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    Path of Exile Questions Thread - April 12, 2020

    Path of Exile Questions Thread - April 12, 2020


    Questions Thread - April 12, 2020

    Posted: 11 Apr 2020 05:07 PM PDT

    Questions Thread - April 12, 2020

    This is a general question thread on April 12, 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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    How I lost my last 3 portals on last phase of A8 Sirus - God I hate this fight with a passion

    Posted: 12 Apr 2020 09:31 AM PDT

    When you go to import a mates POB..

    Posted: 12 Apr 2020 12:12 AM PDT

    PLEASE STOP ASKING FOR 4 PASSIVES

    Posted: 12 Apr 2020 02:50 AM PDT

    PSA - The widely used and desired "Seeker Runes" brand notable does not function as stated, with massive implications (detailed)

    Posted: 12 Apr 2020 11:22 AM PDT

    tl;dr at bottom

    I've been using the notable since around a week into the league, and it felt slightly off to me the whole time, but after reading other users' experiences with the notable I began to suspect that it worked quite differently than originally stated.

    Background:

    Seeker runes: 25% increased damage with brand skills.

    Unattached brands gain 20% increased brand attachment range per second.

    As most know, the strength of the notable is that this increased attachment range, once gained, lasts for the duration of the brand, regardless of whether it reattaches later.

    The notable stacks with multiple instances of it in your passive tree from jewels, like all other cluster notables. For all of my mapping and testing I used 2 of the notable.

    ------------

    The main issue I found stated among many brand users is that, for those with a low cooldown Brand Recall, the notable seemed to stop functioning, or at least its effect was noticeably reduced.

    After a lot of testing, I found that the reason for this is that Seeker Runes' increased attachment range does not scale with how many seconds the brand has been unattached. At least, not exactly. Essentially, rather than considering how long the brand has been alive, the rune considers only how much time remains before the brand disappears. The 'lifetime' (max duration) of the brand is in practicality different from the brand's age due to the brand's duration being constantly refreshed by 1.2 seconds per brand recall cast. Essentially, it seems the calculations behind Seeker Runes use a shortcut - rather than spend all the effort to track the brand's history, it simply subtracts the brand's remaining 'natural life' from its normal natural lifespan, then grants 20% increased attachment range per second of that value (or 40% with two of the notables). This means Seeker Runes disregards the age of the rune. For example if the natural lifetime of the brand is 14 seconds, as with my build, and in this specific instance, will expire in 4 seconds (not considering interference from Brand Recall) then you get (14-4)*20% attachment range, or a total of 200% increased (400% with two notables).

    So what are the implications of this?

    With a brand recall cooldown time equal to or below 1.2 seconds, Seeker Runes is completely useless, assuming you constantly refresh your brands. While the brands' age could by anywhere as much as 20 minutes (for example), the calculations only consider the fact that the brand is currently sitting at the very beginning of it's natural lifespan, and thus is granted no extra range through the calculations. My personal recommendation is to use a Brand recall time equal exactly to 1.2 seconds. (any lower cooldown and you will 'rejuvenate' your brands, slowly healing them and reducing their range). This can be achieved with a level 7 brand recall linked to a level 4 empower and level 3/4 second wind in a pair of +1 socketed gems gloves (with Heirophant ascendancy). At this point Brand recall with neither rejuvenate the brand nor allow it to age. At the beginning of the map, cast your brands and wait until they are one second before expiring, then hold down brand recall for the rest of the map. This will give you the maximum benefit of Seeker Runes (in my setup, for example, 520% increased attachment range) throughout the rest of the map. Alternatively you can use a brand recall with a slightly higher cooldown (forgoing or de-leveling the second wind) to allow your brands to slowly near the end of their lifespan, thus allowing you to 'cast and go' instantly at the start of a map, at the price of getting reduced SR effectiveness for most of the map and eventually having to recast your brands.

