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Cast on Critical: Difference between revisions
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(Created page with "{{stub}} ==Version history== {{Version history table header}} {{Version history table row|0.1.0d| * Trigger gem energy gain was not in the right place and it was far too easy to use ailments to trigger spells. One problem with the previous system is that if we balanced it to make triggering happen in boss fights then the triggering would happen far too often during clearing. ** In order to address this we are now making "Monster Power" part of the calculation for energ...") |
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** Another issue was using low level skills with unconditional ailment applications such as Flame Wall to ignite enemies for triggering. In order to make the source of the ignite matter we are making the energy gain be dependent on the strength of the ignite. | ** Another issue was using low level skills with unconditional ailment applications such as Flame Wall to ignite enemies for triggering. In order to make the source of the ignite matter we are making the energy gain be dependent on the strength of the ignite. | ||
** We have also rebalanced all energy gain across the board. | ** We have also rebalanced all energy gain across the board. | ||
* (Hotfix 1) Cast on Critical Strike now also cares about the Damage of the hit when determining how much energy to gain to prevent the use of high-crit low level skills, this should mean using lower hit frequency skills that hit harder are also now much stronger for this. | |||
}} | }} | ||
{{Version history table row|0.1.0| | {{Version history table row|0.1.0| |
Revision as of 05:32, 18 December 2024
✍️This article is a stub. Please help improve the article by expanding it.
Version history
Version | Changes |
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0.1.0d |
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0.1.0 |
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