Path of Exile Questions Thread - December 04, 2019 |
- Questions Thread - December 04, 2019
- Reddits 2019 Review is out - we made it on there guys
- Remember that itmeJP, Zizaran, and Mathil will be interviewing Chris Wilson tonight at 6PM ET on Dropped Frames (When this post is 6 hours old)
- Path of exile logic
- Another result of a new influence type in Conquerors of the Atlas expansion
- I really hope Null's inclination will get some love on Bow rework patch since it got ignored on Minion rework patch
- Since GGG have the thechnology to track these boss kills why we can't have some ladders for all leagues even without rewards?
- Pretty please think of a better naming scheme than "support gem plus" for when the league comes out
- Path of Exile: Conquerors of the Atlas - Awakener Kill Event
- when you eventually learn to how to identify uniques from their artwork alone
- Haste gem needs a buff finally...
- Tencent: Upgrade your auto currency pickup pet to gain faster pickup speed, better pickup range, more currencies and the newest currency filter customize
- GGG, would it be possible to implement the ladder for the Awakener Kills in the other leagues as well?
- Finally killed The Shaper for the first time!
- Argus spawns in first room of Labyrinth today - might be the last time in Blight for easy Endgame grind objective completion
- Blast RAT is coming to melt your GPU
- QoL - clear / delete all on stash tabs.
- Barrage calculator
- Would it be possible to make a skill gem tab?
- Yet another mspaint build - Bow Mines
- For those considering racing in SSFHC, here's a popular item comparison.
- my shitty paint build, it's dexterity time !
- GGG should add keybind settings for allowed macros such as log out and the hideout command.
- [MSPaint Build] Your scientists were so preoccupied with whether or not they could, they didn’t stop to think if they should.
- The Cyclone Cast on Critical Strike Cooldown Guide MkIII
Questions Thread - December 04, 2019 Posted: 03 Dec 2019 04:06 PM PST Questions Thread - December 04, 2019 This is a general question thread on December 04, 2019. You can find the previous question 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:
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. [link] [comments] | ||||||||||||
Reddits 2019 Review is out - we made it on there guys Posted: 04 Dec 2019 10:42 AM PST
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Posted: 04 Dec 2019 08:52 AM PST
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Posted: 04 Dec 2019 01:53 AM PST
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Another result of a new influence type in Conquerors of the Atlas expansion Posted: 04 Dec 2019 02:05 PM PST
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Posted: 04 Dec 2019 09:45 AM PST
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Posted: 04 Dec 2019 10:44 AM PST Any kind of statistics in this game would be amazing anything you can track just like for the challenges ect. [link] [comments] | ||||||||||||
Pretty please think of a better naming scheme than "support gem plus" for when the league comes out Posted: 03 Dec 2019 09:11 PM PST Hey GGG, Love what you're doing, making big moves and some of the minor pains of previous leagues have been put into context with the huge changes announced. Only so much love to pour into the game and it's obvious that so much has gone into PoE 2.0 and the 3.9 expansion. But please do try to put just a little more love into the naming scheme of the "support gem plus" system. On one hand, it easily signals that it is very related to whichever base support gem it may be but better. No one will be confused as to whether GMP or GMP+ is better. On the other hand, it sounds so lame. It kinda reminds me of some Dragon Ball-esque mega super saiyan plusTM stuff. Personally I think it would be a great thing if you did a naming scheme closer to fated uniques, where the root inspiration is obvious but the name is still distinguishing. Like "Spell Echo" to "Spell Reverberation" or "Greater Multiple Projectiles" to... "Greatest Multiple Projectiles" Edit: A lot of people are getting stuck on my specific examples of names or my specific idea for a naming scheme. I realize I'm not very creative, which is why I'm not an artist or game designer. But I can see creativity, and naming everything 'plus' is not creative. My suggestion is simply one way to tackle it. I'm a big stickler for interwoven names but I get how that can get convoluted fast. I mainly want them to avoid the word 'plus' because of how robotic it sounds. You can use a similar affix that doesn't sound so clichéd, like exalted, pure, refined, enhanced, etc. It's in the same way they didn't call the upgraded breachstones "Xoph breachstone plus", "Xoph breachstone super plus", "Xoph breachstone mega super plus" etc. [link] [comments] | ||||||||||||
