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    Path of Exile Questions Thread - April 22, 2019

    Path of Exile Questions Thread - April 22, 2019


    Questions Thread - April 22, 2019

    Posted: 21 Apr 2019 05:09 PM PDT

    Questions Thread - April 22, 2019

    This is a general question thread on April 22, 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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    Synthesis is the first league where I feel the top end crafter are playing a totally different game

    Posted: 22 Apr 2019 08:23 AM PDT

    I feel like that's a big reason for why this league is so unpopular among my friends Usually when you played, sure, the mirror tier items were godly but they felt like you could still get them with luck.

    Synthesis I feel is the first time I feel like those with the means and time are playing their luck on a wholly different table most players aren't even invited to.

    I feel like this is important, because the feel that you could get a great item, even if unlikely, is a strong drive for playing leagues. And right now I think it's gone in a lot of ways.

    submitted by /u/Hrundi
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    The Princess, modeled and textured in Blender. Rendered on Eevee. (reuploaded with Gfycat)

    Posted: 22 Apr 2019 06:35 AM PDT

    Kammell Class Reward Race 8 pm CET April 27th - Signups Available

    Posted: 22 Apr 2019 07:51 AM PDT

    Hey all,

    If you want to join:

    https://www.pathofexile.com/private-leagues/league/Kammell+Class+Reward+Race

    This race is open participation and open to everyone. Once I set up the league I will be making that public and people will be added until we reach the cap for the amount that is allowed in a private league. You do not need to submit anything to get in everyone is invited.

    The race ends when the rank 1 person of each class hits level 80.

    Class = Base class regardless of ascendancy


    Global is 822 for the race and countdown for race is here:

    https://www.timeanddate.com/countdown/generic?iso=20190427T20&p0=48&msg=Kammell+SSFHC+Synthesis+Demigod+Level+80+Race+---+April+27th+8+pm+CET&font=cursive


    Look out for casting by ZiggyD, Octavian and Brittleknee:

    https://www.twitch.tv/ziggydlive

    https://www.twitch.tv/octavian0

    https://www.twitch.tv/brittleknee

    French casting by Yolonou:

    https://www.twitch.tv/yolonou


    I'll be putting $100 toward the prize pool again.

    Overall Rank 1 = 30% bonus from prize pool

    Rank 1 of each class will get 10% of the prize pool

    Can help with prize pool if you'd like here:

    https://paypal.me/pools/c/8dxsJ82Oc3


    I expect the same big streamers and racing names to be in this race. Don't feel the need to write a list out of people participating. I'm sure some of them will choose off-meta classes and funky builds.

    Thanks,

    Kammell

    submitted by /u/Kammell466
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    [SSC] 369Es + Onslaught Boots

    Posted: 22 Apr 2019 12:56 AM PDT

    Certain stash tabs have become so important that this game can no longer be considered F2P/Non pay-to-win. Change my mind.

    Posted: 22 Apr 2019 10:26 AM PDT

    So I've been playing PoE for years and just started playing on PS4 when it was released there and I have a buddy who I'm trying to get to try the game out. He asked me if the game is free to play, I had to think about what the correct answer was because technically the answer is yes, but I personally had to buy stash tabs or else I wouldn't have continued playing the game. There are so many different items in the game at this point that I think its pretty unfair to not give people access to at least some sort of basic currency, map, and premium tabs. At this point they should just charge people something like $10 for the game and give them access to those tabs.

    submitted by /u/kevinhill92
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    My wife baked an Einhar cake (talent competition)

    Posted: 22 Apr 2019 11:01 AM PDT

    I made it finally! Beat Act 10 for the first time yesterday

    Posted: 22 Apr 2019 06:00 AM PDT

    I've played off and on since beta, never really done anything on Standard - always played league, then got bored and moved on.

    Finally last night beat Act 10, took about 30 hours total, that's my next league goal is to bring that way the heck down.

    Got to the epilogue and now am completely overwhelmed hah. My gear is shite for this level, I must have died on Kitava at least 20 times.

    But I made it!

    submitted by /u/Daefish
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    PSA: you can't get a synthesized items with two implicit mods of the same kind.

