This is my thinking also. If the flat damage for minions is similar to other types of flat damage then minions will be slightly stronger. However it still makes weapons for minion’s two Affix items instead of four for any build that does not participate with their minions. We can tell nothing about the values of the affixes because the example does not tell us what Tier.
Kinda, the skill has the Oil Coating node which scales with stacks. But yes, the skill tree has quite a few flat damage nodes & only 1 (ish) % modifier. And Blast Wave for the first hit.
Amazing, hyped even more.
Yeah but Oil coating only works for half your damage, remember for some weird reason Cinder strike is 50/50 phys and fire.
Yes, but that only affects untyped & base damage, those gloves add flat fire damage which is affected by Oil Coating. The base skill damage is always very low for non-spells. And it does have 150% added damage effectiveness.
So far everything seems fine but that Apocalyps armor looks soooo lackluster compared to other options I most likely never touch it ^^.
Its flat melee damage (untyped) in the image so will be split between fire and phys. Also the 150% is only for the first hit afaik.
weaver belt with dual T7 damage O.O
Yup, I was thinking of the final modifier.
Some minion builds dont need flat damage,
if we consider t5 affixes only, and we have t5 minion damage on every slot that isnt weapon, at average values its about 300% increased. t5 on a 2handed weapon is like 225%, thats 525% increased damage.
A minion with a baseline 20 damage(this seems to be the normal value, and effectiveness scales relative to this base damage in most cases.)
20 * 6.25 = 125
With the new system instead you are getting(lets say 12 is average for t5)
32 * 4 = 128
if your minion has any added damage, suddenly you are weaker then you would have been with the new affixes.
Take wolves for example that have 3 points in the node which gives 2 flat cold.
(20 + 6) * 6.25 = 162.5
(20 + 6 + 12) * 4 = 150
I think this is a huge net nerf to minion builds. The penetration will have to attempt to make up for it. But for minions with decent/large amounts of flat like totem builds, this is just a straight nerf in all regards, will probably have to swap to unique items that have %minion damage on them, like reach of the grave.
For some minions this relationship will be reversed. Minions that had no form of flat damage scaling what so ever, and for whatever reason got extra % from another source, those will be stronger but these seem few and far between. Dreadshade assuming no changes in the patch notes gives 20~ flat damage.
Oh man! Y’all are doing a really good job of making me even more anxious for launch!
were is the Helmet that was tease on facebook by David Harbour?
Vial of Volatile Ice is just what my Falconer build was missing! I wanted to build a cold Sword & Shield rogue, based on a PoE ranger that I played a long while ago, but the skills and talents were a bit lacking.
This, with it’s “+% chance to apply frostbite on cold hits” just solves my biggest gripe with having Cold modifiers but not many ways to synergize from it. Awesome.
LOL what? The Falconer skills are most likely the first on the “It’s OP” chopping block ^^.
Sadly, you’re only getting 2 tagged cold skill… Ok, you’re getting a few, lets just leave it ok? It’s been a long day, I’m allowed to forget things.
Like the Runemaster ones were last patch?
Would this change be better for some minion skills eg: Flame Wraiths fireball is 125% dmg effectiveness, Ice bite(wolves) is 200%, Soul Reave (Abomination) is 200%, etc.
Is this ure version of HH if so its kinda mehhh
Most skills have damage effectiveness related to base damage. so while it seems like effectiveness is good, usually it remains the same relationship.
So a skill with 20 base damage has 100% effectiveness. And one with 40 base damage has 200%, this means 20 flat damage is 100% more damage in both cases.
Umbral blades has entered the chat.
No, it’s not even slightly similar to HH.