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    Path of Exile Questions Thread - February 18, 2020

    Path of Exile Questions Thread - February 18, 2020


    Questions Thread - February 18, 2020

    Posted: 17 Feb 2020 04:06 PM PST

    Questions Thread - February 18, 2020

    This is a general question thread on February 18, 2020. 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:

    • New player questions
    • Mechanics
    • Build Advice
    • League related questions
    • Trading
    • Endgame
    • Price checks
    • 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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    She is rude

    Posted: 18 Feb 2020 06:32 AM PST

    It's not porn. It's just me smashing Veritania the Redeemer

    Posted: 18 Feb 2020 12:33 AM PST

    GGG should nerf enemy corpse explosions (stygian revenants/martyr's grip)

    Posted: 18 Feb 2020 08:15 AM PST

    I think I'm not alone with the opinion that corpse explosions, particularly from stygian revenants and tormented martyrs, are currently the most annoying game mechanic. I don't know, whether it is due to the recent monster HP buffs (and subsequently higher detonate dead (DD) damage) or if they buffed the occurrence of stygian revenants, but there have been a lot of corpse explosion RIPs this league - many of which could only be avoided by being more lucky.

    Currently, i think there are 4 DD mechanics, 3 of which could be deemed "unfair". Let's start off with the most common one:

    1) Stygian Revenants

    A mob, even more dangerous and annoying than porcupines. Not because of the damage they deal themselves, but because their raised minions explode upon death, dealing HUGE damage. If you don't know which ones i mean, check out these RIP clips (all besides the first one taken from poe-racing, there are probably tons more).

    https://www.youtube.com/watch?v=A9vqD4lKaQ4

    https://clips.twitch.tv/PrettyWealthyZebraHeyGuys

    https://clips.twitch.tv/LivelyPhilanthropicPoxMau5

    https://clips.twitch.tv/HeadstrongSucculentKuduMau5

    https://clips.twitch.tv/ZealousAgreeableKleeLitFam

    What makes them so deadly is not just the explosion damage itself, but also that the explosions can be very sneaky and easily obscured by skill effects/minions/map vegetation/dark maps. Both, the "raise undead" and the effect before the detonation have a black hue, which is way harder to see than the regular DD circle/explosion effect (see below) and can also occur offscreen.

    Suggested Changes: Increase visibility of skill/explosion effects, lower dmg and prevent offscreen "raise undead" casts/explosions.

    2) Martyr's Grip

    While less common than stygians, Tormented Martyrs - the detonate dead casting ghosts - are way more dangerous, particularly to melee ranged builds. The problem with these is not the very obvious "detonate dead circle", which can easily be avoided, but their influence on monsters touched by the ghosts: Mobs affected by "Martyr's Grip" explode instantly upon death. No delay, no way to discern the monsters affected by this specific mod (looks like any other ghost touched mob) and again, huge corpse explosion damage. Only dug out one clip, but it's sufficient to showcase the explosions: (this was actually before the mob HP buffs)

    https://www.reddit.com/r/pathofexile/comments/b6p5vw/tormented_martyr_4_white_mobs/

    It's unrealistic to expect players to read the monster mods, when most ghosts are completely harmless. Even then, with the current game speed/visual clutter, it's often impossible to react to ghosted mobs before killing them.

    Suggested Changes: Add a delay to the corpse explosions, lower the dmg, or just straight up remove all tormented ghosts altogether, because nobody likes them (I'm yet to come across someone saying he enjoys the ghost mechanic).

    3) Detonate Dead totems (no circle)

    Less of an issue than those before, but can be extremely overpowered when cast on bosses. The explosion itself does have a delay and usually good visibility, but it can be obscured by the loot drops. Since the totem casting range is huge, this can lead to a nice, unforeseen 1shot. Examples:

    https://clips.twitch.tv/LuckyLaconicHerbsPrimeMe

    https://clips.twitch.tv/LazyFaintButterflyBleedPurple

    Suggested Changes: Reduce casting range, lower dmg and add an additional skill effect (small DD circle).

