I have read some stuff in various threads about how "it looks like Jay Wilson has done atotal 180 on making the passive matter" and go on to say that the passive are not that impressive numbers wise. 10% of this, 20% of that (rather than say the 100/200/300% we saw on the Armor trait for the Wizard before).
Makes it look like the Passives will indeed scale up with you as you level. Some of you may have been taking that as a matter of "Duh" but its nice to have a bit of visual certainty. The green font color on the "20%" in that screen shot seems like a clue that it will scale while you level to me any way.
I hope it proves true. Not to say percent increases are anything to snuff, but having them scale to something bigger than 10% (Or 'X' depending on passive) could be great. Especially if this Inferno nonsense is what I hope it may be (but that's for another thread).
I hope it proves true. Not to say percent increases are anything to snuff, but having them scale to something bigger than 10% (Or 'X' depending on passive) could be great. Especially if this Inferno nonsense is what I hope it may be (but that's for another thread).
Also, when seeing it like this, makes you think of possilbe prefixes / affixes that could give a +% effectivness to Passive Skills and what not.
or it is just a visual highlighting of the effect itself, so that you can see "20%" with a quick glance
I personally think you are interpreting more than there is here. 20% is a value that scales throughout the whole game.
Hey,
Of course you could be correct. But just based off the way "stuff" like this has been done in other games, the 20% being colored green really makes you think that it is at least "able to change" in some way. If its not with level, than with item effects.
What you say could be correct, but I think if they were just highlighting it to make special note of the effect then they would highlight the discription, as that is what matters most.
The 20% of course does scale to some degree as you level already (20% of a level 1s monster damage would only be maybe 1 point of damage decrease, but 20% of a level 60 monster might be 100 damage decrease) but the actual "heftyness" of the effect would not noticbly get better if it only scaled with the Monster daamage.
To further explain, Lets pretend this passive was in the Old (like the REALLY old D2 Tree) system, if you put 1 point in it, it would likely have a pretty large initial effect to make it feel worth grabing at all (like 15-20%?). Now, if you decide to invest more skill points, it would probably make the 'duration' (if it was aplicable) and % of damage decrease go up slightly with each point. So, this passive "Blur" scaling by .5% further damage reduction per level, would simulate that pretty evenly. So, by the time you are level 60 if you have decided to stick with this particular passive, you would have a very nice "meaty" passive.
Now, considering the possiblity that gear may have "passive" affixes and prefixes, that starts to bring into focus how gear selction will help define your skill/passive choices. If you have invested time into finding some +Blur% gear, maybe you could get Blur to reduce your mele damage taken by 60-70% or even more. You may think "thats OP" but the passives (if they are still suposed to be like the traits were described) are meant to be meaningfull "build defining" choices. So if you build up mele damage reduction, you will be sacrificing a huge damage increase from another passive.
So this plays out (for PvP) somthing like this: Heavy "Blur Stacking" Wizard goes up against a Barb who is heavily invested in dealing massive Mele damage and not defensive abilities. "Blur" Wizard likely crushes him. That same wizard goes up against a Barb who is heavily invested in Magic damage reduction and has heavy "non mele" (Runed WWind?) damage, the Barb likely crushes the Wizard.
So, again, I'm not saying that passives 100% are going to scale and be effected in some way by gear, but at least to me, it starts brining in to focus the way gear / passive skill selection could really define your build / character.
After looking at that link I would now say, 100%, YES. Passives scale with your level just like skills.
It would appear that as far as Tool Tips for Skills / Passives / Runes what ever.. anything in Green will be "modifiable" by Char level or somthing else. Like the Cooldown on the tooltips is in green too, meaning you can likely find gear that rudces skill cooldowns. Coolstuff indeed.
I can't see passives scaling automatically % wise with level but gear I can see altering it for sure. Keep in mind that scaling monsters becomes a mathematical nightmare once you start scaling passives with levels like that.. let's say you have the 20% damage reduction and it ends up as 50%, that'd make monsters have to scale with that to be able to still make you scared end game, but if they DID scale damage-wise with you then the person who didn't take the passive wouldn't stand a chance. Based on things like that the passives such as blur will almost certainly not scale with level but rather with the more rare gear that we're all going to be looking for.
Edit: Green would just indicate something that can be altered, not necessarily by level though.
I can't see passives scaling automatically % wise with level but gear I can see altering it for sure. Keep in mind that scaling monsters becomes a mathematical nightmare once you start scaling passives with levels like that.. let's say you have the 20% damage reduction and it ends up as 50%, that'd make monsters have to scale with that to be able to still make you scared end game, but if they DID scale damage-wise with you then the person who didn't take the passive wouldn't stand a chance. Based on things like that the passives such as blur will almost certainly not scale with level but rather with the more rare gear that we're all going to be looking for.
