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    Wednesday, September 16, 2020

    Path of Exile Questions Thread - September 16, 2020

    Path of Exile Questions Thread - September 16, 2020


    Questions Thread - September 16, 2020

    Posted: 15 Sep 2020 05:06 PM PDT

    Questions Thread - September 16, 2020

    This is a general question thread on September 16, 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
    [link] [comments]

    Path of Building Community v1.4.170.8: 3.12 Passive Tree

    Posted: 16 Sep 2020 06:45 AM PDT

    Announcement

    Update is out for the new passive tree. Not all the new nodes are properly supported. For the moment that includes Doom, the new Fire / Cold / Lightning ailment effect, but we'll endeavour to get it done by league launch along with a bunch of other features.

    Some of the nodes have an spelling error in them from the JSON file that they gave us. I'll fix them in a patch shortly after this post goes live. (Some nodes had DNT in them, Iron grip had a word misspelled and Warcry recovery nodes have had their wording changed which broke support)

    For notable tree changes, the Glancing Blows keystone has moved so it is not able to be allocated with Thread of Hope from the Templar Jewel socket. Also GGG have changed the Unbreakable Juggernaut node to be 0.2% regen, we're not sure if this is a bug or intentional.

    If you find bugs that were introduced in this patch create a bug report on GitHub or let me know here.

    3.12 Launch Information

    Due to technical patch 3.11.2, Path of Exile's file structure changed significantly.

    As of the time of this post, the 3rd-party tool development community has not figured out the full extent of these changes.

    Many features in PoB depend on data-mining game files, which we are currently unable to do. This affects skill gems, item bases, cluster jewels, crafting mods and more.

    GGG are aware of the situation and are working with us to resolve it. However, don't expect any advances soon, as they are understandably busy with the new league.

    Changes

    • Add support for 3.12 Tree
    • Add proper support for Carrion Golem
    • Add support for Ancient Waystone unique ( wjdeclan )
    • Add support for +1 gems on Awakened Blasphemy ( RuriRyan )
    • Add configurable charges for Minions ( Wires77 )
    • Add support to generate mods for Skin of the Lords ( Peter Pölzl )
    • Add Redemption Knight spectre
    • Add Baranite Preacher spectre
    • Add Templar Tactician spectre ( Kayella )
    • Add Scinteel Synthete spectre ( tgavankar )
    • Add support for Non-Channelling Mana cost
    • Fix crash when trying to add support gems to any spell while having "Gain no inherent bonuses from Attributes" ( Wires77 )
    • Fix crash related to Minion Critical Strike Chance
    • Fix mods on several uniques ( Peter Pölzl )
    • Fix current Shock note not showing in Shock effect breakdown for attack builds ( quote_a )
    • Fix Second Wind CDR numbers
    • Fix stats on Enhanced Vaal Fallen, Baranite Thaumaturge, Baranite Sister
    • Fix Life regen not showing properly in the sidebar and calcs page( Regisle )
    • Fix top node power calculations ( Wires77 )

    Resources

    If you want to download our fork, head here: https://github.com/PathOfBuildingCommunity/PathOfBuilding/wiki/Installing-this-Fork

    If you're interested in contributing to the fork, head here: https://github.com/PathOfBuildingCommunity/PathOfBuilding/blob/master/CONTRIBUTING.md

    If you want to suggest a feature to add, head here:https://feathub.com/LocalIdentity/PathOfBuilding

    submitted by /u/LocalIdentity1
    [link] [comments]

    Guess I have a use for all my remove-only tabs after all.

    Posted: 16 Sep 2020 10:38 AM PDT

    Every HC-streamer be like.

    Posted: 16 Sep 2020 01:00 AM PDT

    Juggernaut extreme stealth nerf

    Posted: 16 Sep 2020 04:03 AM PDT

    Unbreakables life regen now regens 86.7% Less life than previously and it's not even mentioned in manifesto or patch notes?

    Me and the other two guys who still play juggernaut are crushed by this, I mean is an armour stacking juggernaut broken enough to justify such a gigantic nerf while ED is overlooked?

    Rip another nonmeta build.

    submitted by /u/Vralak
    [link] [comments]

    Here’s a new unique item available in the Heist League!

    Posted: 16 Sep 2020 01:46 PM PDT

    I don't want to go back

    Posted: 16 Sep 2020 05:09 AM PDT

    Path of Exile: Heist Patch Notes

    Posted: 15 Sep 2020 06:04 PM PDT

    Virgin firestorm vs chad fireball

    Posted: 16 Sep 2020 04:18 AM PDT

    /r/pathofexile this week

    Posted: 16 Sep 2020 07:24 AM PDT

    Firestorm will be more disappointing than I am in bed.

    Posted: 16 Sep 2020 07:35 AM PDT

    GGG why you are doing this?

