Attributes

So... i read lots of stuff about attributes and i often read stuff like "go full ferocity" or "go full wisdom" for crit or ailment builds... but ive tested it out with two level 50 champs, one crit and one ailment champ but the only thing that gives constantly a good bonus is full toughness.
for example my full toughness ailment guy had a 52% burn chance on ember skill. respecced to full wisdom first of all didnt increase the ailment damage (for whatever reason) and only increaded my burn chance to 67%. those 15% dont come close to outweighing the nearly tripple hp full toughness gives me...
same with crit guy. it seems to be that the first points increase the most in crit and ailment chances etc but the later points only by a bit. and the points for high increase you can easily get by gear so why waste points on anything but toughness?

Replies: 4

Created: 4 years, 2 months ago

Category: Gameplay

I posted yesterday about my findings and now I totally understand why tanks are so damn powerful. The scaling attribute system needs a serious rework.
Here's what happened:
Level up:
I lost 0.3% crit. chance and attack speed, and most likely ailment related stuff as well, but I didn't care to check.
I dumped 10 points into ferocity and got 0.2% crit. chance back.

Overall I lost 0.1% crit. chance and 0.3% attack speed (that actually mattered). People who choose toughness get a nice flat bonus of near invincibility while still doing insane amounts of damage instead of hitting like a wet noodle like a tank should.

I'm currently playing a glass cannon. The glass part is definitely there, but I don't feel the cannon part at all. I'm just getting weaker and weaker every level.

Created: 4 years, 2 months ago

the problem seems to be that they are taking a logarithmic approach for the ailment and crit chance which means that each continuous point you spend on ferocity or wisdom is less powerful so the the only way to spend points is toughness or maybe agility, as those dont have the 100% top border which means they scale better. and if u do crit or ailment damage you get enough boost from gear attributes only that there is absolutely zero use in spending points on those. especially later in the game. they really need to change the formula, or better change the attributes altogether.

for example remove crit and ailment chance from attributes and instead give ferocity a physical damage boost and wisdom a spell damage boost so they dont cap at 100%. makes scaling a lot better. and leave crit chance and ailment chance to gear only. would need some item stats tweaking but overall will be a lot better longterm

Created: 4 years, 2 months ago

I don't think adding damage to attributes is a good idea. The current system allows any archtype to utilize every attribute and this is fine. The issue I see is scaling. I'm not a fan of diminishing returns, but this is even worse and needs a complete rework on how it's calculated. Moving stats to gear was bad enough for dodge chance. You can forget about all the +dodge nodes if your gear has no dodge on it. I hope they also reconsider this or at least make it a base stat on rogue gear.

Created: 4 years, 2 months ago

How about instead of Crit Chance and Ailment Chance, let them increase Crit/Ailment Damage?

Created: 4 years, 2 months ago

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