Edit: Green would just indicate something that can be altered, not necessarily by level though.
Yeah, my wording was bad. I meant that the green indicates scaling, not necessarily with lvl but it scales with something.
Right on, I totally agree with that then! I think we have a lot to look forward to learning when beta releases and of course when the game comes out. Hopefully gamescon will bring some new and exciting news ASAP!
Very nice find. If some itemstats can change the numbers ion passive skills, that would be just very very nice. Would take forever to get your rare orb with +12% to "Blur". I think, the most of us still can´t imagine, how many stats and because of this, how many items there will be. Millions!
Why would they have items spawn with "+12% to Blur" when they could use "Melee damage reduced by 12%"? I suppose they might want to give items more potential to be class-specific to encourage trading, but that seems a little clunky.
Well Snowhammer I think you may be half right. A percentage increase is by its nature scalable, a 25% buff to health will work if you have 50hp or 5000hp. I think its basically a decision on blizzard's part weather they display it as "increases health by 25%" or "Increases health by x-hp"
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I have read some stuff in various threads about how "it looks like Jay Wilson has done atotal 180 on making the passive matter" and go on to say that the passive are not that impressive numbers wise. 10% of this, 20% of that (rather than say the 100/200/300% we saw on the Armor trait for the Wizard before).
Well this screenshot:
http://imageshack.us/photo/my-images/716/passive.png/" rel="nofollow"
Makes it look like the Passives will indeed scale up with you as you level. Some of you may have been taking that as a matter of "Duh" but its nice to have a bit of visual certainty. The green font color on the "20%" in that screen shot seems like a clue that it will scale while you level to me any way.
I hope it proves true. Not to say percent increases are anything to snuff, but having them scale to something bigger than 10% (Or 'X' depending on passive) could be great. Especially if this Inferno nonsense is what I hope it may be (but that's for another thread).
Also, when seeing it like this, makes you think of possilbe prefixes / affixes that could give a +% effectivness to Passive Skills and what not.
Of course you could be correct. But just based off the way "stuff" like this has been done in other games, the 20% being colored green really makes you think that it is at least "able to change" in some way. If its not with level, than with item effects.
What you say could be correct, but I think if they were just highlighting it to make special note of the effect then they would highlight the discription, as that is what matters most.
The 20% of course does scale to some degree as you level already (20% of a level 1s monster damage would only be maybe 1 point of damage decrease, but 20% of a level 60 monster might be 100 damage decrease) but the actual "heftyness" of the effect would not noticbly get better if it only scaled with the Monster daamage.
To further explain, Lets pretend this passive was in the Old (like the REALLY old D2 Tree) system, if you put 1 point in it, it would likely have a pretty large initial effect to make it feel worth grabing at all (like 15-20%?). Now, if you decide to invest more skill points, it would probably make the 'duration' (if it was aplicable) and % of damage decrease go up slightly with each point. So, this passive "Blur" scaling by .5% further damage reduction per level, would simulate that pretty evenly. So, by the time you are level 60 if you have decided to stick with this particular passive, you would have a very nice "meaty" passive.
Now, considering the possiblity that gear may have "passive" affixes and prefixes, that starts to bring into focus how gear selction will help define your skill/passive choices. If you have invested time into finding some +Blur% gear, maybe you could get Blur to reduce your mele damage taken by 60-70% or even more. You may think "thats OP" but the passives (if they are still suposed to be like the traits were described) are meant to be meaningfull "build defining" choices. So if you build up mele damage reduction, you will be sacrificing a huge damage increase from another passive.
So this plays out (for PvP) somthing like this: Heavy "Blur Stacking" Wizard goes up against a Barb who is heavily invested in dealing massive Mele damage and not defensive abilities. "Blur" Wizard likely crushes him. That same wizard goes up against a Barb who is heavily invested in Magic damage reduction and has heavy "non mele" (Runed WWind?) damage, the Barb likely crushes the Wizard.
So, again, I'm not saying that passives 100% are going to scale and be effected in some way by gear, but at least to me, it starts brining in to focus the way gear / passive skill selection could really define your build / character.
OMG your right!
After looking at that link I would now say, 100%, YES. Passives scale with your level just like skills.
It would appear that as far as Tool Tips for Skills / Passives / Runes what ever.. anything in Green will be "modifiable" by Char level or somthing else. Like the Cooldown on the tooltips is in green too, meaning you can likely find gear that rudces skill cooldowns. Coolstuff indeed.
Edit: Green would just indicate something that can be altered, not necessarily by level though.
Right on, I totally agree with that then! I think we have a lot to look forward to learning when beta releases and of course when the game comes out. Hopefully gamescon will bring some new and exciting news ASAP!
"One does not simply rock into Mordor."
"There's no I in Team America!"