[Feedback] Melee Physical Cadence needs a buff

More like it was already there but got removed for some reason i don’t know cause I haven’t played GD by that time. IIRC it was on rending force.

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Worth mentioning too that the silent majority of this community will never post their clear times, or advertise it in the forum for a myriad of different reasons.

So the snapshot of a build’s performance which is reflected here is truly skewed towards an extreme.

I assume, that the silent majority of this community is happy to have a build that can clear crucible in around 10 minutes. Or 12. Probably doesn´t really matter to most people. :wink:

I don’t know. I wasn’t elected their spokesperson, and can’t speak on their behalf.

You may very well be right.

I’m just speaking from my perspective. When I first started GD, I looked at some builds I wanted to work towards, and followed it in terms of itemization. (This was Korsar’s darkblaze pyro btw, a shit first build to make)

Obviously I didn’t select those with the words “garbage,” or “slow” in the title.

But if my experience is anything to go by, I spent dozens of hours on that build which ran like a hobo’s dying car because I had no idea wtf I was doing.

The only thing which kept me going was the belief that one day, with more experience, and better gear, this crap spec would perform better. Perhaps not as well as the one in the guide, but certainly better.

If that’s the case for most others, then I can empathize with their disappointment/frustration if things are constantly getting nerfed.

EDIT: Sometimes it’s not about what most players are able to currently do, or will ever do for that matter, but rather about what they HOPE to be able to do, mate.

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Sadly, since the majority is “silent” we can’t hear their voice and pretending to know what they want may lead to drawing wrong conclusions.

But of course every player that play build in order to reach level 100 wants to have the best possible build. No one will wants underperforming or disappointing one. So why not focused on trying to figure what can be done positively?

Personally i don’t like the idea of making any skill+dmg type combo viable through one set. It’s not really fixing the game.

I can share my small experience. Usually i always play phys builds in aRPGs. My first char was phys DK. It was going well until i got to endgame, saw my dmg went to shit and discovered the dmg formulas, specifically the part where every source of flat phys is reduced by armor. I abandoned my char and never played phys since then.

Every time i try to go back and theorycraft an interesting build i hit this wall of mighty armor, and the only way around this wall is a conventional build focused around stacking %phys and -RR. With the same handful of viable items.

In my opinion, phys dmg mechanics need rework but i understand it’s too late for such a major change.

But considering phys Cadence (and mainly 1h) the solution to buff it without buffing pierce would be this:

  • Migrate multitarget from the Fightning Form to the main skill
  • Make Fighting Form to be a separate skill (similar to FS and PS) which includes a good chunk of phys and IT dmg so it won’t be converted to pierce

Don’t be discouraged. There are workarounds to it. ^^

e.g. -RR, %damage, etc.

The next paragraph explains why i’m discouraged. Build creation in phys is severely limited due to armor mechanics and several outlier items such as barb pants and -10%RR ring. No point in inventing a bicycle.

Was just about to edit my reply :stuck_out_tongue:

TBF, there’re also super physical damage items like beronath reforged, deathstalker, and stonetreaders.

Physical damage is balanced around the fact that each source of physical damage is blocked individually by armor. Hence why physical resistance is really low on most enemies.

Not playing physical builds because of this makes no sense. Also, all damage types stack RR and % damage. How are other damage types any different?

Why asking a question you know the answer to? It doesnt lead the discussion anywhere.

Endgame is fighting bosses. Bosses have high armor making every source of flat phys dmg useless to the build unless its very high (deadly momentum). So when you try to optimize the build for endgame you neglect every small source of flat phys and stack %dmg. It limits creativeness in building. Other dmg types don’t suffer from this problem.

Except you don’t neglect flat sources, the complete opposite. You want to stack as many as possible.

Did you purposely ignored my explanation of why physical damage isn’t hindered by the armor? Because the enemy’s physical resistance is balanced around the armor mechanic. I have Cadence builds with 500k hits on average, Blade Arc with max near 300k. Physical isn’t hindered by the armor mechanic in the least.

Don’t know why you are trying to come up with arguments for stuff be changed when you purposely ignore why these mechanics are like this in the first place.

Physical was the king of damage for a long while, something that wouldn’t have happened if the armor mechanic hindered it as much you think it does.

Looking at the set again, the real question is if crit damage is such a factor in EoR builds, why not nerf the skill mod on the warborn helmet (12% crit to EoR) instead of Beronath, which won’t collaterally screw over a bunch of lower-tier builds?

What does phys res has to do with it? It is percentage reduction, not flat reduction. Do you understand the difference and how vital it is for building?

I don’t think i have much more to say other than to forward you to the guide on game mechanics:

In here you will learn how useless is stacking multiple small sources of dmg (unless the guide is incorrect, and i’m incorrect and and we all live a lie) against the bosses. I’ve joined GD recently and i had the impression Praetorian badge means the speaker (at least when they speak up in the appropriate section) has major understanding of the game mechanics.

You are overestimating the impact of armor when it comes to flat damage bonuses. Flat damage is one of the best sources of damage a weapon-based build can stack, and this is also true for physical damage.

While it is true that physical damage is affected by armor, it also has some of the highest flat damage bonuses available and, as was mentioned, monsters have very low % Physical resistances.

It doesn’t mean anything besides that the person helps us test future patches. We enlisted players of varying skill levels and interests and their knowledge of the game likewise greatly varies. (regardless, in the above case, what he said is absolutely true)

I understand that the armor values on the majority of the enemies can’t overcome even small
sources of dmg after multiplication. But we are talking, i presume, about the endgame balance, and endgame, in MC, SR and Crucible, revolves around bosses which have high amounts of armor.

Let’s take very popular item for phys builds - M. Beronath belt. It has 17 flat dmg.
A decent phys build has +2500% phys dmg (including cunning) which results in 442 flat dmg from this source. Let’s say we hit with our major Cadence strike for 500% WD resulting in 2210 dmg from this source. But, for example, Aleks has 2557 armor. And because the armor check happens before the resistance check, our big 17 flat results in 0 dmg dealt.

Is that correct?

Incorrect.

At the very least, 30% will get through.

armor shred is off the table, but can we get armor absorption shred? /s

Right, all bosses have 70% absorption? For some reason i thought usually it’s 100%.

So does 30% of the hit go through, or does 30% of the armor value go through (if the hit is lower than armor)?
Sorry for interrogating, i just want to know from the first hands the initial conditions if i want to make a phys build.

It’s kind of a weird mechanic where lower enemy armor can actually benefit THE ENEMY:
6x200 phys shotgun hitting the enemy with 1500 armor will result in enemy taking 1200 dmg
6x200 phys shotgun hitting the enemy with 200 armor will result in enemy taking 180 dmg
:face_with_monocle:

In this case you indeed benefit from stacking hundreds of very small dmg resources

P.S. Love your game btw :heart:

Well, it seems time to give some superior hero and specific bosses armor absorption augments :stuck_out_tongue:

I can’t fight monsters that don’t know how to properly dress. And if it’s good for the player, it’s good for the monster - I say.

30% of the hit goes through up to the armor value, after which everything extra gets through. That is why extra armor absorption is very good.

Edit:

And Xervous presented an interesting idea…give some bosses armor absorb shred? More challenges. For example, this would suit Iron Maiden well.