Many questions/suggestions about Adaptive throwing damage

I’m playing pure hammer throw nova build right now, the main difficulty is to choose which damage type of phys/fire/lightning to scale. Introduction of adaptive throwing damage makes things a lot easier, very happy about the change.

Questions/suggestions part (there are a lot):

Affixes
Sentinel Passives
  • Paladin’s Holy Precision node gives Crit multiplier with lightning skills. Would be nice to have possibility to convert Hammer Throw to lightning then, or have this passive changed because it gives full bonus only to lightning Javeling and Smite right now.
  • Paladin’s Light of Rahyeh node gives fire and lightning damage, with lightning damage being added not so long ago. Paladin throwing builds will deal significantly more physical hit damage in the next patch and would be happy to get some movespeed AND damage :slightly_smiling_face:
  • Can passives with flat bonuses to throwing damage (Forge guard’s Siege Captain, Void knight’s Temporal Corruption and Void Bolts) become adaptive? Void throwing damage seems pretty useless without “adaptivity” or full void conversion like Smite.
  • Forge guard’s Shield Breaker node give phys and fire penetration for throwing attacks. It’s ok with phys. Fire penetration makes sense only considering flat fire damage affixes, Sigils of Hope flat fire or Smite triggering. Also I get that Forge guard focuses on phys and fire, but Javeling does a lot of lightning damage, that is not penetrated with this node.
  • Forge guard’s Iron Reflexes evasion converted to armour is not affected by armour increases. I mention this because of my build idea of dex stacking throwing forge guard with Mourningfrost (btw can flat damage bonuses on unique items become adaptive too?). Passive with the same name form another popular ARPG does apply all increases, just don’t copy anything else :wink:
Sentinel Skill trees
  • Can Javeling throwing lightning damage from Holy Spears become adaptive?
  • Can Sigils of hope give adaptive flat damage instead of fire or void? Void conversion node can stay and give some damage in exchange for health regen.
  • Bottom left side of Hammer Throw tree is underwhelming. Chain makes you hit 2-5 enemies with one hammer with LESS damage, when spiral or nova hits almost the whole screen. Percentage life leech is always better than small flat damage gain. And mana gain node makes no sense, you need to spend mana on the skill itself to get some mana back, and to get more mana you need to spend points into spiral and then spend even more mana on the skill itself. Also the 5s cooldown :face_with_raised_eyebrow:
  • Bottom left side of Javeling tree focuses on hit damage, but provides very little value against bosses (0-10 multiplicative damage or 2% flat crit per point).

Also would love to see new ways to convert (mainly throwing) skills to fire/lightning/void. Smite void conversion costs one point on the passive tree and scales with useful vitality, simply OP. But imagine Palading converting to fire/lightning with attunement scaling for affected skills and Forge guard converting to fire with strength scaling, so cool.
Also throwing weapons when?

Affixes: This is the answer that will answer most of the affixes’ questions based on damage type. Adaptive “NAME” is being eliminated and put into the four generic categories as Kain describes.

Match the type to what you are doing and you are good to go. In your case with the hammer THROW it would be Throwing Damage and there is a possibility for Spell depending on the tags. So it will be able to have two damage prefixes (Throwing Damage and Increase Elemental Damage) for example.
Idols will have a single prefix and suffix that will use the generic naming. Start collecting new idols :slight_smile:

Passives: are not the same as the affixes, do not mix the two, it uses the tag type to scale those damage numbers. So with a throwing-based build is best to scale dex, and throwing damage. In the case of the hammer throw, it is throw, strength, and dex.
This puts you in the best position to add the extra damage that comes from the damage type (void) but the base scaling is the new generic damage type. Only when a damage type is added to the scaling tags is considered to be used by gear.

Skills: Kind of the same as the passives in that unless the damage type is listed in the skill tag then it is not going to be scaled.

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