Crit Multiplier + Diamond Flask (still) too powerful

I would like to see them increase crit change by some percentage, perhaps like awarding two or three power charges. Increase the time frame to that of the duration of charges.

It does seem like a poor work around for lack of power charge generators. To benefit from a mechanic like critical hits, I would like to see some required investment in crit chance (passives or gear) to allow reliability, on top of power charges.
For a while I thought a flat 50% additional would be best too. That one maintains some of the character of multiplier-stacking builds while putting a "soft cap" on crit at 50%.

Soft cap just means: how much crit I need to diamond to 100%.

Then I analyzed all 3 options for scaling, and I prefer the option #1. It maintains the parabolic scaling of crit stats best, encouraging players to stack both crit and mult simultaneously. That one completely eliminates the "mult-stacker" builds and puts a "soft cap" on crit at 40%.

I don't really like option #2. It places a "soft cap" on crit too, but the value of that soft cap depends what weapon or skill you're using. If your weapon/skill has base crit of 5%, your soft cap is 70% - I.E., you'll never reach it. If your weapon/skill has base crit of 8.94% (staff with 30% local crit) the soft cap becomes 46%. So not only is it already harder to get high crit for some weapons/skills, but you need more crit to begin with before diamond becomes useful. Bad idea.

All right, so anyway, I like option 1. It leaves the soft cap in reach of everyone; 40% crit is reachable in any setup. It doesn't put crutches on multiplier - crit and mult retain their relative values, scaling stays similar to that without any crit flask. With some weapons (notably daggers and wands) that 40% soft cap is very easy to reach, with others (weapons and skills designed with low crit) it's a little more difficult.

(hey, all of the above is off a little bit. mechanics thread says crit chance is capped at 95%. Whoops)

Here, I'll post this again. DPS-ratio scaling for all 3 proposed diamond flask implementations. Vertical axis is a ratio that applies to your DPS, versus horizontal axes which are crit bonuses (%global crit/mult)

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I don't have alpha access, that was a LONG time ago.
Última edição por Zakaluka#1191 em 25 de dez. de 2012 11:53:57
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Zakaluka escreveu:
Now pick any one of those, it doesn't matter which. They all have pros and cons.
Next give everyone as much access to 4+ power charges as we currently have access to endurance charges. All that work you went through to fix diamond flasks just got upset. Start over, do it again.

Power charge mechanics have to come before we get real serious about a final implementation of the diamond flask.


This is good insight
150% increased critical strikes could work with a longer duration on diamond flask (below 3 sec)
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Zakaluka escreveu:

Now pick any one of those, it doesn't matter which. They all have pros and cons.
Next give everyone as much access to 4+ power charges as we currently have access to endurance charges. All that work you went through to fix diamond flasks just got upset. Start over, do it again.


Cool, melee and bow AoE power charges AND possibly something more passive.

However, if we take that initial line of reasoning around upsetting balance, does that mean there will only ever be a single Diamond Flask? Because there are a whole bunch of sources of variation that will upset the balance and I find the idea of a single diamond flask a bit shitty tbh.
"
Zakaluka escreveu:
For a while I thought a flat 50% additional would be best too. That one maintains some of the character of multiplier-stacking builds while putting a "soft cap" on crit at 50%.

Soft cap just means: how much crit I need to diamond to 100%.

Then I analyzed all 3 options for scaling, and I prefer the option #1. It maintains the parabolic scaling of crit stats best, encouraging players to stack both crit and mult simultaneously. That one completely eliminates the "mult-stacker" builds and puts a "soft cap" on crit at 40%.

I don't really like option #2. It places a "soft cap" on crit too, but the value of that soft cap depends what weapon or skill you're using. If your weapon/skill has base crit of 5%, your soft cap is 70% - I.E., you'll never reach it. If your weapon/skill has base crit of 8.94% (staff with 30% local crit) the soft cap becomes 46%. So not only is it already harder to get high crit for some weapons/skills, but you need more crit to begin with before diamond becomes useful. Bad idea.

All right, so anyway, I like option 1. It leaves the soft cap in reach of everyone; 40% crit is reachable in any setup. It doesn't put crutches on multiplier - crit and mult retain their relative values, scaling stays similar to that without any crit flask. With some weapons (notably daggers and wands) that 40% soft cap is very easy to reach, with others (weapons and skills designed with low crit) it's a little more difficult.

(hey, all of the above is off a little bit. mechanics thread says crit chance is capped at 95%. Whoops)

Here, I'll post this again. DPS-ratio scaling for all 3 proposed diamond flask implementations. Vertical axis is a ratio that applies to your DPS, versus horizontal axes which are crit bonuses (%global crit/mult)




Problem is that with any other option than 50% added crit, youll basicaly make builds like mien redundant because they have to get critical chance nodes. Giving a 50% cirt chance with the flask seems like a decent nerf and the best solution out of the 3 only because it can still enable builds that used to go crit flasks but only crit multi.
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victor, that's the point :P

You're supposed to need crit and mult together in great quantity for a crit build to be good.

Builds that stack mult exclusively shouldn't be good.