    Posted: 22 Apr 2019 03:55 AM PDT

    After seeing this thread I realized I should post this. It is not possible to get two of the same synthesized implicit even from two different sources. For example, you can't get 2 different movement speed implicits on boots, for more than 8% total. I realized this after trying to craft a 30% reduced Flask charges used belt.

    Proof. Sorry for really crappy quality.

    So whats happening here?

    We're trying to synthesize 3 Amulets with "increased fire damage" and "fire damage to attacks". Since both of these give "increased fire damage" as an implicit and we are guaranteed 2 different implicits, the whole thing fails.

    How can we exploit this?

    Any Mod crafted on these Amulets is guaranteed to be used for an implicit, which is nice.

    submitted by /u/Loupri_
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    Immunity Belt

    Posted: 22 Apr 2019 02:10 AM PDT

    Immunity Belt

    Little belt made by Rednova_Synthesis. None listed on/offline. I think he´s setting up a fractured service as well. Not sure about the value of the thing though.

    https://i.redd.it/7i9y1uk78st21.png

    submitted by /u/Nottrak
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    The Support Bow - Easy lvl 32 Auras

    Posted: 22 Apr 2019 06:12 AM PDT

    Why does a spell called Frostbolt shoot bubbles?

    Posted: 22 Apr 2019 01:09 PM PDT

    Umm Riker... what are you doing?

    Posted: 22 Apr 2019 07:48 AM PDT

    Developer Questions and Answers

    Posted: 22 Apr 2019 02:02 PM PDT

    When you try to help someone finish off uber elder but they only have 2 portals left

    Posted: 22 Apr 2019 11:50 AM PDT

    Nice Jewel for TS

    Posted: 22 Apr 2019 01:55 AM PDT

    i used my supreme MSPaint skills to show you how i would see synthesis boss entry once it goes core.

    Posted: 22 Apr 2019 09:59 AM PDT

    Applying Mark Rosewater's game design theory to video game auction houses

    Posted: 22 Apr 2019 09:51 AM PDT

    For those that don't know of him, Mark Rosewater has been the lead designer for Magic the Gathering for over 2 decades. As a result, he has a huge depth of knowledge when it comes to game design which he shares through his articles and podcasts. For anyone interested in learning about game design you can easily spend a few hundred hours learning from the resources he's put out, there's a lot of good information in there.

    One thing he has discussed at length is the difference between engineering design and game design. His go-to example is a lamp. An engineer designs the lamp to be as obvious as possible to tun on, a single switch that is immediately apparent when someone looks for it. A game designer would do the opposite, turning on the lamp would be a multi-step process that needs to be puzzled out. This difference is because the two are solving fundamentally different problems. The engineer is providing the easiest possible solution to a lack of light, while the the game designer cares more about the journey. To the engineer the goal is to get the light on as quickly as possible, while the the game designer the goal is to have as much fun as possible getting the light to turn on.

    So how does this all relate to auction houses? Auction houses in games are never really designed by the game designers. They are simply adapted from engineer designs used in the real world, like e-bay. This means they aren't built to be fun, they are implemented with the ideals of an engineer. They are made as efficient as possible so the player can get back to the rest of the game where the fun is supposed to be.

    This approach has costs, as detailed in GGG's Trade Manifesto. Fundamentally it's a liquidity problem, an efficient auction house makes items a more liquid form of wealth which increases the efficiency of the economy. As the efficiency of the economy increases, the disparity between the ease of buying upgrades and the ease of finding upgrades also increases. Even without an auction house this is already true in PoE; I've reached the point where I basically assume that once I hit endgame I'll be buying most or all of my upgrades from that point on and I doubt I'm the only one. An engineer's auction house would just make this disparity more extreme. Literally every single problem that people bring up when they talk about how bad an auction house would be for PoE is a side effect of this engineer approach to an auction houses design.

