nope.
Doesn’t refer to x% Crit Damage at all.
Why did you link this. This is a video of macro saying exactly what I’m saying. He’s talking about Grasping Veins aspect, which is a x% Crit Damage mod. And he says that it just acts as a 1.4x multi and it’s not changed in season 2.
This video also doesn’t talk about x% crit damage.
It’s really not if you just have a basic understanding of how the game works and why they are making the changes. Not to mention you have given me further evidence with Macro’s video.
You still have yet to address my points and explain why they would be changing x% crit damage mods to additive when x% crit damage mods only compete with other x% damage mods they are not stronger than them, and how it would make sense for 3 points on the skill tree to give you less additive damage than a single rare paragon node, instead of multiplicative damage like literally every other damage mod on the skill tree.
I propose a change for all mods / paragon / glyphs ect. If its multiplicative it gets a * at the front. Additive gets a +.
sorc is fine where it is, a middle tier character, dont ruin it pls, nothing more needed. if you want to play best tier pick rouge or barb.
2 Ench are enough…or will be if you don´t have to use firebolt…
you either play build who do burning dmg or you have to take bolt.
Having just 1 choice is not fun… I would love to have 3 to do fun build, i would not mind if they would nerf numbers somewhere if sorc would be OP (and i really doubt about it)
They could do something as simple as 2 enchants can be offensive damage related and 3rd must be utility or defense. Rework the various enchant effects on skills that enchantment is basically worthless or at best extremely situational. If they were to actually look at the data for all sorc’s enchantments, they would clearly see we are locked into the same enchantments with no real build variety without the 3rd slot. It was an overreaction in the closed beta to remove it, like the nerf to Hydra, and they need to revisit it and at least give us information on why or why not.
If anyone gets to ask a question on the next fireside chat, please ask about sorc enchantments.