I mean, its the same with your primary stat. Each point increases your damage by 1%.

So let us take this very basic example so we can use round numbers. You have a weapon that deals 100 fire damage per swing. You put on an amulet with 100 str and no other stats. You now do 200 fire damage per swing (100 base, 100% multiplier)

With me so far?

You then put on a ring that gives you 100 more strength. That increases your damage by another 100%, right? But lets look at the actual numbers.You now deal 300 damage (100 base, 200% modifier). However 300 damage is 50% more than 200 damage. So that aditional 100 strength increased your actual damage by 50%, despite it on paper giving you 100% more damage (100 str)

Same goes for most of the other stats (except for crit that works differently, as you can't have a crit rate above 100%, possibly others).

So you now put on a ring that gives 100% Fire damage (OP). You now deal 600 damage (100 base, 200% modifier from str = 300 dmg, 100% modifer from elemental = 600). Follow?

Then you get mage fists. Increases fire damage by 20%, well you do fire damage, thats gonna increase your damage by 20%, right? No.

100 base, 200str modifier = 300 dmg, 120% fire dmg modifier = 660 damage. An increase of 60 from before, or 10%.

I know this might have rambled a bit but hopefully it illustrates that nearly EVERY damage stat diminishes as you acquire more of it. OF course, the imbalance comes in that items can have more of some stats than others; therefore some stats are still more valuable even after you've stacked up tonnes of it For high damage, try to dip into a little bit of every source (elite, elemental, IAS, %dmg) without stacking one too high at the expense of others. Even though IAS is kinda shit nearly all the time, if you have 1 bit of it on 1 piece of gear it will be a flat 7% increase in damage; where even a high roll of something else may not be as effective.

So if you do 100 damage and you have 100% fire damage you do 200 damage. Adding a piece of gear that adds 20% more fire dmg increases you damage by 10% by that point.

Strictly speaking theres "diminishing returns" after the first piece of elemental gear you put on As for pretty much EVERY stat in the game.

I will not keep my comments to myself. This is a forum, and my opinion is as valid as yours. Firestarter is retarded, I would prefer if my actual skills did damage and not a dot applied from this one skill, which makes it mandatory. I want choice, this skill gives me none.
If a skill is mandatory for 99% of builds then it is a terrible balance.

Clears t6 without Unity. NEver used Firestarter over 2 saders in any build.

You were saying?

You use shotgun. That's what I was saying. This is the one build that does not benefit from firestarter.

Brienne is the Crusader I was referring to; sorry my bad She doesn't use Firestarter or Holy Shotgun. Maybe she'd do a truckload more damage if she did; but it isn't mandatory by any stretch of the word.

I will not keep my comments to myself. This is a forum, and my opinion is as valid as yours. Firestarter is retarded, I would prefer if my actual skills did damage and not a dot applied from this one skill, which makes it mandatory. I want choice, this skill gives me none.
If a skill is mandatory for 99% of builds then it is a terrible balance.

Clears t6 without Unity. NEver used Firestarter over 2 saders in any build.

http://eu.battle.net/d3/en/forum/topic/10878787903#7

I mean, its the same with your primary stat. Each point increases your damage by 1%.

So let us take this very basic example so we can use round numbers. You have a weapon that deals 100 fire damage per swing. You put on an amulet with 100 str and no other stats. You now do 200 fire damage per swing (100 base, 100% multiplier)

With me so far?

You then put on a ring that gives you 100 more strength. That increases your damage by another 100%, right? But lets look at the actual numbers.You now deal 300 damage (100 base, 200% modifier). However 300 damage is 50% more than 200 damage. So that aditional 100 strength increased your actual damage by 50%, despite it on paper giving you 100% more damage (100 str)

Same goes for most of the other stats (except for crit that works differently, as you can't have a crit rate above 100%, possibly others).

So you now put on a ring that gives 100% Fire damage (OP). You now deal 600 damage (100 base, 200% modifier from str = 300 dmg, 100% modifer from elemental = 600). Follow?

Then you get mage fists. Increases fire damage by 20%, well you do fire damage, thats gonna increase your damage by 20%, right? No.

100 base, 200str modifier = 300 dmg, 120% fire dmg modifier = 660 damage. An increase of 60 from before, or 10%.

I know this might have rambled a bit but hopefully it illustrates that nearly EVERY damage stat diminishes as you acquire more of it. OF course, the imbalance comes in that items can have more of some stats than others; therefore some stats are still more valuable even after you've stacked up tonnes of it For high damage, try to dip into a little bit of every source (elite, elemental, IAS, %dmg) without stacking one too high at the expense of others. Even though IAS is kinda shit nearly all the time, if you have 1 bit of it on 1 piece of gear it will be a flat 7% increase in damage; where even a high roll of something else may not be as effective.

So if you do 100 damage and you have 100% fire damage you do 200 damage. Adding a piece of gear that adds 20% more fire dmg increases you damage by 10% by that point.

Strictly speaking theres "diminishing returns" after the first piece of elemental gear you put on As for pretty much EVERY stat in the game.

You were saying?