    The most interesting thing I found throughout all of this, and the most difficult part to test, is that increasing brand duration/skill effect duration leads to a greater bonus from SR. For example, if I socket a 20/20 increased duration support into my main link setup (not recommended!) the brands then have a lifespan of 21.4 seconds unattached, or a potential total of 840% increased brand attachment range.

    tl;dr

    Seeker runes takes a shortcut in its calculations, disregarding how long the rune has been unattached in real time and instead only considering how close the brand is to disappearing, regardless of interference from brand recall. This renders the rune more and more useless the closer your brand recall gets to a cooldown of 1.2 seconds, meaning you have to choose between not having to recast your brands and having the effect of the Seeker Runes notable.

    submitted by /u/Seik-ssbm
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    path of exile + reddit + stay-at-home weekend =

    Posted: 12 Apr 2020 07:55 AM PDT

    So.... there was die ad in my facebook timeline for this tshirt....

    Posted: 12 Apr 2020 07:06 AM PDT

    GGG Q/A Department

    Posted: 11 Apr 2020 06:31 PM PDT

    I had to try it when I saw chux123's art

    Posted: 12 Apr 2020 06:45 AM PDT

    Bug that causes delirium spawn blobs to do [a lot] of damage when rolling increased AoE map mod

    Posted: 12 Apr 2020 06:21 AM PDT

    I heard herald stacking builds were short on sockets

    Posted: 11 Apr 2020 10:33 PM PDT

    Apparently someone made a meme subreddit about the templars neck. Every post aligns with the post under it.

    Posted: 12 Apr 2020 01:51 PM PDT

    Talismans are pointless, here is an easy way to make them relevant.

    Posted: 12 Apr 2020 09:30 AM PDT

    Make them not drop corrupted, but instead the stats they drop with are locked on them exactly how Synthesized mods were locked. You would still be able to anoint them, or exalt or craft them if there is room.

    submitted by /u/Janus408
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    Righteous fire + Rise of the phoenix bug or how to be low life while on full life

    Posted: 12 Apr 2020 08:33 AM PDT

    Cautious Hero: The Hero Is Overpowered but Overly Cautious . Ristarte

    Posted: 11 Apr 2020 03:16 PM PDT

    Is this Christmas?

    Posted: 12 Apr 2020 09:19 AM PDT

    Dumb in 2013, Dumb in 2020

    Posted: 12 Apr 2020 12:18 AM PDT

    Portal Placement change in 3.10 is the most annoying change ever for me

    Posted: 12 Apr 2020 02:57 AM PDT

    TL;DR Pre-3.10, opening a portal always place it right behind the character. In 3.10, it was changed to inconsistently open somewhere around the char.

    Pre-3.10 Behavior

    For years I played PoE since open beta, open a portal always place it right behind the character regardless of orientation, cursor, landscape, or action. 100% exact same location all the time.

    3.10 Behavior

    The intended behavior (based on my observations) is the portal will open right in front of you where your character is facing, but it only happens like 2/3 of the times.

    Based on my testing, once opening a portal, the character will stop current action and the game seems to choose 2 random locations around the character to place the portal. The locations could be in front, behind, to the right/left, or anywhere around the character. Repeatedly opening portals at the same place will alternate between the 2 locations.

    To test this (better use portal gem to save scrolls), find an open area (e.g. dried lake or dunes), move in different directions and stop to open multiple portals at same place, normally 2/3 of the time the first portal will open in front of the character, the 2nd portal will open somewhere random around the character, then subsequent portals will alternate between the two previous portals. The two portal locations will only change when you move again.

    How does it affect my gameplay

    I have played PoE since open beta, participated in race seasons, and used to play hardcore before Legion. Portal is the single most fundamental tool to get home or get in and out of battle. I have opened thousands of them in crucial situations and I never missed 99% of the time (if no desync/lag). It becomes muscle memory. I know the exact timing when the portal will open and where, so once I click the scroll, my reflex will move the cursor slightly to the right of the character's head (closest to the inventory top left) and click before even the portal sound/animation are fully played.

    In 3.10, years of precision practices become trashed, I would fucking miss the click if the portal spawn on the left side (7 to 11 o'clock) of the character. My frustration is indescribable when I have to find the portal and click again. If there is one "feature" that made me quit the league early, it is this one.