    This seems like a huge missed opportunity to me. While an auction house built by an engineer would increase the item liquidity, one designed by a game designer could actually reduce it. As an example, one could look at the indie game Recettear. It's a game about running an item shop, a task that most would think of as boring, but it pulls it off because they didn't design it like an engineer. Rather than the efficiency of just ordering items to stock from a distributor, the game encourages you to acquire items to sell from monster-filled dungeons. Since it's digital they could just let you list infinite items for sale, but instead your store has very limited shelf space and you need to carefully select which items will be on display and even prioritize the more premium space like the windows. It could just let you set fixed prices for everything and automatically complete transactions, but instead it has the shoppers bring the item up to the counter and you play out a short haggling game to get the best price. It even has a larger metagame where you could be encouraged to NOT haggle someone up in price because it could result in them walking away and there are benefits to selling the item to them beyond money, like selling a weapon upgrade to an adventurer that helps you in the dungeons will result in them equipping that item. These changes aren't efficient - they're not what an engineer would do - but they all make the game more fun.

    This is the root of why auction houses so frequently cause problems in games. They aren't built by a game designer to be a fun part of the game, they're built by an engineer to be as efficient as possible so players can get back to the game. Doing the same in PoE would be no different, and the trade manifesto acknowledges this. The problem is that the lesson they took from that is that all auction houses are bad rather than just those built by engineers. Few people have taken the time to actually approach an online game's marketplace from the perspective of a game designer rather than an engineer, but if someone did there's a huge opportunity to make something that replaces the problematic efficiency of a standard auction house with the fun resistance of a game. A well built marketplace wouldn't be a way to circumvent the other methods of finding items and undermine the fun within the game, it would work with them to be an fun option to find upgrades that embraces the game's strengths. It certainly wouldn't look like the auction houses people always ask for, but that's just because they've never seen anything else. It doesn't mean it can't be done.

    submitted by /u/Voctorvic
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    Lessons that should have been learned from Delve(but weren't)

    Posted: 22 Apr 2019 12:22 AM PDT

    tl;dr This is essentially yet another rant about random affixes and spawning on bosses. I think it's important to keep bringing it up because I don't think I've seen one direct response on this topic from GGG.

    Who here remembers buying their way to 36/37 in Delve because an Aul never spawned? How dirty did that make you feel? The hollowness of the "challenge", the layers of RNG. Or are you one of those people that got one to spawn, but he had nutty affixes that prevented learning the encounter, let alone defeating it? Two leagues later, I still haven't had Aul spawn but we'll get to that later.

    I realize challenges haven't been "challenging" for the most part for a while, and I'm fine with that. Just earlier today I was feeling good about wasting chaos on Zana Essence to get those two related challenges. 3 hours of focused farming and I was rewarded for my decision, that feels good.

    I make another decision to focus farm Cortex, immediately bee-line to every boss that spawns and keep Nexus near to full. Despite being on an elder UGS strategy for weeks(i.e. mainly doing T16 maps), I'm rewarded with my first Cortex spawn of the league after changing my farming strategy. Everything's coming up Milhouse! Except he spawns with:

    • 100% area
    • 70% life
    • Increased crit damage and chance
    • Extra damage as fire
    • 12% elemental damage pen

    I was going to try to get the 12 void area achievement but as I started the fight, I soon learned that meant the entire area would be covered. I get through ~40% of the fight before running out of portals. I felt I learned a little bit but the experience thus far has been very discouraging.

    When is he going to spawn next? What affixes is he going to have? I can't rely on this system if I want to get my challenges before this already narcoleptic league is killed by the flashback. I'd rather spend the money buying Cortex I and II than learn the fights. And if I didn't want the challenge completion, I'd just nope out of the "content" altogether.

    I thought they had learned their lesson with RNG bosses and challenges with Betrayal. But after watching Chris' GDC talk, this mid-league change to Nexus bosses feels like it came from the top. Which is overall worrying because it likely means we have more of this bullshit in store. Get ready for more "experiencing" content via streamers.

    submitted by /u/dethwing6
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    Farrul's Pounce Bleed Archer (Long Post)

    Posted: 22 Apr 2019 09:18 AM PDT

    TLDR: Expensive Farrul's Fur + Farrul's Pounce / Crit Based / Bleed Archer / Max-Block Gladiator. Also Sry no video.

