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    Path of Exile Questions Thread - March 26, 2019

    Path of Exile Questions Thread - March 26, 2019


    Questions Thread - March 26, 2019

    Posted: 25 Mar 2019 05:06 PM PDT

    Questions Thread - March 26, 2019

    This is a general question thread on March 26, 2019. You can find the previous threads here.

    Remember to check the Wiki first.

    You can also ask questions in the #any-question channel in our official Discord.

    The idea is for anyone to be able to ask anything related to PoE:

    • New player questions
    • Mechanics
    • Build Advice
    • League related questions
    • Trading
    • Endgame
    • Etc.

    No question is too big or too small!

    We encourage experienced players to sort this thread by new. We'd like to thank those who answered questions in the last thread! You guys are the best.

    submitted by /u/AutoModerator
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    A friend of mine was bored, so he created this beauty

    Posted: 26 Mar 2019 09:31 AM PDT

    [Fanart]Uniques personified-Void Battery,Cloak of Flame and Arakaali's Fang.

    Posted: 26 Mar 2019 11:25 AM PDT

    Undisputed Best Life Boots So Far?

    Posted: 26 Mar 2019 11:21 AM PDT

    The best Jewel I've ever created

    Posted: 26 Mar 2019 02:01 AM PDT

    PoE PS4 Version is available on PS Store NA

    Posted: 26 Mar 2019 08:16 AM PDT

    POEMAP.Live is the best thing that happened to trading since the invention of light...

    Posted: 25 Mar 2019 11:45 PM PDT

    For real! It just works awesome!

    You click the map you have, you click the maps you want, press start and off you go!

    People there are always willing to trade and it is super fast.

    Everyone should use it then it will get even faster :)

    submitted by /u/hoerlahu2
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    [GDC] "Chris is a crazy person, he had 90 slides for a 60 minute presentation and talked with 100% increased speed" - Friend after coming back from GDC

    Posted: 26 Mar 2019 02:43 AM PDT

    Coworker of mine made the trip to US to attend GDC this year and this quote is the first thing he told me after I asked him about the talk Chris did.

    Second thing was that he's impressed on the scale to which they perfected content reuseability.

    (Coworker is not a POE player)

    submitted by /u/ibogaHS
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    Still not fixed :( 99% EXP, guess i'll die...

    Posted: 25 Mar 2019 09:40 PM PDT

    [SSC] First Lvl 33 Spell (int) Bow? 20% More bonus!

    Posted: 26 Mar 2019 10:59 AM PDT

    Howto: Easily make curse immunity shields

    Posted: 26 Mar 2019 07:39 AM PDT

    Proof in the pudding(and some extras on trade if you wanna search): https://imgur.com/a/lpS9z6e

    • Find the shield base you want with 2 fractured mods that are not hybrids. Scour, vaal. Did it corrupt and no extra affixes added? Good, keep it. Otherwise, throw it in your junk pile, it's garbage now. Don't skip ahead on this step because it's hard to find good bases with 2 fractured mods, and in case you brick it the mods you want in the next step change.

    • Next: Find other shields that also have the same 2 fractured mods. Ideally same base type but let's be real, the market isn't that good so just find any shield, preferably one at least ilvl 84 and another as a filler. Repeat the corruption steps.

    • You should now have 3 shields with matching fractured mods on each, corrupted, with no extra affixes. Your synthesized item now will be a randomly picked shield you put in + one of the implicits based on a total pool of 4 implicits you can pull from. Corruption adds 2 implicits (Curse immunity if corrupted / % chance for additional Vaal soul on kill). Synthesize it.

    • At this point you have a 50% chance of getting the curse immunity mod, and a 17% chance of getting it on the shield you want. Get the shield you want? Cool, fossil craft and go. Wrong base? Try again. Miss the mod? Try again.

    • Finishing the shield: Once you fossil craft you now need to corrupt it to get the benefit of the implicit, and the easiest method to do this is beast crafting. Buy one of these guys and off you go: https://www.pathofexile.com/trade/search/Synthesis/78KZe2t5

    Author's Note: Since the shield bases usually run anywhere from 3c - 10c, and you'll want 3 + vaal's + scouring, you can expect each attempt to cost about 40c(25% chance to brick), shield with the right mod to cost around 80c, and one with the right base to cost about 240c. You can adjust your cost by sticking to crappier bases

    Secret tip that works until the patch this week: % of Y(lightning, fire, cold) as extra chaos damage is a dead mod and cannot be rolled as an implicit, so you can use these mods as wildcards.

    submitted by /u/findar
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    All the atlas-exclusive hideouts visualized, I plan to update it every league, if it's well received

    Posted: 26 Mar 2019 09:41 AM PDT

    Bro, can you help our scam, bro?