    Posted: 16 Sep 2020 12:06 AM PDT

    I Had These Custom Made. How Do You Like Them? :))

    Posted: 16 Sep 2020 05:11 AM PDT

    r/PathOfExile First Week New League Starter Pack

    Posted: 16 Sep 2020 01:08 PM PDT

    Top left has so many Keystones, holy crap.

    Posted: 16 Sep 2020 05:00 AM PDT

    [3.12 Edition] Things I wish I knew Sooner - Wiki Update!

    Posted: 16 Sep 2020 09:08 AM PDT

    Hey all! As is tradition I'm here posting a wall of text of some of the most frequent TIL moments users on the sub have run into. But this league also has a sliiiightly different take. Due to the sheer insane size this page is getting to (despite my efforts) and the nature of this post being a citable resource this post will now also be a wiki page on the sub, called Frequently Given Answers (or FGA)! Found here. This page will also be added on the sidebar here soon. More info and context will be in a pinned comment below!

    Table of Contents

    1. Things that will make your life easier
    2. Things that will help you craft
    3. Things that will help you plan
    4. Things that can get you killed
    5. Hideouts
    6. Lab
    7. Text Commands/Buttons
    8. Vendor Recipes
    9. Helpful Links

    Things that will make your life easier

    1. Best stash tabs to buy first are Currency and/or at least one Premium tab. Former for solo play, latter for the ability to sell items publicly easily. Both is even better.

    2. There is customarily a Stash Tab Sale every third weekend. If on a launch weekend it will be delayed by a week.

    3. Don't be afraid to look into an item filter asap. It will save you a lot of headaches.

    4. You can buy skill gems from Nessa and similar vendors on page 2 of their shop (you may need to do a quest before that page shows up). So don't fret about the gem choice from the quest reward!

    5. Doing a Trial of Ascendency is league-wide. Meaning doing it once in a league means all other characters in that league don't need to do it again.

    6. When highlighting a support gem you'll notice a popup with all of your current active skill gems. This details what skills the selected support works with.

    7. If you're still unsure if a support is working with an active skill gem, the skill's icon on the toolbar will have small boxes denoting what supports are currently active on the skill.

    8. The medicine chest quest gives you some specific gems (i.e. ancestral call) as well as a choice of flasks (most notably a quicksilver flask).

    9. Completing the quest in The Library (connected to the gardens) in Act 3 will give you access to an early NPC that sells every skill gem available up to that point regardless of class. Completing the quest 'Fallen from Grace' in Act 6 will give you a vendor for every buyable skill gem.

    10. You can move the minimap with the arrow keys

    11. Skill gems in your alternate set of weapons will also gain exp. That's up to 6 (usually) more skill gems you can level!

    12. If you are too far above or below the area's monster level you will have an experience penalty. Rule of thumb: try to stay within 6 levels of the area.

    13. Any maps dropped in the campaign will be tier 1. Anything higher can only be received via Zana, inside maps, or inside map-like areas like the Temple of Atzoatl or the Eternal Labyrinth (specifically the chests).

    End-game
    1. Use common currency on maps when you have some extra. (e.g. An orb of scouring can get a map back to white for easy 20% quality!)

    2. To use a divine vessel place it into the map device along with the appropriate map (there will be text on the atlas for it) and kill the boss. The filled divine vessel will then be inside the map device still. Don't forget to pick it up and take it to Sin (Epilogue zone)!

    3. Using a single sacrifice fragment instead of a map will generate a vaal side area from the map device. Using a sacrifice fragment with a map in the device will increase the map's quantity by 5% per piece, up to 20% for four unique pieces. (You can't double up the same fragment)

    4. Sacrifice of Midnight (top-right one) is the most rare of the four. Don't burn those willy nilly.

    5. A complete set of sacrifice fragments in the map device (arranged appropriately) will give you access to the Apex of Sacrifice. This same strategy is also used for Shaper, the Pale Council, Uber-Atziri, etc. (four different fragments of the same set into the map device)

    6. Sextants are used on watchstones to apply the effect to the entire area the watchstone is slotted into! Unlike Map Mods many sextant mods are beneficial.

    7. Watchstones can be 'banked' in the sidebar on the left of the atlas. They won't do anything there but it saves you valuable inventory space.

    Things that will help you craft

    1. Beasts can be used in beastcrafting only after fully completing your first Einhar mission. A particularly useful beastcraft is adding a removal (bleed/freeze/curse/etc) affix to a magic flask.

    2. Quality items (whetstone, scrap, bauble) will give 5% to a white item, 2% to magic and 1% to rare/unique items up to 20%. (GCP's always give 1% to gems) This applies to maps as well!

    3. Item affixes are reliant on item level, a lower item level means less possible affixes. You cannot improve an item's iLvl, so stop alteration spamming that iLvl 4 quicksilver flask you got from Act 1!

