8% damage pen from masteries will help some, bringing dmg loss to ~30%. It still won't compensate for the loss of elemental equilibrium that was ~-40% dmg loss for my elemental minion builds. Minion dmg cluster changes might turn out to be +-0 in the end. Looks like minions lost a lot of +% increased damage, but gained ~10% increased attack & cast speed and some other minor stuff. Hm you are right, only one I can't find is Enduring Bond. Instead we nowadays through metacrafting and harvest combo, we are able to get the 2 awakened stats while also having the good stuff from Rare items like Life and defenses. So then it works like a "unique" in that you get 2 unique stats that you want but the rest of the item is basically a negative. I think the best way to do it would just let ppl run the double Influenced mods of their choice (minus Tailwind, that's kinda too good) but then the rest of the item is harder to roll. It also doesn't help that some really busted bases exist for helmet like Blizzard Crown (how is this still in the game btw?). This one is only the case because it's uncommon to get damage from Helmet and Influence mods provide that. *Helmets: 90% of the case people run them for the -9% resistance to nearby enemies plus some random damage mods. If the + crit chance didn't exist then I would easily run a Farrul's Fur over a GG Double Influenced Rare Body Armor. I think the +crit chance for attacks/spells are the biggest culprits, I don't think Body armors should be providing that significant of a damage boost as Rares when they are mostly for defense. It's just Influenced mods on Body Armor are also nutty. I don't know how you fix this to be honest.īody Armor: Lot of strong mods here but people forget that the power level of unique body armors in the game are actually quite high. Amulets for attack builds are more balanced. Amulets now at least have a lot of competition especially from Uniques. To put it in a different context, I would equip a Unique Boot if all it provided was Movement speed and Tailwind.Īmulets: It's pretty much entirely due to the fact that you can very easily get +2 gems. If I am playing a non-Crit build then Boots do have some strong DoT multiplier/speed mods but that is now available on other items. I am fine with Elusive and Onslaught on Boots. And this is almost exclusively due to specific mods.īoots: I think Tailwind shouldn't exist on Boots, it's like way too strong of a generic multiplier for Crit builds. The biggest culprits are Body Armor (this is closer than you might think tbh), Boots, Amulets, maybe Shield, Helmets. Most weapons are not in fact double influenced. Gloves for spell builds isn't that godlike for double Influenced. Stuff like Belts is more for specific builds (like say stat stacking) and there are unique Belts that compete with them (even non HH/Mageblood uniques). Most slots don't have busted double Influenced mods.
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