    Imagine the chad racer tie23he practices day and night to know exactly where the waypoints and all the quest gem rewards. If you watched him race, he basically move the cursor to those locations before the panels even open. Then imagine GGG changes the waypoints and gem reward locations randomly each time... I'm no tie23he but you get the point.

    GGG, why would you change such a fundamental feature after 8 years?

    Is this intended? If so, I would like to know who is behind it and I would torture him/her like Piety did to Tolman.

    If it is a bug, PLEASE FIX ASAP because it is so critical to me.

    Thx for reading.

    submitted by /u/DuranByKTFO
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    Crafted My First 6-Link!

    Posted: 12 Apr 2020 10:18 AM PDT

    fresh out of the oven... with a load of fusings in it!

    Posted: 12 Apr 2020 11:10 AM PDT

    These lag spikes are ridiculous

    Posted: 12 Apr 2020 08:48 AM PDT

    Last league i had no problem clearing all of the content with cyclone, this league i invested the same amount of currency to build somewhat the same maybe better build. But oh god.. i enter Sirus.. Insta lag spikes unplayable to dodge.. I enter Shaper, same shit but at least he's easy af, same with Elder. Oh but Uber Elder? I can't do shit. The moment i entered Shaper started doing his shit, Elder started doing his, my game froze for 1-2 secs, oh what do you know i'm dead. I enter the portal again end phase 1 they switch to their phases, oh well let's random freeze the game again. The tilt is unreal, melee build are almost unplayable this league, i started doing low life builds and did perfect, but that just isn't me, i prefer my melee but its frickin impossible to do anything with the game freezing 24/7. I really wish they could change their engine or i don't know what they did this league but it's by far the worst league i've played (playing since Breach). Guess i'll just have to change my loot filter oh well.My pc ain't even that trash (i5-7500,1050ti4gb,16gb ram).

    TL;DR Last league everyone complained it was difficult (one shots etc.) This league i'm fine with 1 shots cuz i don't get 1 shot unless i do something stupid but i do die every time the game decides to freeze for no particular reason (almost always in fresh delirium maps)

    TL;DR;DR This league ruined the game for me and probably most exiles, yes i'm bitching, fix plz.

    P.s forgot to mention, bleedxplosions and death aura with herald of ash and gazillion chaos explosions didn't cause my game to lag at all, but starting to spin with cyclone makes my game freeze sometimes, not even sure if its a cyclone issue or something or the hits connecting to a ton of enemies makes the game lag

    submitted by /u/dAyoSSJ
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    [Doryani's Machinarium] Wtf is going on?

    Posted: 12 Apr 2020 07:41 AM PDT

    SG Realm is something wrong

    Posted: 12 Apr 2020 12:37 AM PDT

    I've disable the sound effect, game still laggy and latency spiky, ppt every moment when engage monster ,legion, delirium and breach, then I died, and it's fine when I'm not in combat.

    submitted by /u/Sogetsuchang
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    Reviewing Delirium armor uniques

    Posted: 12 Apr 2020 01:21 PM PDT

    I happened to utilize or try out every Delirium unique and would like to leave my feedback on them.

    Algor Mortis - very strong, pairs especially well with conversion BV and Vortex on left click with the recent instant skill QoL change. Has good supplementary stats as well in 100+ ES and resists.

    Assailum - juicy for any attack Ignite/bleed build. No life, but has 1k+ evasion, dodge and 500 accuracy. Pretty much a BiS and super common, defo carries bow bleed builds to new heights.

    Perfidy - big oof. It's quite useable, don't get me wrong, but I rather a real chest :> Initially people assumed it would allow one to perma upkeep adrenaline/fortify, but alas, those are actually removed once you recast the banner.

    Beacon of Madness - ...
    The poison/explodey ones can actually be quite decent for map crushing.
    Others... just no. The debuffs build up too quickly that the bonus is negated in like 4 - 6 seconds. If the stacks were individual and didn't refresh, as well as there were more sources of making debuffs expire faster (literally the only souurce of this stat is Haste watcher's eye mods smh), it would be fun to build around. But as they stand now, they're alch shards.

    submitted by /u/battled
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    Who need animates weapons when you can BE the animated weapon ?

    Posted: 12 Apr 2020 08:21 AM PDT

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