1. Hey guys!! a question about Ruthless passive skill of barbarian - if i rend mob with 50% hp, and rend will down his hp below 30%, the damage of this first casted Rend will raise, or we need recast it?
2. D3rawr dont load gear now? whats the problem? or its just me
Skills that deal Physical damage should no longer benefit from items that increase elemental skill damage.*
so just to confirm one more time:
lets say my monk uses thunderfury and fulminator. both have lightning damage.
And then i have gears that have the affix "lightning skills deal X% more damage".
After the patch, if i use physical skills, they are not gonna get *any* damage boost at all? not even 1% despite having lightning weapons? is that right?
does this mean that weapons with elemental damage becomes somewhat pointless to have? Like...it doesn't matter if i have a cold, holy, poison, fire, arcane or lightning element on my weapon compare to a weapon with no element? Like...they have no role to play in our total damage output?
@xXrasuninXx: To be honest with you, I'm not sure. Being a wizard I have never run into these problems myself, but I have tried to find out what it means, and found a lot of different explanations. The consensus seems to be that this makes black weapons (again) more desirable for classes and specs that deal mostly physical damage, yes.
okay. i hope this somehow gets cleared up in time to come and it doesn't ends here. Because now we have this new skill affix to play around with when building our skill builds, we definitely want to try and aim for a skill build that fully benefits from the affix.
Firstly, Monk doesn't have many lightning skills compared to fire, holy, cold and physical. i am not sure about other classes though.
Excluding epiphany, here's the maths:
Lightning - 5 skills, 9 skill runes
Fire - 9 skills, 10 skill runes
Cold - 8 skills, 8 skill runes
And the rest are mostly Holy or Physical
so for now, if i want a 100% lightning build, its going to be very limited to the number of skills i can play with. every character are allowed to use 6 skills at any one time during combat...and there's only 5 lightning skills or 6 if epiphany has a lightning rune skill. the very most, monk players can only play around with the skill runes as there are 9-10 to choose from. its like...there can only be one set of skill build to fully benefit the skill dmg affix. the only difference between various lightning skill builds would be the skill runes. Unless of course we choose to let go of 1-2 lightning skills and use others, that would be the tradeoff. But many wouldn't like that as those skills wouldn't benefit from the affix at all.
Initially while reading up on this new skill affix, i had thought that maybe using physical skills wouldn't be so bad as i still get some partial bonus from another element skill dmg affix. Not the full % bonus. BUT on one condition - i am equipped with weapons that has the same element as the skill affix. It's like...a fair tradeoff, a fair give and take, a fair exchange. get some, lose some. if i want to do this, there's a condition, a criteria. And it's not that easy to get a weapon with a specific element. Had it been that way, there would be MORE different skill builds and players wouldn't mind using any physical skills for their elemental skill builds. Not sure whats it gonna be in the future though. Can only say this much for now.
i am not sure about wizards and witch doctors. i tried to read up on this new skill affix, did some experimenting...but thought i just asked the forums instead and typed out what i had thought. But i presumed the wizard class has almost no physical skills? so they must have quite a lot to play with, be it fire, cold, arcane or lightning. and that many skills builds can easily fully benefit from the skill affix. Much skill builds to play around with.
oh and as for barbarians...i just took a quick look at their skills. quite a lot of physical ones. i wonder how will they ever want to have a certain element skill build. Not just physical. Anybody to say about this for the barbarians?
Fire barb works like a charm. Hammer of the ancients, groundstomp, overpower, earthquake, furious charge, frenzy, bash all have a fire rune. Cindercoat 30% reduction on fire skills is really powerful as fury is fairly limited. Main ability in the spec is Hota which crits for millions (10,5M highest for me so far) besides a fury generator the other abilities don't matter that much. Battle rage bloodshed is better then earthquake and using overpower myself atm but can easily switch that for groundstomp or something else.
Before the fix, physical skills would take on the elemental properties in the ratio of the weapon. So if you had weapon that dealt mostly fire damage, your physical skill would be turned into mostly fire damage and thus benefit from the "increase damage to fire skills by x%" affix.
yup. i am well aware of that already. But is it a good fix or a bad fix? but either way, i just hope it doesn't end here and the elemental dmg on weapons will play a slightly more important role when it comes to building skill builds.
i was hoping there would be some 'better tradeoff' for having other different elemental skills in a certain elemental skill build instead of having all 6 skills of only 1 element. but i guess the current 'tradeoff', which is using skills that doesnt benefit at all from the skilldmg affix, is pretty much acceptable. And of course, it doesn't have to revolve around "Physical", as it wont be fair to the wizard class. Then how will it be if not 'Physical'? Not sure either. Haven't brainstorm on that...
Thunderfury deals lightning damage on hit. Let's suppose I have %lightning skills bonuses on my gear.
Is that possible that TF deals more damage due to this bonus? It's illogical since it says lightning "skills" bonuses and a weapon proc isn't a skill, but after the black weapon "bug", nothing should be assumed by a simple wording. It would allow some synergy between gear and procs as well.
There was another thread somewhere talking about TF procs. It is a straight weapon damage proc and does not benefit from +% lightning bonuses.
c) how exactly % damage works now. Is it just base damage on the weapon? Does socketing a ruby increase the benefit of the % damage? Does it increase elemental damage on weapon?
Technically, the black weapon bug still exists (at least it did at the end of beta). Not sure if it's fixed in the current build, the last bluepost I found was this: http://us.battle.net/d3/en/forum/topic/11365756496#14
They somehow find a different way to describe it but tl;dr: if you have +% elemental damage stuff like Triumvirate in RoS, you want a black weapon. Also, if you use physical damage skills and have "+% to physical damage skills" items you want a black weapon. I'm very easy on Blizzard but they really managed to mess this up again, but I haven't given up my hope they will eventually fix this. Let's see...
If anyone has news on this let me know, otherwise I'm gonna add this as well.
Hotfix (March 11th) Skills that deal Physical damage should no longer benefit from items that increase elemental skill damage.*
Was this them fixing Black weapons? Or should it have said weapons that deal Physical Damage if that were so?
This was an issue that some Barbs and a mass load of Archon Wizards were exploiting. They would stack gear with +% fire/cold/arcane/poison damage to enhance their black weapon damage. Fixing the physical skills to longer benefit from the other affixes will stop that "bug."
I apologize in advance if this question was asked before, I've been searching for this answer and haven't found what I wanted.
Regarding Ubers... In this FAQ it states that the drop chances are 25% to 50% through Torment I - VI and my question is: Do they drop in lower difficulties aswell? Want to know if it's worth killing them in lower difficulties aswell.
Yes, this was a huge bummer for me as well. Just to let you know, this same hotfix was applied to the beta earlier (because people did the same in beta, farming bags on Normal and opening them on T6). I have no idea when this was reverted and "unfixed" again. The information in this FAQ is not stuff I made up but taken from the most recent bluepost we have seen, and the last bluepost before that hotfix said that caches' contents are fixed when you receive them.