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Melee damage has increased massively since 1.0.5 (Insane)

Posted: Tue Nov 12, 2013 9:04 am
by Parcae2
Twice now (as compared to zero times in previous versions), my Stone Wardens have been one-shot from 500-600 health by enemies they never saw, and couldn't have seen without talents they didn't have. The second time was by an enemy-spawning trap in the Unknown Tunnels, so no character (barring a very high trap detection skill) could have survived. I'm also taking massively more damage from shadows and other melee enemies.

Again, this isn't just the normal "Insane is called that for a reason" shenanigans - I've been playing Insane Stone Wardens for a while now, and this is new. The rescaling of talents has made melee enemies massively deadlier. Stone Wardens are one of the best anti-melee classes, with large amounts of armor and health. If I'm getting repeatedly and unavoidably one-shotted while playing a Stone Warden, then there's not a whole lot I can change, strategy-wise.

Re: Melee damage has increased massively since 1.0.5 (Insane

Posted: Wed Nov 13, 2013 1:06 am
by HousePet
Hooray!

Well it is good that melee enemies are scarey now.

But it is quite likely that the difficulty levels might need fine tuning after the rebalancing.

Re: Melee damage has increased massively since 1.0.5 (Insane

Posted: Wed Nov 13, 2013 1:49 am
by PureQuestion
I'm gonna guess that it isn't the rescaling of talents - those would actually strictly make insane and madness more reasonable. I think the problem you're seeing is the bonuses for excess accuracy.

Re: Melee damage has increased massively since 1.0.5 (Insane

Posted: Wed Nov 13, 2013 4:48 am
by SageAcrin
No, those have caps.

None of them can boost damage over 10% or so, give or take.

Re: Melee damage has increased massively since 1.0.5 (Insane

Posted: Wed Nov 13, 2013 4:59 am
by Parcae2
It's true, though, that my instadeaths were both from rogues. I had another rogue-related almost-instadeath in my current game (something like 600ish HP in one turn from a trap at level 16.) If there are problems with the accuracy bonus system, you'd expect to see it with rogues first. Can rogue types be equipped with something other than daggers? Alternatively, maybe the armor penetration had a disproportionate effect?

Re: Melee damage has increased massively since 1.0.5 (Insane

Posted: Wed Nov 13, 2013 8:55 am
by Elkan
As I understand pre 1.05 NPC rogues were broken, and were not doing the damage they were supposed to be doing. (there is a note in the changelogs) now they are "fixed" and are able to do the full amount of wrecking they were supposed to do all along.

Not saying that their one shot potential is acceptable or just - I dont play insane. But thats the reason for the sudden increase in Oh crap moments.

Re: Melee damage has increased massively since 1.0.5 (Insane

Posted: Fri Nov 15, 2013 11:55 am
by sehnsucht
Enemies benefit more from the "infinite scaling" mechanism. This is making insane more insane.

Re: Melee damage has increased massively since 1.0.5 (Insane

Posted: Fri Nov 15, 2013 1:26 pm
by darkgod
Infinite scaling means things scale LESS wildly

Re: Melee damage has increased massively since 1.0.5 (Insane

Posted: Fri Nov 15, 2013 1:30 pm
by sehnsucht
darkgod wrote:Infinite scaling means things scale LESS wildly
I see. I thought "scaling much better" means scaling much higher...

Re: Melee damage has increased massively since 1.0.5 (Insane

Posted: Fri Nov 15, 2013 9:08 pm
by SageAcrin
It means that there's a smooth diminishing returns curve on abilities past L5, trying to reach a preset point but never quite making it.

So, less 25 range attacks.

Re: Melee damage has increased massively since 1.0.5 (Insane

Posted: Sun Nov 17, 2013 11:50 pm
by Sirrocco
That diminishing returns curve starts at lvl 1, actually. It's nerfed a *lot* of skills.

Re: Melee damage has increased massively since 1.0.5 (Insane

Posted: Mon Nov 18, 2013 2:23 am
by darkgod
It has always started at level 1