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Автор сообщения: Darkrayne
I understand your complaint but I think it's either because you're choosing to build standard archetypes or don't understand everything you're looking at.

1. Building "standart" archetypes shouldn't be an issue
2. I think i understand the system.



Автор сообщения: Darkrayne

You absolutely want 10% Increased Fire Damage on your gear, including on your swords, and should be looking for this all the time.

Not if i am a melee fighter. Then i want flat stats. And yes they do exist, but they are so insignificant.

I can explain it long and clear but honestly you could check out for yourself. Go to the shopkeeper in TQ1 and buy all weapons he has available. Equip em, hit an enemy, take the numbers. I bet they have quiet a "range" between the bad and the good weapon.

Do the same in TQ2. I bet you have basicly no range at all except maybe minor difference and only for certain dmg types.

TQ1 also has these % values for certain dmg types. But mostly it has a classic item system where items are not lv scaling and rather do huge "steps" from 1 tier to the next. They also come with many more usefull stats like flat dmg, life leech, atk speed and combinations of these.



Just do the test and you will see i am right. Especialy in the early game the system of TQ2 and D4 means you find pointless items nonstop. That is the very downside of the %bucket system used in these games. It is terrible especialy for early/mid game and i know the devs said they want TQ2 to be not an "ENDGAME" game like D4.
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