    Posted: 26 Mar 2019 02:47 AM PDT

    Do we have to unlock crafting recipes every league now?

    Posted: 26 Mar 2019 08:49 AM PDT

    Oh God plz no! Wasn't it supposed to be globally unlocked or something? I remember reading about it in a patch note or manifesto late Delve or such.

    submitted by /u/BalthazarBulldozer
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    I see your 538 es helm, and raise you a 553 es helm ;)

    Posted: 26 Mar 2019 01:24 AM PDT

    Orb of storm in 3.6 is pretty good - Uber Elder run deathless

    Posted: 26 Mar 2019 06:12 AM PDT

    Sometimes trading can be a little tough in this game

    Posted: 25 Mar 2019 06:28 PM PDT

    [PS4]Karv got quite a collection

    Posted: 26 Mar 2019 11:17 AM PDT

    Lore compilation update for 3.6

    Posted: 26 Mar 2019 07:17 AM PDT

    Here's an update of the complete lore compilation for version 3.6. For those unfamiliar with it, the original post can be found here.

    Complete Lore Compilation (PDF)

    Changes

    • Reorganized the section on the Elder and Shaper to incorporate new lore from Synthesis League.
    • Added lore from Synthesis memories throughout the document.
    • Added new characters that were introduced to the appendix.

    Hope you enjoy!

    submitted by /u/justathetan
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    Thought I was in r/pathofexile when I saw this Talisman/Bestiary crossover.

    Posted: 26 Mar 2019 04:58 AM PDT

    I feel like the minor node attack bonuses of ascendancies like Berserker, Raider, Slayer are too restrictive, especially in the context of this league.

    Posted: 26 Mar 2019 07:43 AM PDT

    In a quest to find different builds for lesser-played ascendancies, I find myself having trouble creating a large pool of ideas without wasting the node bonuses that the attack-based ascendancies have. It feels even worse in this league because the spellcasters got a bunch of new tools to play with this league.

    In particular, Berserker gets bonuses tied to Attack Physical Damage, which forces you to choose only from a pool of attack skills to work with. Slayer works the same way, in the sense that it gets bonuses to 2-handed weapon damage, limiting it to attack skills and further decreasing his use of weapons. This means that using spells on Berserker or using non 2-handed weapons on Slayer, for example, is gimping yourself. Contrast this with an ascendancy like Elementalist. You may be stuck with elemental bonuses, but due to the wide choice of elemental attacks and spells, the pool of skills you have to choose from is large. Even with Saboteur, the ability to connect any spell to a trap or mine greatly increases the customization of which skills you want to develop for the build

    It doesn't hurt that casters have Crown of Eyes as a possible item to enhance their attacks in addition to their spells, whereas attackers do not have an analogous item that grants spell damage from attack damage bonuses.

    Does anyone feel like attack-focused ascendancies should at least receive minor adjustments next league to broaden their appeal? Shoehorning them into attacks feels limiting, especially when attack-based skills are not very strong. On the other hand, it does seem hard to design something that works without destroying the theme of the ascendancies. I'd love to hear different thoughts.

    submitted by /u/JushtFinisht
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    Got Gains, Exile?

    Posted: 25 Mar 2019 10:01 PM PDT

    Delve but every node is a blue mushroom...

    Posted: 26 Mar 2019 04:04 AM PDT

    Is the trading API crapping out on you guys as well?

    Posted: 26 Mar 2019 12:31 PM PDT

    Just finished the 10 main story acts- vanilla impressions (Spoilers)

    Posted: 26 Mar 2019 07:29 AM PDT

    After a few days of playing, I've reached the Epilogue, and just met Zana & Shaper. I'm stuck at the part where she tells you to complete a Barrows map, which will take some time to get I think.

    But after quitting the game still when its final act was merciless act4 and returning to play these new, changed acts was just so good. It really brought back the nostalgia of playing the game for the first time and meeting all these npcs, who all have dialogues acknowledging that they still remember you very well.

    Another reason why it was so good was the fact that many of the npcs that used to be good / seemed kind & perfectly normal before Act 6 showed their dark sides and many fell into darkness, which kinda resonates with the whole overarching theme of innocence vs. sin.

    Favorite boss fight was Brine King definitely. When that crab monster ate Nessa I was like WTF, and when she came back out I was like WTF again, and when the tide surrounding the arena closed in on me it was like HOLY MIRROR OF KALANDRA. The build-up leading up to the fight was also really good. Nessa used to be everyone's "waifu" b/c she's the 1st female npc to greet you when you first start out in the game, and she's also this kind girl that heals people who come to Lioneye's watch all worn out and sell you good leveling gems. But now she kinda takes the place of Merveil and the player takes the role of Daresso...? sorta? Hmm.. on a second thought, maybe not? But regardless, this boss fight was so good.