Path of Exile: Conquerors of the Atlas - Awakener Kill Event Posted: 03 Dec 2019 02:01 PM PST | ||||||||||||
when you eventually learn to how to identify uniques from their artwork alone Posted: 03 Dec 2019 06:36 PM PST
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Haste gem needs a buff finally... Posted: 04 Dec 2019 12:17 AM PST Seriously, this Aura gem hasn't been updated since 2.0 and even then it was a pathetic buff of only making the reserved mana into: 50%... In my honest opinion, Haste should give: (16-25)% Increased Attack & Cast Speed & (9-13)% Increased Movement Speed. Also, make the reserved mana into: 35% and then we are aces... Would make it FAR more desirable this way! [link] [comments] | ||||||||||||
Posted: 03 Dec 2019 07:32 PM PST
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Posted: 04 Dec 2019 08:57 AM PST First: I'm not talking about the race rewards here. Those are far more fitting in the SSFHC environment and there will be a lot of glorious kill videos and even more glorious RIP clips. I would just love to have the kill ladders available in the other leagues as well. It would likely push for some nice competition and maybe give some people additional incentive to go for content that they would usually shy away from. Especially in a league that seems mainly focused around defeating bosses it would seem fitting to have a ladder for the hardest (I sure hope so!!) of them all. [link] [comments] | ||||||||||||
Finally killed The Shaper for the first time! Posted: 04 Dec 2019 01:32 AM PST
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Posted: 04 Dec 2019 01:28 AM PST Argus spawns in the first room of Lab today. With only a couple of days to go in the league, this might be the last opportunity to complete the 100 Argus kill objective for the Endgame grinds challenge in the quickest way (enter lab -> kill Argus -> portal out and repeat). So if you've been saving up Offerings in SSF like me waiting for a Lab like today's now's the time! [link] [comments] | ||||||||||||
Blast RAT is coming to melt your GPU Posted: 03 Dec 2019 08:58 PM PST
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QoL - clear / delete all on stash tabs. Posted: 04 Dec 2019 04:48 AM PST GGG please, I've been clearing standard stash tabs for hours now and I'm not even halfway thru. Give us a way to clear the tabs without breaking my mouse, wrist and sanity. Not sane anymore Zana, lock me up. [link] [comments] | ||||||||||||
Posted: 04 Dec 2019 06:03 AM PST
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Would it be possible to make a skill gem tab? Posted: 04 Dec 2019 01:24 AM PST Gems over time clutter up and it's visually intimidating to go through the gems if you pick up a lot. Use case scenario : If you pick up several superior gems to vendor them for GCP's. You will eventually gather several tabs of gems. A lot of them will have levels and quality. And among them a few will be valuable. Assuming you know which gems are valuable, if they automatically get slotted by name or icon like the map tab currently does, then you would only need to remove the gems you know are cheap when you decide to vendor them. I'm pretty sure if the idea is acceptable many people here can come up with much better scenarios or suggestions for gem management in general. It's only vending every gem doesn't make sense and going through each gem is very time consuming. [link] [comments] | ||||||||||||
Yet another mspaint build - Bow Mines Posted: 04 Dec 2019 10:59 AM PST
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For those considering racing in SSFHC, here's a popular item comparison. Posted: 04 Dec 2019 01:28 PM PST
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my shitty paint build, it's dexterity time ! Posted: 04 Dec 2019 12:08 PM PST
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GGG should add keybind settings for allowed macros such as log out and the hideout command. Posted: 04 Dec 2019 05:24 AM PST With GGG increasing support for racing it would be nice to see some built in support for the macros GGG allows and nearly every racer uses. Adding keybind settings for the following commands that GGG already stated are allowed would be a nice QOL to "leve-lout" the requirements for speedy action: Logout Go-to Hideout Go-to Bestiary Go-to Delve EDIT: This seems to controversial but the few items I have above are able to be executed as chat commands currently for those who don't know [link] [comments] | ||||||||||||
