



Clearly, with the nerf you'll need greater amount of general damage (affecting both fire and burn) to make up for the nerf. As the numbers will also show, the more burn only increase you have, the more general damage increase you need to make up for the nerf (obviously).



And just as obviously, "more" is more effective than "increased" for general damage and having both is best. If I'm not mistaken, burn-only buffs are "increased" only and don't have "more".



I've laid out 3 simple scenarios for you on how much damage your ignite is impacted by based on these changes.



- Scenario 1, you only have "increased" buffs for general damage

- Scenario 2, you only have "more" buffs for general damage

- Scenario 3, you have both "increased" and "more" buffs for general damage. I've fixed "increased" at 50% just so it's easier to see on the data table







EDIT: Per Daniel_GGG's response in the thread, my initial ignite-related conclusion given the above:



1. Fire trappers still kick ass (burning ground FTW)



2. Fireball / burning arrow builds are painfully painfully impacted by the multiple projectiles double dip (personal opinion is this needs to be fixed)



3. Dischargers on first glance look like they've been nerfed. But the inclusion of concentrated effect could potentially buff ignite to INSANE levels, leading to super high damage in a smaller area of burn proliferation



4. Melee ele builds are also painfully impacted as weapon elemental damage confers no bonus to the ignite. However, concentrated effect would again cover the shortfall more than sufficiently. But the smaller area for melee builds is potentially harder to manage compared to dischargers

Quite some QQ going on about the ignite nerf saying they got maths and all. They can't beat math!Clearly, with the nerf you'll need greater amount of general damage (affecting both fire and burn) to make up for the nerf. As the numbers will also show, the more burn only increase you have, the more general damage increase you need to make up for the nerf (obviously).And just as obviously, "more" is more effective than "increased" for general damage and having both is best. If I'm not mistaken, burn-only buffs are "increased" only and don't have "more".I've laid out 3 simple scenarios for you on how much damage your ignite is impacted by based on these changes.- Scenario 1, you only have "increased" buffs for general damage- Scenario 2, you only have "more" buffs for general damage- Scenario 3, you have both "increased" and "more" buffs for general damage. I've fixed "increased" at 50% just so it's easier to see on the data tableEDIT: Per Daniel_GGG's response in the thread, my initial ignite-related conclusion given the above:1. Fire trappers still kick ass (burning ground FTW)2. Fireball / burning arrow builds are painfully painfully impacted by the multiple projectiles double dip (personal opinion is this needs to be fixed)3. Dischargers on first glance look like they've been nerfed. But the inclusion of concentrated effect could potentially buff ignite to INSANE levels, leading to super high damage in a smaller area of burn proliferation4. Melee ele builds are also painfully impacted as weapon elemental damage confers no bonus to the ignite. However, concentrated effect would again cover the shortfall more than sufficiently. But the smaller area for melee builds is potentially harder to manage compared to dischargers Last edited by dlrr on Dec 2, 2013, 7:49:58 AM