    PoB: https://pastebin.com/tqXcGGWX (Edit: Need to manually add 25% attk speed to lioneye since pob won't do it)

    Intro: This build was really run to craft and level (and expensive), and less fun to grind levels at the end (partly because I'm mostly done with the league). The Setup is with Puncture and the puncture duration enchant this helps us have long bleeds even after the "bleeding you inflict deals damage % faster" mod on watcher's eye and bow implicit. The long bleeds are important for Farrul's Pounce.

    Build Focal Point - Farrul's Pounce: These gloves have an interesting interaction and also some nice up-sides. 3 passive points saved (don't allocate Crimson Dance). LOTS of flat accuracy (easier crit scaling). Bleed damage and Crimson Dance during Cat's Stealth. I wrote a simulator to calculate bleed damage and even added weighted values for the rotating Crimson Dance notable. This simulator is still lacking a more accurate simulation of the Aspect of the Cat rotations, but still gave me a good weighted idea of the actual damage. At the end of the day, you get the best and worst of both worlds with the rotating Crimson Dance. Sometimes one 70% bleed and movement bonus will insta-start a chain bleed-splosion. Other times, one 70% bleed with no movement bonus feels really crappy. Other times, Crimson dance (35% bleeds) is active and that is normal, just need to stack many bleeds.

    Finally the best case scenario (longer fights) is when you've been stacking 8+ 70% bleeds During Cat's Agility and Aspect of the Cat swaps to Cat's Stealth. Then the top 8 bleeds are all 70% from the previous phase, the damage goes through the roof (560% compared to 280% Crimson dance). Now keep in mind that best-case this is only half the time and only works well if your bleed duration is fairly long. Hence using Puncture and helm duration enchant. That way I could get my 70% bleeds to bleed as long as possible during the next Cat phase.

    I wouldn't say that Farrul's Pounce isn't overpowered, if anything the damage averages out to be about the same as just going Crimson Dance. But it is good boss damage and enables crit builds with the high accuracy.

    I also picked up a Farrul's Pounce with Vulnerabilty on Hit for fairly cheap, so that was a large boon to the build.

    Crit Based: I felt like I needed to go crit because I was already getting accuracy from Farrul's Pounce and Power Charges from Farrul's Fur. The Fur also lengthens Cat's Stealth which is very nice for this setup. Also, there are limited ways to scale bleed damage so crit was a good option even though you can't scale the crit multi without a garbage tree notable (Perfect Agony - not worth it from my point of view).

    Bleed Archer: I just wanted to do it, especially after I crafted a very nice bow: https://imgur.com/jEU8JVH (also kind of sad, I just sold it since I got offered a nice price)

    Siege Ballista: On top of my main clear setup, I use siege ballista for the single target damage because of how hard it hits. The siege ballista bleeds were a very nice complement for boss damage. Note: the totem without investment has small life and may not reliably always hit the desired target. Pro: a 21/0 gem is cheap, at least when I bought.

    Max Block: Because I wanted my build to be semi-unique/hipster I incorporated getting my block and spell block up to 78%. This is done using "The Red Nightmare" and allocating all the fire resist nodes over by the Marauder starting spot for 13% block chance. I also used the "RearGuard" quiver for high block % and the corrupt implicit +1 chain (rare and expensive implicit, but freed up a support gem for my main clear skill). Also used a "Rumi's Concoction" and 8% of my block was conditional to having been hit recently (From ascendancy / also available on jewels). I also got 2% attack block synthesis implicits on boots and helmet but didn't end up using the helmet in favor of a Devotos (yay movespeed) that had my desired enchant. I did use the boots once I crafted something usable. And finally I paid many exalts for a corrupted "The Anvil" that had +5 Attack block as the corruption implicit.

    Max block felt amazing, but also was semi-reliant on my flask so felt bad during longer boss fights.