Posted: 04 Dec 2019 02:11 PM PST
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The Cyclone Cast on Critical Strike Cooldown Guide MkIII Posted: 03 Dec 2019 03:38 PM PST Since CoC and Cospri's Malice are getting more popular, I figured I would rewrite my old guide. It held up well through my testing in 3.6 but with 3.7, the situation changed somewhat. Cyclone In 3.7 OnwardsCyclone was changed as of 3.7 (Legion) to be simpler. It now causes your character to hit at the listed attack speed. It now has an implicit 300% of base attack speed, it is completely consistent at that speed due to it being a channeled skill, and it rolls your accuracy and critical strike chance for every individual hit. When dual-wielding, it will alternate between your right and left hand (starting with right). This makes a lot of calculations less confusing than in 3.6 and before. In this guide, I will assume a well-geared build that has reached 100% crit chance on Cyclone and 100% accuracy. Both of those are important to get on a CoC/Malice character. With a reduced effective rate of critical strikes, the calculations get slightly less important, and triggers will be missed slightly less often. However they can still result in a dramatic loss (35%+) of DPS for any character that does not take them into account. Cooldowns on the CoC Gem and Cospri's MaliceThe CoC gem and Cospri's Malice have a cooldown. They cannot be triggered every single time you critically strike; they must wait a certain amount of time after triggering before triggering again. This cooldown is listed as 150ms (150 milliseconds, or 0.15 seconds). This number is the subject of a lot of discussion and experiments, and is in fact ultimately accurate, but misleading. There are a few things you have to take into account when dealing with this number. The first and foremost issue is that the game does not run on a smooth clock; the game server processes things happening in the game in regular steps, which I will call "server ticks", or "ticks" for short. These ticks are executed exactly 33ms apart when the server is running normally, and when cooldowns are checked, they are checked during one of these ticks. This means that a cooldown will delay the triggering of a skill by a whole number of ticks. If a cooldown would last for 150ms, it must wait until the next tick after that 150ms to be processed, where it can then trigger again. This means that the cooldown must wait until 165ms have passed, as that is 5 whole server ticks (33ms per tick for 5 ticks). This means that the cooldown behaves as if it said "165ms" normally. But you can also shorten the cooldown, by getting % Increased Cooldown Recovery Speed (henceforth ICRS) on gear. You have to reduce the cooldown from the original 150ms to below 4 server ticks, or 132ms, in order to allow it to trigger again on that 4th tick. This 132ms number is achieved with a total of 14% ICRS on gear. To achieve a cooldown shorter than 3 server ticks, you would require 52% ICRS; this is not possible in-game as of yet. Takeaway #1: 14% Increased Cooldown Recovery Speed is the only amount that does anything for CoC and Malice. Getting less than 14% behaves as if you had none whatsoever; and getting more than 14% behaves just as if you had 14%. 14% is the magic number. Crafted ICRS does not work for CoC or Cospri's Malice, as it has a maximum value of 12%.So How Fast Can It Trigger?We now know that CoC/Malice can trigger one time per 5 server ticks with no ICRS, or one time per 4 ticks with 14% or more. This gives us calculable baseline attack rates of 6.06 attacks per second (henceforth ApS) with 0%, and 7.57ApS with 14%. In 3.6, for a weird reason that I investigated very carefully and confirmed through testing, these were incorrect. Since the change to being a channeled skill, they are now exactly accurate, as shown by the in-game character screen value. Tooltip attack time is inaccurate and rounded, but the character sheet value is exact. Putting these together: Takeaway #2: CoC and Cospri's Malice triggers are at their maximum rate for a single triggered skill when you have a listed attack rate of 7.57ApS with 14% ICRS, or 6.06ApS with 0% ICRS.This also allows for multiples of these numbers. You can simply trigger CoC every other hit by attacking twice as fast. Here's a quick table of results:
Exceeding The Maximum Trigger RateGoing over the maximum trigger rate means that your attacks will start landing before the cooldown of the skill expires. But since the cooldown checks are constrained to whole server ticks, how can it sometimes skip procs and sometimes not skip? The answer, as far as I can tell, is that your attacks are actually timed to a background timer instead of tied to whole numbers of server ticks. This means that having an attack time of 4.5 server ticks per attack does not round up to 5 ticks, but instead alternates between 4 and 5 ticks, to accurately represent that non-integer number of ticks over a long sample. When attacking this fast, you will subsequently miss some 5-tick cooldowns when you have a 4-tick delay and hit those cooldowns when it is a 5-tick delay. This means your overall trigger rate will decrease linearly after exceeding the threshold until you are always attacking one frame too fast, at which point you will maximise your trigger skips. This would occur at 4 ticks per attack when you have a cooldown of 5 ticks, or 3 ticks per attack when you have a cooldown of 4 ticks. This means the worst situation is 7.57ApS when you have 0% ICRS, or 10.1ApS when you have 14% ICRS. This results in losing 37.5% of your DpS in the 0% ICRS situation (8 ticks per cast instead of 5), or losing 33% of your DpS in the 14% calculation (6 ticks per cast instead of 4). That is a very large DpS loss! Multiple Skills And Multiple TriggersCoC and Cospri's Malice have quite a few interactions that should be remembered:
This means that you can use Cyclone-CoC-Ice Nova and a Malice with another Ice Nova, and cast both of them at full speed at the same time. However, you can't put two Ice Novas in two Cospri's Malices and cast both at full speed. It also means that if you can attack fast enough, you can use two spells in your CoC link and cast both of them at full speed. You'd have to attack twice per cooldown to do it, which is maximized at 12.12ApS for 0% ICRS, and 15.14ApS for 14% ICRS (just doubling the above numbers). Dual-Wielding MalicesDual-wielding Malices is another case that needs to be treated carefully. Cyclone alternates between your weapons when you dual-wield. This means if you attack at 15.14ApS while dual-wielding, each Malice will hit 7.57 times per second, which is the maximum for a single skill. You can support full-speed casts of two different skills by dual-wielding Malices and attacking at that doubled speed. The prime example of this is placing Frostbolt in one Malice and Ice Nova in the other. The Malices alternate and cast both of those 7.57 times per second. Put those both together, and you can put Frostbolt in one Malice, Ice Nova in the other Malice, and put Frostbolt and Ice Nova in your CoC setup, and trigger all four of those spells at the maximum possible rate if you attack quickly! So How Do I Make This Into A Build?I built a Cospri's Malice Assassin character in 3.7, and created a full guide for it, here: https://www.pathofexile.com/forum/view-thread/2555459 This guide goes over a fully-fledged example of gem setups required to maximise DpS output from a Malice character. In this case, I built a full Fire conversion Frostbolt/Ice Nova character using Avatar of Fire, with The Effigon for perfect accuracy with Flesh And Stone. It resulted in a realistic standard DpS output of around 6.5m, with burst up to 8.5m available with VRF. This was achieved using Frostbolt in the right-hand Malice with Combustion, and Ice Nova in the left hand with Elemental Focus. The main 6L had Crit Strikes, Faster Attacks, CoC and Ice Nova, which triggered alongside the Malices. All links then had Cold To Fire to complete the conversion and abuse fire resistance reductions from The Effigon, Combustion and such. There is space to add an extra spell to the 6L, but all the other gems in the link are actually more overall damage output than adding another spell. Since 3.7, this build received major upgrades in the form of buffs to the Assassin, amulet anointments and Shock and easy Chill from Summon Skitterbots, and the DpS is probably closer to 8m realistic/11m burst now! Chesco (from the PoE forum) re-wrote a Malice build guide for 3.8 that looks great - https://www.pathofexile.com/forum/view-thread/2676194 - so check that out if you are looking for an updated version and don't want to brew your own! He's also been very responsive to questions, and I try to do the same. Thanks for reading!This is a re-rewrite of my old guide here. Past work includes:
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