    4) Detonate Dead (with circle)

    Just added for clarification. I have no problem with the "regular" DD circle skill, which also deals large amounts of damage, but has good visibility and can be dodged due to the explosion delay. Example:

    https://clips.twitch.tv/BlueIronicCaterpillarPeteZarollTie

    In Summary: Corpse explosions are way overpowered and too sneaky in the current state. A rework is overdue.

    submitted by /u/SC_Pleb
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    First time delving deeper than 200 be like

    Posted: 18 Feb 2020 10:46 AM PST

    Please remove ignore list limits

    Posted: 18 Feb 2020 02:27 AM PST

    I am so sick of the fact that I cannot simply ignore bots and scammers forever. That morning alone, I had like 20 Korean botters wanting to buy my crap and there was nothing I could do to prevent their whispers. I know it wouldn't solve the whole problem, but at least it could make me feel better. ;)

    Edit: https://www.twitch.tv/videos/553964214
    This is the size of this problem, if GGG is somehow unaware. At this point, I am pretty close to not trading with Korean exiles at all.

    submitted by /u/Baron_MR
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    I heard you like data. This is the tale of Fortify Effect, or how to spirit away fossils

    Posted: 18 Feb 2020 08:41 AM PST

    Just some numbers from 361 resonators of Dense + Bound + Jagged (& 40 Dense + Pristine for fun) on an i86 royal burgonet

    My personal goal was to hit a helmet with "reduced mana reservation", "increased effect of fortify" and "nearby enemies take increased physical dmg" to metacraft it further

    361x dense+bound+jagged:

    • 231 x "nearby enemies take 9% increased physical damage"
    • 172 x "#% reduced mana reservation"
    • 7x "x% increased effect of fortify on you"
    • 84x "nearby enemies take 9% increased physical damage" + "#% reduced mana reservation"
    • 1x "nearby enemies take 9% increased physical damage" + "x% increased effect of fortify on you"
    • 2x "#% reduced mana reservation" + "x% increased effect of fortify on you"

    40x Dense + Pristine: (yes fortify effect doesnt have the defense tag anymore)

    • 4x "x% increased effect of fortify on you"

    i spent a total of 6942 chaos(~110ex) for the attempt(HCM):

    • jagged 4-5c
    • bound 6-7c
    • dense 4-6c
    • resonator 0,25c

    TL;DR: fortify effect? where?

    edit: little typo

    submitted by /u/BusyGeezus
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    Having a Blast Cosplaying as Michael Bay (500% increased Aoe Abberath's Fury)

    Posted: 17 Feb 2020 06:18 PM PST

    look at this dude

    Posted: 18 Feb 2020 08:34 AM PST

    Behemoth Cord Stygian Vise MSC

    Posted: 18 Feb 2020 04:07 AM PST

    Keep minimap markers for enemies

    Posted: 18 Feb 2020 12:22 AM PST

    After metamorph it will be hard to go back to no markers for packs, so I (and many others) suggest to add pack markers for every pack as a base feature.

    Maybe something like semi transparent gradiented dot around champion in every pack, not neccessearly marking every enemy just enough to mark position of a pack. It gives a little peace of mind knowing you are not missing enemies while clearing and allows for better backtracking planning etc.

    submitted by /u/kaisurniwurer
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    GGG please give Flameblast the BV treatment!

    Posted: 18 Feb 2020 09:16 AM PST

    Halve the number of levels and buff the damage, change the delay to the explosion or something similar.

    submitted by /u/Manchildmay
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    End of season metacrafted a double %life ring. Took forever but was a fun process!