    The Struggles: Because I invested so heavily into max block, my life pool and damage suffered quite a bit. I imagine it would be more effective (and cheaper!) to not try and hit max block and just gear in another defensive layer (or just more life) and more damage. It would free up a lot of Passives and you could grab pierce over by the Ranger area. You could use a different quiver/amulet for more life/dmg.

    Another thing was that I was Unique Heavy at the end. So my rings were mostly to fill out resits, and I needed resists in the tree.

    Also, the map modifier that gives all mobs a chance to avoid bleeding is very annoying. Phys damage reduction mod not as annoying.

    Endgame: I cleared all guardians a few times (mostly deathless). I killed shaper, the damage was very good and I died once to a slam (user error). I killed two 83 Nexus bosses, but don't remember the modifiers but was mostly fast and smooth. I didn't get around to spawning Uber Elder, but in my experience I think my damage is enough at this point as long as you know the fight well enough to not die too much. I imagine I could do it, but not deathless. (also there is a video of a TS Bleed Archer doing it a couple weeks ago, so at the least you can follow his guide if needed)

    Other important pieces for Bleed scaling: Ryslatha's Coil, Malevolence + Watcher's Eye, War banner, Herald of Purity (can get the new unique ring for LOTS of phys damage, but I needed my resist rings), vulnerability on hit. Synthesis Bleed bow or Elder Bow with Vicious Projectiles.

    The Rest of the Build: I think I touched on most of the important topics, everything else can be seen if you are interested to look through the PoB.

    Meta Question: Why you no tOrNaDo sHoT? Doesn't really fit into what I wanted. I wanted really long bleeds for bleeds lasting through the aspect changes and having the +1 chain on my quiver helped my clear and bleed stacking without sacrificing damage and trying to get a TS helm enchant.

    Final Note: If people want to see my bleed simulator, I can upload the script to Github or something. I started off using someone else's python script but added lots of code to show actual damage (instead of a PoB offset number) and added support to put in a main skill and a totem skill attacking together. I originally planned on making the simulator very sophisticated making each simulation run start at a random time within one of the aspect phases. Then I would also track each bleed if it was a 35% or 70%, but I don't know if I'll get to it now.

    submitted by /u/typhoid_slayer
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    Synthesis logo on the Trophy's fanion is definitely in a much lower resolution that all of the prececessor and I feel bad about it :(

    Posted: 22 Apr 2019 12:51 PM PDT

    There's issues with synthesis crafting, but you not getting onslaught boots isnt one of them

    Posted: 22 Apr 2019 12:25 PM PDT

    There's been a lot of good points brought up about synth crafting. It crowds your inventory with trash, third party websites again, trading is rough, etc., but having crafting recipes for the 1% isn't one of em.

    The "average player" isn't supposed to get onslaught boots, or arcane surge on hit rings, or a 1000es regalia. And while it sucks to see items like that on the reddit and know they aren't achievable for you, it's important that the game has systems in place to reward the 1%.

    I've never had 100ex in my stash, but if one day I do, I'd want to get rewarded for having earned that kind of money. Endgame crafting is one of those rewards (possibly the main one). There is work to be done in making PoE more accessible to all players, but we don't want a Diablo3 remake, PoE is amazing because of its infinite scaling into endgame. Systems like high end craftin/synth crafting contribute to that.

    submitted by /u/DuBB1T
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    How I duped my way to an Alt Art Alpha Howl... again

    Posted: 21 Apr 2019 02:25 PM PDT

    Hey there, I'm Troy McClure Epsi. You might remember me from posts such as "How I duped my way to an Alt Art Alpha Howl thanks to Bestiary recipes" and... well that's about it really.

    Now before we dig deeper into what happened I feel that I must apologize for click-baiting you with this title, I just couldn't help myself. While I did earn more mirrors than I did in Bestiary, I don't actually plan to acquire a second Alpha Howl later to skin transfer over the first, as that would be a bit too tacky, even for me (but rest assured I'm still gonna use the mirrors to purchase pretty Alt Arts when the league is over!)


     

    This time there was no beast-crafting involved, as the "Split" recipe was disabled for both Fractured and Synthesized items. But once again, no exploits were used, and everything stayed ethical!

