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- "Trinkets, debuffs (like bleed), etc now scale with spell power"
- "Lowered curse armor/resistance penalty from 4 + 1*NG+ to 3 + 0.66*NG+"
- "All weapons above tier 1 now also do damage based on character attributes, so for example swords now do a bit more damage depending on your Strength"
- "Weapon masteries increased to 5% bonus damage per point instead of 3%"
Sounds like some more or less serious buffs for melee and/or weapon focussed builds to me.
Wish they would increase the reach of melee weapons a tad. It always feels like 1 or 2 pixels short.
Omw to NG5 after another loot run and ill report back on if avatar can instakill or not.
200 STR, 40 or so DEX and rest in HP. Ignored MP entirely and roll with the mana drink that gives mana off of melee hits. Basically meaning no mana cost when spinning. Had 1.5k health at the end. Only came close to dying in the 2nd last stages due to lightning bowmen hitting hard with 60 curse.
Had positive armor the entire run, around 400-600.
Armor doesn't feel like it matters much - majority of the enemies seem to be elemental damage or poison/bleed.
I have yet to see how trinkets scale - nothing in their tooltips. Unless they only meant 1-2 specific trinkets.
After rereading I can see how you might be able to now wear different gear across classes for a change, but are you playing melee classes differently? It seems like you're still playing each class as a caster, except now strength gear just does more. Aren't all the skills with flat damage #'s still usesless by comparison?