Okay that realy sucks, i didnt notice that because the bonis are so low anyways but still. Is the AttackSpeed-Boni given by DEX at least increasing it?
If not then the only benefit of putting points in DEX is the Movespeed....
Another thing for the modcreator... why replace skill-nodes on the skilltree instead of adding new ones? That would give much more options and you would be able to specificly add skills for specific types of damage and attackspeed/usespeed/time.
A skilltree with a lot of different passive-nodes would be better in my opinion then just replacing stuff for other things.
(The bigger the better *looks at PoE's Skilltree*)
Of course I dont know if its even possible for you to add more or if there are limitations on how many nodes you can add.
he replaced some because it was necessary for balancing. he is, like i mentioned in my earlier post, working on a new tree.
dex is increasing attack speed, yes. but it also only affects the melee weapon speed.
@Rockos here's a small list of things that may be of interest
Melee: Damage, attack speed, knockback
Ranged/throwing: Damage, Ammo Consumption, Velocity
Magic: Damage, Mana Usage, (maybe, dunno if possible without excessive tweaking) velocity
General: Health, Movement Speed, Mana, Health Regen, Mana Regen, Dodge (even though i would actually drop this), Resistance (maybe either damage reduction or debuff reduction), Critical Rate and Damage (for all types or selected types, also make the damage bonus additive and not multiplicative... currently its like "Critical damage *= 1.5;" for each critical damage ability right? i'd rather make it "Critical Damage *= 1+(0.5*count1)+(0.25*count2)+(0.1*count3); once. this way you can add different increasements in critical damage. BTW the counts are the amount of abilities of each stage leveled up.)
I'd drop defense, as it wouldnt help all that much if you have like 5000 hp with over 400 hp/s regen. the percentage for the damage reduction doesnt have to be much, maybe 0.5-1%.
As for the Regen, even though it would be more work, you can use flat values, and percentages for the actual regeneration value. having it based on the max hp/mp values is a lot. that way you might be able to have the heartless ability work on both hp and mp regeneration while containing the percentage for only mp regeneration.
the mana usage could probably be linked with the Heartless ability aswell, working as a damage reduction, in place of the actual defense.
i mentioned in the list that i'd rather drop Dodge. The reason would be that you can amass too many dex points, resulting in near 100% dodge chance in the current version. maybe with a lot of tweaking, you can actually balance it out to a max of 50%, or you make it a hard cap. the 50% would already be an effective hp increase of 100%, depending on what you actually dodge.
the energy shield is a nice idea in itself, but cant keep up with hp or heartless mp at all... maybe make it an alternate resource like heartless, for example changing 50% hp/mp to energy shield and reducing the regeneration timer for it by 50%?
seeing as this whole mod increases the power of the player, some balancing could be nice for the monsters aswell. this is just an idea, but how about trying a collaboration with the Prefixes for enemies mod made by
@Hiccup251?
you could add stuff, that adds energy shield values or penalties for the player, as effects for the monsters. This is by no means a "you have to do it!".
this is just my piece of the cake.