    The key to my technique is the answer that GGG provided to the Irresistible Force Paradox: "What happens when an unstoppable force meets an immovable object?".

     

    As indeed a Fractured Item is very much immovable: fractured mods can never be modified (to the disappointment of any player who has wasted Divine Orbs on them as I did). But a special fossil sharing a similar name, the Fractured Fossil, will also always split an item in two. So the big question was: "what happens if you only have fractured mods on the item when you split it?". I decided to trust the words of Navali, who once told me

    "ᴀ ɢʀᴀɴᴅ ᴛʀᴇᴀsᴜʀᴇ ꜰʀᴀᴄᴛᴜʀᴇs ʟɪᴋᴇ ᴀ ᴅʀᴏᴘᴘᴇᴅ ᴍɪʀʀᴏʀ, ʏᴇᴛ sᴏᴍᴇʜᴏᴡ ɢᴏᴇs ᴜɴʜᴀʀᴍᴇᴅ."

    and assumed the hypothesis that the the split rare items would both keep their Fractured mods, keeping the source intact instead of distributing the mods evenly. However, using fossils on fractured items was disabled for the entire first month of the league, so this question took a long time to be answered, leaving me with a long preparation time filled with anticipation, during which I earned a good amount of currency by specializing in Onslaught boots crafting.


     

    Preparation

    The first thing I did while waiting for the "Fossil Fix" patch was try to prove that you can use a "Mirrored" tagged item as part of a Synthetised recipe. Luckily for me, that was possible to achieve without using actual mirrors, as there is a Prophecy called "Kalandra's Craft" that will make a rare item drop with 3 mirrored copies. And while extremely rare, some were for trade as Fractured Items and I was able to validate the craft. This also proved my theory that should one obscenely wealthy player possess a perfect 3x tier 1 fractured item, one could mirror it three times to create a Synthesized result without loosing the source (and thus brute-force a god-tier Synthesized item by throwing currency at it)

    It also means that the right Fractured Item base (especially triple-modded from ilv86+ bosses) could be easily worth multiple mirrors by itself. When was the last time in PoE that you could drop a 3 mirrors-worthy rare from a boss, with no further crafting required? (and with a chance to drop much higher than that of a single Mirror)

     

    The second part was arguably the most difficult: acquiring the best possible Fractured Item base. Knowing that Fractured Fossils only come from special nodes in Delve (and mostly from very deep ones which is a part of the content only engaged by a niche group of players), I would need something very valuable and rare to be able to profit from a significant crafting cost (the fossils were already between 2 and 3 exalts a piece, and you need 3 per synthesis). In order to drastically improve the chances of getting the desired mod, using a triple-fractured base was also necessary. As we know that rare items have very high chance to have 4 mods (with 5 being uncommon and 6 mods being rare), this meant that the "mirrored" output of a Fractured fossil would most likely only have 1 additional mod to the 3 existing fractured ones. Since we have absolutely no control over the mods once the item has been mirrored (can't annul the additional random mods), lowering the different affixes on the final items in the recipe was crucial, so a 2 mods source would induce way too much variance for it to be worth it. And lastly, having 3 mods simply means better result overall with a guaranteed 3 implicit Synthesized item. However, for the best implicits you always need Tier 1 mods, and you would be lucky to find a single one of a 3-fractured item with this specific affix for sale, let alone a good one with other decent rolls and/or base. The solution? Just get lucky, 4Head!

     

    The Goose Boots That Laid the Golden Eggs

    A week before the long awaited patch, very early in the morning when most of the US was sleeping and EU players didn't wake up yet, someone posted triple-fractured Sorcerer Boots with 35% movement speed for 8 exalts. Such a base would allow for Onslaught Sorcerer Boots, the most meta of boots during Synthesis league thanks the popularity of Occultist and Trickster, and was something so rare I didn't even think that we'd see one posted for trade in the entire league! I was more than happy when I received the party invite; I believe that the timing was perfect, as at any other time of the day there would definitely have been fierce competition to acquire this base, as one could have paid a couple mirrors for it and still come out ahead.