    Compared to the Brine King fight though, I thought the final boss fight against Kitava was really lackluster, and Kitava kinda reminded me of the Belial fight in Diablo 3.

    Favorite new npc was Lilly Roth, along w. her dead grandfather Weylam Roth. Their dialogue occasionally brightened the mood even during the grim turn of events that took place after Kitava started eating everything.

    submitted by /u/Tazdingoooo
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    Storm Burst AoE Testing

    Posted: 25 Mar 2019 10:17 PM PDT

    I was interested in how Area of Effect modifiers affect the DPS of Storm Burst. First we have a quote from Rory:

    [AoE modifiers don't affect the spread], so increasing area of effect is pretty good for making sure you always hit your intended target as the orbs jump around randomly.

    So increasing the AoE should increase the hit rate, and therefore the DPS. The question is by how much, which presumably depends on:

    • The base radius of the explosions
    • The radius of the jump area
    • The radius of the target's hitbox

    So the basic idea of the test is to channel Storm Burst on a completely stationary target for a bit and count the number of hits and casts to figure out the hit rate at varying amount of AoE. I used Cybil's Paw's life gain on hit to count the number of hits, Brutality and Dyadian Dawn to make my storm burst deal no damage, and Doedre's Tenure and Kitava's Thirst to reduce my cast speed to make the footage a bit easier to analyze.

    Here are my results:

    AoE Mod Casts Life Gained Hits Explosions Lost1 Hit Rate2
    -30% 77 1285 257 3 84.26%
    0% 71 1295 259 4 92.50%
    30% 68 1300 260 4 97.01%
    52% 69 1315 263 3 96.34%

    1 Number of explosions lost when I stopped the channel
    2 Hit rate, accounting for the missed explosions

    So probably the first thing to notice is that the hit rate with no AoE at all is actually very high, probably higher than most people would expect. You can just assume all the balls hit and its actually mostly accurate, at least against a stationary target.

    Second, you can see the hit rate seems to have not gone up in the 4th test. Most likely the real radius of the orb explosion was identical to in the third test because in PoE radii are rounded down to the nearest integer, so I probably just didn't have enough extra AoE to do anything. This makes sense because the base AoE of the explosion is probably a pretty small number so rounding is going to have a big effect.

    The third step of the analysis was to try to "guess and check" the base radius of the explosion and jump area and see what fits the data the best. To calculate the hit chance for two given radii, I'm using this formula:

    hit rate = (explosion radius+2)2 / jump radius2

    Essentially, I'm calculating the area of the circle that the ball needs to land in to hit the enemy, and the total jump area, and dividing the two of them. This relies on assuming that a ball is uniformly likely to jump to any position in the jump area (which is the case for Firestorm, but not Molten Strike, so this may not be accurate). The +2 on explosion_radius is the radius of the hitbox of most humanoids (I was testing on a beach zombie).

    So I calculated a bunch of hit chances based on different radius pairs. However, if you look at this you can see that none of these values match the higher hit rates we saw in the testing. In order to get a hit rate that matches the explosion radius would have to be huge, way huger than it obviously can ever get in game. So at some point I made an assumption that turned out to be wrong.

    My hypothesis is that the balls are not uniformly likely to jump anywhere in the circle. I think instead, they pick a direction that's vaguely towards an enemy, and then jump a distance between some min and maximum value. I think this explains the very high, but not 100%, hit rates that I got. This makes sense with Rory's explanation: that it isn't affected by AoE modifiers because it doesn't jump in an area. I think it also explains how the ball can have a pretty tiny base explosion size and still have a pretty high hit rate (because the numbers don't really work out otherwise).


    Edit: Something I hadn't considered is that it could be the case that the orb is always created close enough to the target that it always hits regardless of how much AoE you have. This seems correct just observing how the skill looks in game. This would mean that the hit rate of the bursts after the first one are actually a bit lower than what I had calculated, and that increasing the duration of the skill also would slightly reduce the hit rate. The hit rates in the later tests are still too high for it to make sense that the balls jump uniformly in an area.


    Anyways, practical conclusions:

    • Base hit rate is actually pretty high.
    • Concentrated Effect can definitely be a viable option for DPS. Worst case scenario its ~40.7% more DPS, but it could be higher, even up to the full 54%, if your AoE is high enough.
    • You can reach near 100% hit rate with minimal investment into AoE, so there's no incentive to pursue stacking lots of AoE. At least in regards to DPS, it can still be beneficial for clear speed of course.
    submitted by /u/aggixx
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