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There's obviously a fair bit of potential overlap, so this really came down to looking at specific damage numbers for the builds we cared about, tweaking the formula by educated guess, testing it, and repeating. When testing and tweaking the new fortify system, the goal for myself and others was to strike a balance of making it as easy as possible for melee builds with low hit damage to generate fortification stacks, while making it as hard as possible for non-melee builds to do so. The goal really is for fortification generation to be pretty straightforward for melee builds, including ailment builds, and we're not opposed to tweaking it more. This seems like a good opportunity to dump some numbers and ask some questions.
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We need to get that hotfixed, this is WAY WAY WAY more impactful than most bug yet it's not talked enough ! This can't be unchanged until 3.17, it's too horrible. This was in EARLY maps, i m not talking about Sirus or Maven, just regular maps bosses. It's not like i was using deadly ailment (80% less hit damage). What even is that ? It's game breaking i have to get in range of the boss attacks and yet i don't get any compensation for it. Then i thought to myself, ok let's invest into more fortify so i can get fortify on single target, which i did, i took the 2nd wheel that give 100% fortification vs unique ennemy and the mastery that double the duration.Īnd then on bosses i was getting 4 FORTIFICATION STACKS ! 4 STACKS ? What ? My hit damage wasnt great, but the bleed damage was quite decent, i was hitting often with the 2 waves of lacerate yet i COULDNT GET MORE THAN 4 FORTIFICATION IN 10 SECONDS. I play a lot of melee build and i m speechless, i was leveling a lacerate bleed glad build today and i was thinking of using fortify wheel, after i took the +4 to max fortification wheel and the "hit fortify -3 max fortification" mastery i noticed i couldnt get fortify on single target.
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