     

    Introducing the fabled Golden Goose: https://i.imgur.com/uEEgGFK.png

     

    The particular advantage of this pair of boots is that it has both %ES and Stun Recovery as separate mods. This means that once fossil-mirrored, if the 4th mod happens to be %ES + Stun hybrid, %ES prefix or %ES suffix, it wouldn't actually add any implicit to the pool of possible ones, giving me a better chance at Onslaught boots! This was very good news as I planned to use Dense fossil to fracture them with anyway. The %ES mod also meant that a good portion of the result could give me Synthesized results with 16% increased energy shield, which was decent when combined with Onslaught. Of course it wasn't "perfect", as tier 1 flat Energy Shield instead would have been god tier and allowed for 30 flat ES implicits, or if the Stun Recovery mod was Tier 1 instead of 2, I could have hoped for a chance at Unwavering Stance + Onslaught Sorcerer Boots, something so rare and potent that a single one would have sold for multiple mirrors by itself.

     

    Crafting Process

    As soon as the long awaited patch went live, I tried my hypothesis using Fractured + Hollowed Fossil x3, and was delighted to find out that it did really work! On top that the very first try with Hollow Fossils granted me within 10 minutes the base of what soon became Blight Trail. Realizing the gold mine I was sitting on, I immediately started to buyout the entire Fractured Fossil market, quickly causing the prices to rise to 7ex. I learned that the low fossil supply would be a severe limiting factor in this endeavor.

     

    Here's an example of the crafting process using mid-tier flat ES rolls:

    https://i.imgur.com/b8OYgG0.gifv

     

    In two weeks I've used a few hundreds Fractured Fossils, each bought between 3ex and 5ex (the supply is very low, as I'm not the only person aware of this technique). Thanks to the lucky base, I usually get Onslaught boots half the time and Onslaught + 8% movement speed (which sell for double the price) around 1 in 4 times. The latter are the profitable items, as the Onslaught boots alone barely cover the crafting costs for all the failed crafts.

    I would separate mirrored boots in a quad tab and sort them based on their 4th mod (usually something energy shield based thanks to Dense fossils, but sometimes I would get the odd suffix like %Chaos Res, Intelligence or Item Rarity. Once I had 3 of the same family I would synthetise them (in order to minimize the non-Onslaught mods implicit pool)

    In around one in 20 fossil use, I would get a fossil craft with Tier 1 flat ES, and I would keep those to gamble at the absolute jackpot: 30 ES + 8% movespeed + Onslaught. Sadly I didn't manage to get that, and the closest I got was 30 ES + Onslaught (which sold for a mirror).

    To guarantee the best chance at getting flat ES rolls, I'd use Fractured + Dense + Corroded + Prismatic fossils. Onslaught boots would usually sell around 30ex, and 50 to 60ex for the ones with 8% movespeed on top. The rare mini-jackpots ones sold for significantly more.

    The source item was Perfect Fossil'd to 30% quality, which meant that the result was always 30% too, saving me a significant amount of currency for each crafts (and giving me that slight edge over the competition). Sadly socket links and colors were always re-rolled, so using 3 White Sockets was not an option.

    Speaking of competition, I basically had none but my old boots coming back for sale, as creating triple implicits ilv86 Onslaught Sorcerer Boots without this method was very, very difficult. Most of the time I had multiple bases ready for sale, unlisted and waiting in queue. Nevertheless, I still had to find a price point reasonable enough to ensure a profit while selling at a pleasant frequency.

     

    What went wrong

    While I'm more than happy with the currency earned in a relatively short amount of time (with 13 mirrors at the moment), and I certainly never expected to be able to re-iterate what happened in Bestiary, I also wasted several mirrors (around 4 total) in trial and error by trying different crafts using Fractured Fossils, and since I didn't know anybody else synthesizing items while always using the exact same base, I had no data or knowledge to rely on in order to avoid my mistakes.

