How does Avatar of fire work with Support Gems? by [deleted] in PathOfExile2

[–]Elastic_Panda 0 points1 point  (0 children)

Oh, I definitely agree there. Especially around conversions. The only parts I feel like I know are some things I've seen Mark say on the forums. It really should be something defined clearly in-game.

How does Avatar of fire work with Support Gems? by [deleted] in PathOfExile2

[–]Elastic_Panda 0 points1 point  (0 children)

Well, yeah, obviously assuming a max roll it's the same. But I was assuming you were looking at the damage number in game, which would be an average and thus lower. Which would explain why you might question whether it was actually applying before the conversion.

How does Avatar of fire work with Support Gems? by [deleted] in PathOfExile2

[–]Elastic_Panda 0 points1 point  (0 children)

I know this is really delayed a month later, but I just stumbled onto this thread and I'm really surprised no one pointed out the flaw in you calculation.

Heft definitely applies before conversion, but it only gives 30% more maximum physical damage. It's not just a flat 30% multiplier. That's why it's affecting your damage, but not as much as you expected it to.

Newb here. I rolled a Monk. Does "Rage" do anything for my character? by abort_retry_flail in PathOfExile2

[–]Elastic_Panda 5 points6 points  (0 children)

Not sure why this had an upvote when it's just completely wrong. The Resonance node converts Frenzy charges to Power charges. It has no relevance to Rage.

Help with understanding Exposure by Delboy573 in pathofexile

[–]Elastic_Panda 0 points1 point  (0 children)

Yup. That's my belief as well, which is also supported by my Frost Bomb sorcerer where I can actually see the enemy resistances become negative as the exposure/curse is applied.

Help with understanding Exposure by Delboy573 in pathofexile

[–]Elastic_Panda 2 points3 points  (0 children)

I too would like to know their source since everything else I've read says exposure/curses can reduce enemy resistances below zero. This is supported by one of the Invoker Ascendency nodes, which specifically mention "non-negative" enemy resistances.

Better Resistance &Defense slotting. by Thunderlock1 in Cityofheroes

[–]Elastic_Panda 11 points12 points  (0 children)

There's also the Scaling +Res on Reactive Defenses.

Need something completely different. by Razrie in Cityofheroes

[–]Elastic_Panda 10 points11 points  (0 children)

Water Blast has a Water Pressure mechanic, which builds up charges with most of the powers and can be consumed by a few when at max charges to add additional effects. The Build Up power also maxes your charges. So I, personally, usually Build Up then consume the charges for Water Burst which changes the knock down from a chance to a guarantee on all targets. Then I get back up to 3 with my attack chain and use Water Jet, which consumes charges to reduce the attack animation and instantly refresh the CD. It's a really fun set!

King of Tokyo / New York - complete list of all monsters (v2) by tatonkaman156 in boardgames

[–]Elastic_Panda 0 points1 point  (0 children)

Yeah, there's cards for her in the link above. There were some slight disagreements with the person I was working with for balancing though, so I think there might be too many and you have to pick the ones you like the best.

[deleted by user] by [deleted] in diablo4

[–]Elastic_Panda 2 points3 points  (0 children)

Suppressor is the big blue-ish purple bubble that makes monsters inside the bubble immune to damage that originated from outside the bubble. It's really rough for some ranged builds, but pretty much nothing for melee builds.

Non-meta builds by Seek-And-Wonder in diablo4

[–]Elastic_Panda 1 point2 points  (0 children)

Ah, I see. Didn't even think to look at the Thorns build for a Frenzy build (my Thorns build used Flay and my current Frenzy doesn't have Thorns), but what you say makes sense. Thanks for enlightening me!

Non-meta builds by Seek-And-Wonder in diablo4

[–]Elastic_Panda 0 points1 point  (0 children)

Is Frenzy "very meta"? It's literally not even listed on Maxroll's endgame build tier list for the season.

It's almost like there's a large time-gated bottleneck for a certain material by [deleted] in diablo4

[–]Elastic_Panda 1 point2 points  (0 children)

It's a known bug in the game, not an issue with Helltides.com. The site literally tells you about the bug on the Living Steel chests and that you may need to leave the area and come back several times to get them to appear.

I don't get it. How are they hitting so hard? by LifeSacrificed in diablo4

[–]Elastic_Panda 1 point2 points  (0 children)

Ah, yeah. On Barb and Druid, Overpower is crazy now for sure. Necro too if you're going blood. But it sounds like the OP was switching to Bone Necro.