All proposed changes to crit flasks are intended to put crit back where it belongs: as a dual-stat glass cannon setup. It should be very passive hungry and leave you few points for anything else. The current diamond flask implementation is just asking for all kinds of 5-diamond gimmick builds.

The reason I specifically call out crit builds as "glass cannon" builds: every other offensive stat is linear. Crit is meant to be a parabolic gain when you stack both stats. Before it's balanced, though, the bar has to be set high: number of points to invest before crit is better than, say, %ele or %phys or %cast/atk speed needs to be very high. And then if you're at that point you want to stack them both much farther, because you have the potential for better dps than anyone else in the game.

This is not how crit works right now. diamond flask turns crit scaling into a very steep line, because certain builds exist which can chain them forever. This has been isolated before as a concern by qarl:

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Qarl escreveu:
Just one thing I'd like to note, if someone does find a way to keep their Diamond Flask ever full, that number is going to be pushed higher than 80.

I have no problem nerfing short term fun for the greater good.


of course, they were just discussing rate of charge recovery, not the underlying mechanics. Thread was here.
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I don't have alpha access, that was a LONG time ago.
Última edição por Zakaluka#1191 em 25 de dez. de 2012 13:31:08
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Zakaluka escreveu:
victor, that's the point :P

You're supposed to need crit and mult together in great quantity for a crit build to be good.

Builds that stack mult exclusively shouldn't be good.

All proposed changes to crit flasks are intended to put crit back where it belongs: as a dual-stat glass cannon setup. It should be very passive hungry and leave you few points for anything else. The current diamond flask implementation is just asking for all kinds of 5-diamond gimmick builds.

The reason I specifically call out crit builds as "glass cannon" builds: every other offensive stat is linear. Crit is meant to be a parabolic gain when you stack both stats. Before it's balanced, though, the bar has to be set high: number of points to invest before crit is better than, say, %ele or %phys or %cast/atk speed needs to be very high. And then if you're at that point you want to stack them both much farther, because you have the potential for better dps than anyone else in the game.

This is not how crit works right now. diamond flask turns crit scaling into a very steep line, because certain builds exist which can chain them forever. This has been isolated before as a concern by qarl:

"
Qarl escreveu:
Just one thing I'd like to note, if someone does find a way to keep their Diamond Flask ever full, that number is going to be pushed higher than 80.

I have no problem nerfing short term fun for the greater good.


of course, they were just discussing rate of charge recovery, not the underlying mechanics. Thread was here.


Alrighty so then diamond flasks should be only for crit-builds it seems.
Well that will nerf my char, and feels' char too(hes using 5 diamond flasks), but can't complain, i understand why they should be nerfed.

Then it seems like the first option you posted seems to best one to do the job for diamond flasks.
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Última edição por VictorDoom#6290 em 25 de dez. de 2012 14:34:05
i dont understand why you think diamonds are so powerful without 100% chance you would destroy a lot of builds and if you had to stack both noone would do it.

the biggest reason diamonds arent too op in pvp in my opinion is if you manage to make them down a flask and thenn you whirl around for 2 seconds then youve effectively won the entire series. all they have to do is waste one diamond flask and even though they can beat you 4 times it would be impossible for them to beat you a 5th. if diamonds only gave you 50% critical chance you might as well make them have 2 sips in each flask

as for pve ive seen too many videos where people clear everything blues and uniques everything in one shot while their diamonds sit in their belt without being touched.



also i find that wehen i look at crit dagger builds for isntance there is a high amount of crit chance already in the builds just as pre req. nerfing diamonds i dont think would really nerf these builds but they would make bows kindof useless

okay i just had an idea instead of nerfing the power of diamond flasks you can nerf the way they are used. leave them 100% crit and leave the duration how it is but nerf the way it recharges. make it have twice as many charges and take twice as long to refill for instance effectively nerfing its use in pve while keeping it a 1 shot chance in pvp.

ggg has already said that flask system has been put aside a little bit and it will get a lot more involved in the years to come.
IGN- Isiander
Última edição por myr#4744 em 1 de jan. de 2013 23:34:34
I asked Chris in global chat recently if they would be reworking Diamond flasks. His answer was probably not in the next patch. He didn't say exactly when but it made it sound to me like it would be soon, maybe the next patch after 0.10.
Standard Forever
How about something like this? I am sorry if it makes no sense, I really am in a rush to get to work and the formula I used might not be completely rational, but I know in my head what I want to do.



Essentially, the base crit chance vs. crit damage is 5%:150% (I think, adjust ratio if not). The above system would give the full benefit of crit damage to anyone maintaining a 5:150 ratio, and fall away the damage bonus awarded based on the divergance from that ratio.

You can look at the table above for data points, but in absurdly extreme examples such as mentioned above where someone had 800% crit mod, if that person had only 5% crit chance, their damage bonus for crit during crit flask would be reduced to only 250% out of that 800%. On the other hand, if someone is absurdly stacking crit chance with no crit damage, the same occurs - the damage bonus is drastically reduced. Whereas, someone with a reasonable ratio, say 7%:200%, they would get 195% of that bonus damage, losing very little of it.

Again, I am sorry if the formula I used isn't the right one, hopefully someone smarter than me can make one more accurate.
Última edição por Pathological#1188 em 2 de jan. de 2013 01:28:24

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