    Posted: 18 Feb 2020 11:18 AM PST

    My prediction for the new 3.10 league

    Posted: 18 Feb 2020 03:35 AM PST

    It will be a Vaal & Templars based league. The following wall of text is to explain why I think so:

    - 2 days ago Bex tweets "I'm already losing my mind trying not to post teasers": https://twitter.com/bexchangewords/status/1229121750488604672the league has to do with someone gone mad? A lot of people in Wraeclast and in the Atlas have gone mad but I think I know who, specifically.

    - 1 day ago Bex posts the Spiderman-meme video on reddit. Copy, mirror, reflection come to mind.

    - also 1 day ago Bex posts a "list of things people have guessed", adding that "Some of you are close! Some of you could go further" https://twitter.com/bexchangewords/status/1229484129936232448In the comments, Bex replies "I used to think we could be friends but now I think we could only be enemies." I had to think to Valdo/Venarius in Synthesis.

    I was totally focused on Synthesis 2 theory ( "Delve but up" https://twitter.com/bexchangewords/status/1229484129936232448 ) till I saw the image GGG posted here https://www.pathofexile.com/forum/view-thread/2774799

    It is similar to the images of the Haunted Mansion and they echo the terrible story of Templar Davaro https://pathofexile.gamepedia.com/Research_Journal

    He was the templar who was studying the Vaal relics that Dominus shipped from Wraeclast to Oriath and he went mad by doing so."I have uncovered a hidden frequency of corruption within the relics - oh, how they now sing to me! They are as mirrors, dimly reflecting shadows and echoings of the past."

    He sees Atziri in his visions, giving pleasure to herself. He falls in love with her and starts sacrificing young people to enhance those visions "As the sanguine liquid was sucked up by the stone, my mind frayed and I saw the Queen herself, naked and aroused, bathing in a pool of blood while her hand reached between her thighs."

    His madness reaches a point of no return when he ends up killing 2 children and himself to create a family with Queen Atziri: "They are both silent now. Unmoving. And shortly I will join them, and together we shall unite with my queen - a happy family. Husband, Wife, Daughter, Son. My knife still drips beside me."

    Edit: spelling and grammar

    submitted by /u/Trivelar
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    How to stop getting whispers from bots

    Posted: 18 Feb 2020 08:53 AM PST

    tl;dr: Put the items in a stash tab named ////////////////// (as many slashes as the game will allow).

    I see a lot of complaints about this, but this is an easily preventable problem through a solution I've discovered through some experimentation. I want to explain the theory behind it, and also just about about the RMT bots in general for those who aren't in the loop.

    Bots buy unique items with increased rarity and/or item quantity. They buy these items so they can drop more rare jewellery and do the chaos recipe. The reason they do the chaos recipe is for RMT.

    The problem with these bots is that they have a weird programming flaw, which is that they have to escape characters in the messages they send. If you're unfamiliar with the concept of escaping a character (and by character I mean, letter, number, punctuation, etc), basically, in programming languages, when we want to do something with text, we have to indicate somehow where the text starts and where it ends, so it isn't treated as code. This is normally done with quotation marks. For example:

    myText = "Hello world."

    There's a problem, though, when we want to include a quotation mark in our message:

    myText = "Hi, I'd like to buy your thing in stash tab "5c"";

    The program would think the message ended after the word "tab", because that's where the second set of quotation marks are. To include them, we could designate a special character to indicate that the next character should be included in the text. In the case of the bot, it's a backslash (\)

    myText = "Hi, I'd like to buy your thing in stash tab \"5c\"";

    The bots have to escape slashes, backslashes, and quotation marks, so if we make a tab named ////////////// (or as many as the game allows), the message actually ends up being so long that the bot can't send it. It may even crash the bot, but, I have no way to know.

    When you do finally get a message about your item, you'll only have human buyers who are willing to do things like answer arbitrary math questions to prove their humanity.

    Good luck out there, hopefully you learned something.

    submitted by /u/vegetablebasket
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    Its been 2 months since metamorph was released and Tane still pops up mid-fight

    Posted: 18 Feb 2020 05:43 AM PST

    Just noticed the angry mob in PoE 2 character select is full of undead. What could this mean story-wise?