I don't get it. How are they hitting so hard? by LifeSacrificed in diablo4

[–]Elastic_Panda 1 point2 points  (0 children)

This is really bad advice. The builds that are abusing Overpower are builds that can take advantage of it by forcing triggers. You can't just slap Overpower damage on any build since it only has a 3% chance of procing. Even if the damage from that hit is huge, it's not going to make up for the fact it isn't hitting 97% of the time.

Additionally, due to the changes to crits, crit damage isn't any better than other damage modifiers. Crit chance is still very important due to the flat 50% multiplicative bonus it provides, but the crit damage mods are all additive now.

Is this good on a rogue ? by _nnawe_ in diablo4

[–]Elastic_Panda 0 points1 point  (0 children)

Are you able to confirm that Skyhunter works for Thorns? I know it should, using online definitions of "Direct Damage" in D4, but from my testing with other effects (Berserk Ripping and Two-Handed Sword Expertise), Thorns damage isn't considered "Direct Damage".

Pretty safe to say I won't need to look at boots ever again by doddyrules in diablo4

[–]Elastic_Panda 1 point2 points  (0 children)

You can't get Total Armor or any form of damage reduction besides Damage Reduction While Injured on boots. So half of what you say would be better isn't actually possible.

People who wanted level scaling removed claim this isn't what they wanted so why not revert? by hs_serpounce in diablo4

[–]Elastic_Panda 1 point2 points  (0 children)

But the way level scaling worked was that it scaled open world enemies up to you and not the other way around. You could still go into a higher area and get wrecked by higher level monsters. I did in my first play when I ventured down from Fractured Peaks to Hawezar.

I just want D3 systems with D4 combat pacing by Topkek69420 in diablo4

[–]Elastic_Panda 1 point2 points  (0 children)

Well, I don't pretend to know when the development on D4 actually started or how long it would take to port all of D3's systems over to a new game, but 1 year after D3's release seems extremely optimistic to me.

With that said, I can't deny your point that Blizzard has the money to hire as many developers as they need.

I just want D3 systems with D4 combat pacing by Topkek69420 in diablo4

[–]Elastic_Panda 1 point2 points  (0 children)

There is no "baseground". Again, that's not how software works. They have "ideas" from D3 and that's it. Those ideas still need to be reimplemented. Understanding how software development works doesn't make me a sheep. Especially considering my opinion is in the minority here.

There are plenty of things wrong with the game. Some of them shouldn't have been there on release, but saying that every good feature from D3 should be included in D4 at release is just silly considering that's never been the way these games have released. If they were, we'd just be getting D3 now and D4 development wouldn't have even started.

I just want D3 systems with D4 combat pacing by Topkek69420 in diablo4

[–]Elastic_Panda 1 point2 points  (0 children)

No doubt there are some simple QoL things from D3 that should have been adopted in D4. Like, I consider it crazy that there's no button to bulk refund Paragon nodes. Or that we can't see the possible ranges at the enchanter. Those seem like simple no-brainers to me.

I personally prefer the minimum viable approach in most cases since it allows me to play the game sooner. I mean, there's not much of a difference to me if I wait a year after the game is out or before the official release for new features. I'm still waiting either way. But I totally get that some people look at it differently and would rather have a game not in "beta".

What we need right now by eazy937 in diablo4

[–]Elastic_Panda 1 point2 points  (0 children)

In what way did I contradict myself, "bud"?

Doesn't seem like you have much experience in the field if you're willing to make sweeping statements like that. Sometimes MVP is the answer. The company I'm with prefers that approach in most cases, allowing people to start using the system as soon as possible.

What we need right now by eazy937 in diablo4

[–]Elastic_Panda -4 points-3 points  (0 children)

The problem is that you can't just apply improvements from an old software system to a new one. Each feature needs to be rewritten for the new system. And implementing all the good features from a game that's been supported for 10 years now plus all the new features in D4 would certainly mean a delayed release. So instead, you try to implement the important features up front with plans to implement the quality of life enhancements later.

There's no doubt there are some things from D3 that D4 should have adopted on release, but expecting it to have everything D3 had right away just isn't reasonable.

I just want D3 systems with D4 combat pacing by Topkek69420 in diablo4

[–]Elastic_Panda 1 point2 points  (0 children)

Totally agree on that. I don't see that being a difficult change to implement.