Version 0.9.3: Difference between revisions

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*[[Armour]] and [[Evasion]] and values on items are now comparable in scale and roughly equivalent to each other. This allows you to objectively say as a [[Duelist]] that a 35 Armour item is probably better than a 30 Evasion item.
*[[Armour]] and [[Evasion]] and values on items are now comparable in scale and roughly equivalent to each other. This allows you to objectively say as a [[Duelist]] that a 35 Armour item is probably better than a 30 Evasion item.
*Overall monster damage per hit has been reduced so that the high variance of Evasion is less of a problem. Evasive characters still need to care about getting enough life to survive if they're unlucky.
*Overall monster damage per hit has been reduced so that the high variance of Evasion is less of a problem. Evasive characters still need to care about getting enough life to survive if they're unlucky.
*The damage reduction ([[Armour]]) system has been changed so that it doesn't provide a linear reduction in damage received. The equation now reduces the damage based on the size of the damage you take. The equation is: reduction = armour / (armour + 25*damage). This allows [[Marauders]] to tank groups of swarming enemies much easier, while technically making [[Evasion]] more useful against monsters that strike for large hits at once. If you have 500 armour and are hit for 50 damage, you'll reduce it by 28.6%. 25 damage is reduced by 44.4%. 75 damage is reduced by 21.1%.
*The damage reduction ([[Armour]]) system has been changed so that it doesn't provide a linear reduction in damage received. The equation now reduces the damage based on the size of the damage you take. The equation is: reduction = armour / (armour + 25*damage). This allows [[Marauder|Marauders]] to tank groups of swarming enemies much easier, while technically making [[Evasion]] more useful against monsters that strike for large hits at once. If you have 500 armour and are hit for 50 damage, you'll reduce it by 28.6%. 25 damage is reduced by 44.4%. 75 damage is reduced by 21.1%.
*The [[Critical Strikes|critical strike]] system has been changed so that your weapon and/or spell have a direct critical strike percentage that other things modify. For example, if you're using a weapon with 8% critical strike chance and have a total of +50% critical strikes from your [[passive skills]] and items, then you have a 12% chance to score a critical hit. The old "critical strike rating system" is gone. To clarify a common misconception - spell critical strikes do include the normal critical strike chance.
*The [[Critical Strikes|critical strike]] system has been changed so that your weapon and/or spell have a direct critical strike percentage that other things modify. For example, if you're using a weapon with 8% critical strike chance and have a total of +50% critical strikes from your [[passive skills]] and items, then you have a 12% chance to score a critical hit. The old "critical strike rating system" is gone. To clarify a common misconception - spell critical strikes do include the normal critical strike chance.
*[[Support gems]] now have a flat multiplier to the [[mana]] cost of the skill that does not go up exponentially as they level up. Much of their benefit is available at the first level of the gem, but higher levels offer improvements (for free) if you meet their requirements. Support gems are balanced such that only a few of them are needed to make a skill feel powerful.
*[[Support gems]] now have a flat multiplier to the [[mana]] cost of the skill that does not go up exponentially as they level up. Much of their benefit is available at the first level of the gem, but higher levels offer improvements (for free) if you meet their requirements. Support gems are balanced such that only a few of them are needed to make a skill feel powerful.

Revision as of 13:17, 18 March 2013