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Those are increased not “more” though. The unique idol is a more multiplier.
I’m sure there will be a use or two for it.
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If you only have a single source of increased and a single more modifier then yes they would appear to act the same, however in Last epoch there are tons of increased sources and tons of More modifiers the difference is increased all get ADDED together and MORE modifiers get Multiplied together.
In other words, the more increased damage you have the more dimishing returns you have using an increased damage idol, where as with a MORE damage idol it would still be an overall 12% increase in total damage output.
If you throw on a 18% Increased damage idol when you already have 300-400% increased damage your output damage will not go up by 18%.
Im not great at explaining this stuff. see @Llama8 for further breakdown.
1 + (Sum of increased) x More 1 x More 2 etc.
This means regardless of how much damage you have before singularity, after you always have 12% more.
The game guide covers this, if you hit G in game you can find a run down of increased vs more.
Because increases add onto one another if you already had 100% increased, getting 18% increased is going from a 2 multiplier to a 2.18 multiplier, which results in a 1.09 or 9% relative damage increase, singularity is better then it, and generally builds get much higher increased % values.
Thats not to say singularity is fantastic, its just a way for non crit builds to get some extra scaling without them being better then crit builds since crit builds need to use up more affixes and thus are rewarded with higher damage.
Like the looks of that Mace & Bow… always eagerly awaiting new loot…
I appreciate you doing something for vengeance. I hope it sees some love apart from that unique and you give it a slight buff. Also i would be thankful if you can make some changes to iron blade.
It’s more damage, not increased.
Edit: apparently everyone else has explained it better… All sources of increased damage are added together then applied, all sources of more damage are applied separately. So two lots of 50% increased damage would give you (50% + 50% = 100% increased damage), two lots of 50% more damage would give you (1.5 × 1.5 = 2.25 damage multiplyer).
Given that builds often have around 1,000% total increased damage at end game, an additional 12% increased is only 1.2% incremental benefit but 12% more is always 12% incremental.
The new bow is quite interesting for umbral blades spam builds. The extra smoke bomb + buff from HoA will massively increase damage from dusk shroud stacks.
skills would look like this
I can already theorycraft some op noncrit builds in my head.
Singularity sounds awesome.
“Renegades Will” looks fine. Now we need something that also increase AS(max 10) per hit and i can make a Frenzy Sentinel
Hmmm, interesting…
Cmon yall, PLEASE! Make a bow, which gives crit MULTIPLIER… You give the rogue the ability to have permanent crit, but you give no tools which amplify that, instead everything is crit chance, which is completely useless. Seriously dissapointing reveal for the bow.
There is a Bow Base, with crit multiplier and you can craft crit multi on bows as well.
OK, so lets look at the numbers then.
Dreadthorn Bow compared to Obsidian Bow
Base attack speed is 12.2% faster, which is then multiplied by all your modifiers, it ends up being a massive difference in attack speed. Lets say, you have 30% increased attack speed. (.98 x 1.3 = 1.274) vs (1.1 x 1.3 = 1.43) You can see that this quickly becomes an issue after investing heavily into attack speed. Lets look at flurry as a skill, it can give you 65% attack speed from talents when fully stacked. (1.617 vs 1.815) Combined with the physical damage modifier on the bow, it ends up out performing the crit base by a large margin even though it has a slightly lower base damage value. I did a ton of testing on this, and not only do the numbers for the skill dps not lie, but it just plain felt underwhelming compared to the obsidian.
Now, lets look at what UNIQUE versions of these bows we can get… Flight of the First which has two useful stats for a marksman, movement speed and the crit avoidance. The crit chance stuff is all useless, we have absolutely NO need for crit chance when you consider the Wound Maker passive skill. You can easily get to 100% crit after a few hits on an enemy.
Ok, then the next bow… oh yeah. There are no unique versions of the Obsidian bow. If there was a unique version of the Obsidian Bow, which synergized with attack speed and crit multiplier, it could be a contender for top tier in the slot.
There is a massive void for unique items which synergize with crit multiplier and attack speed. Which IMO, is the core phantasy of any ranger class. I want to be turned into legolas on steroids, firing off tons of arrows while being extremely mobile and devestating from range. You know, like an actual marksman should be. Embrace the talents they are providing us, and make things that synergize with the marksman tree. They really need the love.
Chronicles of the Damned and Singularity Idol looking interesting!
It’s not, the faster bow will always be 12.2% faster because the base/implicit attack speed is multiplicative. 1.43 / 1.274 = 12.2% faster…
Still “only” 12.2% faster.
How much better one is compared to the other depends on how much total % increased damage you have (what is the incremental benefit of the 40-100% on the Obsidian bow) and how much % crit multi you have (what is the incremental benefit of the 31-61% on the Dreadthorn bow). That’s assuming your crit chance is 100%, which it should be for a Rogue.
I’ve always thought that passive is too strong for so little investment. I’m generally against nerfs but this one is really needed imo
I am afraid to agree lol It either needs to be removed, or embraced entirely with item synergy for marksman using the talent. Because lets be honest, no marksman build is functional without it.
I’d rather give it +crit chance and some %crit multi. But having 100% crit chance with no investment on gear? For example the new Dragonsong bow +crit chance is useless. But then after the nerf / change marksman should have +crit chance on quivers to make up for the loss.