    Posted: 18 Feb 2020 09:01 AM PST

    Time for a new list!

    Posted: 18 Feb 2020 10:06 AM PST

    Introducing TheoryCraft - Simulate any currency, essence, or fossil on any item base; track your currency spent; roll 1000 times in one click and sort the results by any mod or item property

    Posted: 17 Feb 2020 05:55 PM PST

    Overview of what it looks like and can do

    Download it here

    Details, and things I'm looking for help with regarding crafting mechanics and in-game testing

    Simulation accuracy tested with 2 x 100 in-game rolls and 10 x 100 simulated rolls. Also includes 2 x 100 catalyst rolls with inconclusive results.

    Fun facts I learned while making this:

    • Several old nerfs were added as modifiers in the translation process (client-side). Voltaxic Rift, for instance, still has a conversion mod with a value of "100", but goes through a "multiply by 0.6" handle during translation from mod definition to stat line.
    • There are FOUR separate sets of attack/caster tags. They can, in theory, all work independently, but fortunately for our sanity they're mostly synced.
      • mod tags for fossils: "attack" and "caster"
      • mod tags for catalysts: "jewellery_attack" and "jewellery_caster"
      • item tags placed by metamods, that mods can choose to obey: "no_attack_mods" and "no_caster_mods"
      • item tags placed by mods, that mods can choose to obey: "has_attack_mod" and "has_caster_mod". This last pair is for weapons so attack and caster mods tend to avoid each other.
    • A mod tag for fossils is spelled "defences", plural with a "c"; another mod tag for catalysts is spelled "jewellery_defense", singular with an "s".
    • Possible bug on boots, due to some weird tagging:
      • Elder's spell dodge CANNOT roll on an item with Redeemer's/Shaper's attack dodge
      • Redeemer's spell dodge CAN roll on an item with Redeemer's/Shaper's attack dodge
      • Redeemer's/Shaper's attack dodge CAN roll on an item with any spell dodge

    A big thanks to PyPoE and RePoE for digging through a goddamn mountain of ggpk data and translating the relevant bits into an easy-to-use format.

    submitted by /u/sectoidfodder
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    GGG could we get a Perandus Raise Spectre Skin Effect?

    Posted: 18 Feb 2020 07:21 AM PST

    The Golden perandus mobs look amazing, they already have a death animation and sound effect on death or appearance so... why not?
    I don't know how much work it would be to apply these to summoned monsters as well so it could take much more work than I expect and if it does, I'm sorry then.

    I asked this myself 1 year ago on the forums, some people seemed to want it as well also I think that this is a good time to release another skin even though we got celestial and arcane recently.

    submitted by /u/arturaxmal
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    Bubonic Plague's Death Walk has every aspects of a chaos skill, yet it does fire damage... Purple Icon, Poison cloud effect, Poison skill Unique item name, Chaos skill name("Death" being used for chaos related stuff) and making it fire puts it in Abberath's fury category and it loses no matter what

    Posted: 17 Feb 2020 03:53 PM PST

    Can we get a fix for the mine being considered a low level area? Kind of annoying with the new AreaLevel filter option.

    Posted: 17 Feb 2020 08:32 PM PST

    You guys are trying i know, but unfortunately it's getting worse with every update.

    Posted: 17 Feb 2020 07:46 PM PST

    Kelestial Nebula Hideout [WIP]

    Posted: 18 Feb 2020 09:42 AM PST

    How do racers deal so much dmg?

    Posted: 18 Feb 2020 08:08 AM PST

    I cant Help myself- If im trying the build of the streamers i'm Not able to do this sick single target dmg :( are there any mechanics that i need to Focus on (stuff Like for example: place x, wait y, Cast z)

    submitted by /u/Twrecks1337
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