     

    First, I really wanted to be the first person to craft 14% movespeed boots with Onslaught. To that end I needed the usual 8% and use 3x Shuddering Fossil suffix to get a chance at an additional 6%. However that meant I had to use an inefficient Resonator setup. In around 7 crafts from such boots, I never once got more than 6%ms. I got a few 6% + Onslaught, but never 14% alone, and I don't recall getting 8% either. It then dawned on me that it's possible that the game does not allow you to stack 2 identical implicits. I tried searching for a few known possible cases and it didn't return any results. But it's impossible to prove without a shadow of a doubt without sinking hundreds of exalts worth of craft. And remember, the fossils are in such short supply that "wasting" them doesn't feel too good. I decided to stop using Shuddering fossil and went back to a more boring but efficient setup.

     

    Another highly desirable and technically possible craft was +1 Frenzy, +1 Power AND +1 Endurance Max Charge on a ring. But that specific group has 6 (!) possible implicits, and the affix itself (16 all attr) is extremely rare on rings. I have obtained a triple suffix fractured ring which pretty much guarantees that I roll max life as the final 4th mod, and synthesized a few dozens of them (which meant a very high investment in fossils, and no return unless I'd hit a jackpot). My initial assumption was that the game would first flatten all possible implicit choices at the top-level, and only then randomly select 3 of them for the final result. I calculated around 84 attempts to get my goal ring (at 15ex per try). But the results clearly demonstrated that my assumptions were wrong: a lot the synthesized rings always had the same mods, and rarely from the "6 implicits" pool (usually 1 only from that, if at all). This means that there either is some kind of weighting going on, or that the chance to get a specific family of implicit is rolled every time (so with 4 identical fractured mods it would be 1/4 * 1/4 * 1/4ish to hit the desired "group" 3 times, which means 1 in 64 synths to even get a chance at rolling the ring in the first place). This brought the chance to craft my ring to something around 51 mirrors worth of Fractured Fossil to craft, which is slightly unreasonable, even if I was able to get an infinite supply of the fossils in the first place (I'm happy if I get to trade 25 a day). The resulting rings barely sold and all in all were a huge waste of currency. The hope of getting the dream ring made the process fun at first, but the disappointment of finding out the hard way that the algorithm didn't work as I assumed out-weighted that fun. I don't even know how we as a community would be able to figure that out if it wasn't for this edge case fossil mechanic allowing "reliable" data.

     

    What now?

    The whole process of research, anticipation then crafting was exhilarating, but having now done all the content and challenges this league, being forced to stay online constantly just to sell a one or two pair of boots a day (unable to leave the game unattended without going AFK after 15min, which means you basically get no sale whispers) feels like a ball and chain. I really, really wish I could disable this "auto-AFK" functionality so that I could focus on others tasks while being available for trades (but I fully understand why it's never gonna happen).

    I'm also very curious to know how the community will react with this knowledge during the league, as opposed to last year when I waited until it was over to reveal my secrets.

    Especially since a new reset is going to happen very soon in the temporary event league, which means that everybody will be on equal footing.

    Of course the whole crafting technique is only possible if you already have a significant amount of exalts to begin with, but will people farm more ilv86 bosses (despite the dangerous mods) in order to get the elusive multi-mirror base? Will we see a surge of Delve farmers, now that the fossils have risen to 5ex a piece and it farming deep Delve could be a very significant source of currency income? Will we get more crazy crafts? Time will tell.

    I'm not sure that I hope this functionality stays in the game in the future (if Synthesis is integrated in the main game), as it has the same flaw as the old "Mirror Shards" interaction in Delve: it gives way too much power to the owner of a base, who can then crush the competition.

     


     

    Oh, and you wanna know the best part? As I was playing with the new Shaped body armor unique that required my boots to be Shaped too, I didn't even get to play with a single one of the massive amount of Onslaught boots I crafted this league.

     

    The cobbler always wears the worst shoes.

     

    submitted by /u/Epsi_d2
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    [Standard] It'll be nice to dupe something besides quant gear for a change.

    Posted: 22 Apr 2019 12:34 PM PDT

    Gonna place a memory then

    Posted: 22 Apr 2019 01:37 AM PDT

    [Fanart]Meme Divination cards.

    Posted: 22 Apr 2019 12:38 PM PDT

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