Quote from karsen88Quote from gosuserQuote from KodachiiQuote from gosuserI don't know if you've played 4v4 in D2, Wind Druid, WW Barb, Bone Necro, and Trap Sin. Each class has their role in the team. The role of the Trapper is support, to disrupt and control the other team long enough for the barb to telestomp. This build to recreate the role of a trapper in D3.
I never really spent much time with druids. In my experience they were generally weak and reduced to camping the bridge and hoping to get lucky in wolf morph for lack of quick hitting long range skills while also being outdone in terms of melee by the barb in just about every way possible, I never really had problems killing, or getting away from elemental cyclone/tornado spamming druids either, plus their projectiles sucked like I mentioned earlier. They were slow and kinda went sideways slowly with a small limited range.
I always felt like druids were the only near-worthless character to have in a pvp team, not that I did any official pvp aside from a trap assassin tournament or two. I spent most of my time in LOD USEast SC fighting against people who hacked and grief'd and were BM with trollish names such as NuB, Ez, Pk, etc.
Oak Spirit+Battle Orders, that's why they are on the team. With Amplify Damage and Stunlock anything they telestomp will drop fast. It's about how the team works together. A Wind Druid like a Hammerdin is only effective once you've learned effective namelock(unsummon teleport trick), most pubbies are trash and don't know how to do it. Their only bane are trap assassins, as they can bypass their summon stack and lock them down, other than that wind druids have a pretty good shot vs most classes.
Quote from karsen88It's multiplicative man
please dont make me explain why
You played the beta?
Yes I've been in beta since p13, but being in the beta in this instance isn't really that relevant.
Its simple langauge man. It says "increases the damage from rockets increased by 50%" There is no way to interpret this as "Rockets deal 50% more weapon damage" or anything similar. In some cases its ambiguous, but trust me when I say this isn't one of them. It's certainly multiplicative.
The ambiguity comes from that none of of the damage enhancement passives for the other classes even mention weapon damage, is it safe to assume that all of them are multiplicative or only some of them, playing the game would certainly help figuring out the damage formula. Even at 4%, it lasts 40s, so the total damage per cast is 160% at 1 shot/second, the resource spent is stil effcient. Although it's not as overpowering comparet to Aid Station or Guardian Turret.