    4. Dexterity (Evasion) pieces favor green sockets, Strength (Armor) pieces favor red and Intelligence (Energy Shield) pieces favor blue. Hybrid pieces follow this logic.

    5. You can craft affixes on gear from the crafting bench in your hideout. This is very important for keeping your resistances capped.

    6. A corrupted item (using a Vaal Orb) is not alterable. With the sole exception of their sockets. Those can be altered (re-colored/fused/etc) via the crafting bench, but any craft will cost an additional equal amount of vaal orbs.

    7. A Divine Orb does not re-roll the numbers completely, they stay within the affix range that was already given. So a 6% Cold Res roll on some boots will re-roll between 6-11% and no higher. Be careful! (NOTE: most legacy gear will also be changed to the current non-legacy version if a Divine Orb is used)

    8. High quality items have a sliiiiightly higher chance to 6-socket and 6-link. Every little bit helps!

    9. Incubators in your weapon swap will not gain kills towards their completion.

    End-game
    1. If you corrupt a map and end up making it unidentified it has the same affixes as before. So make sure to actually read the affixes of a rare red map before corrupting it just in case!

    2. Influenced Items are tied to the base item, which also means that vendor recipes such as the Onxy Amulet recipe will give you an Influenced base if you use all Influenced items in the recipe.

    Things that will help you plan

    1. Just because it's unique does not mean it's good. Well-rolled rares can be and often are better options than uniques. Read the text.

    2. 'More/Less' are not the same as 'Increased/Reduced'. It's very important to know that. More specific info here

    3. You will earn either 22 or 24 Passive Skill points through quests in all 10 Acts, depending on Bandit choices.

    4. PoE is a game of extremes. Support a few (usually just one) skills as much as possible instead of supporting a lot of skills a little.

    5. Life/ES > Damage when planning a tree. Rule of Thumb: 150% or more increased max life from tree if going a life build. 200% or more increased ES from tree if going ES.

    6. You can only have 1 spell totem up at a time barring specific effects like Searing Bond or Multiple Totems Support. Up to 3 by default for Ballista totems

    7. Mana reservation does not decrease max mana. This is relevant to effects like base mana regen or Arcane Surge.

    8. You can change your bandit reward later

    9. If you kill all 3 bandits you get +2 passive skill points from Eramir (old dude sitting in Forest Encampment) as opposed to the specific effects from the bandits.

    10. Large items (Chests, 2H weapons) cannot roll with 5 sockets until iLvl 35, and cant get 6 sockets until iLvl 50. Even with jeweler's orbs! You can 'force' 6 sockets with the crafting bench but it's usually not worth it.

    11. You can only have 1 curse at a time on enemies barring specific effects. Note: You can still only have one mark at a time no matter what, additional curse limit simply allows you to slap a hex on top.

    12. You can respec ascendancy nodes but they cost more refund points per node (5). If you want to change ascendancy completely you'll need to unspec out of all ascendancy nodes and hit the ascendancy shrine in any version of the labyrinth (hint: Unspec the ascendency nodes in the treasure room, no need to do the entire lab run unascended).

    13. Read 'Trigger' support gems carefully. Cast on Critical, for example, only works with an attack triggering a spell.

    14. Trigger gems and effects can trigger multiple skills, but will do so (unless otherwise stated) one at a time and sequentially. More info here

    15. Aqueducts and its later incarnation Blood Aqueducts in Act 9 contain the divination card 'Humility' which can give you a Tabula Rasa.

    16. 'Low Life' is defined as 35% max health or lower. Chaos Inoculation is not low life since it reduces your max health to 1 and you can't be at 0.35 hp. This does, however, make CI eligible for full life effects like Damage at Full Life support.

    17. Lily Roth will sell every buyable gem (similar to but more than Siosa) but all at level 1 after completing her quest. Vendors elsewhere in the campaign will sell gems at a higher level.

    18. Make sure to look for corrupted 6-link chests (either via trade or vaal side areas) when you want to ditch your 4-link or Tabula. They're much cheaper than a normal 6-link and actually have rolls on them! Just make sure to search for the specific colors you need since you can't change them easily!

    19. You can buy Glassblower Baubles from the weapons vendor on the last page in exchange for 8x whetstones

    20. Leech has a cap! There are ways to increase it but by default you cannot gain more than 20% max life per sec or 10% max ES per sec from leech alone. There are lot more calulations involved in that though.

    End-game
    1. Running a map unidentified will give an additional 30% quantity bonus. This does not apply to Unique Maps since their affixes are for the most part fixed.

    Things that can get you killed

    1. Support gems increase the mana cost of an ability, more linked supports = more mana spent

    2. You don't have to do the Labyrinth right away. You can come back when you're overleveled. Many people do this.

    3. Hexes always have Less effect on Bosses (e.g. Dominus, Piety)

    4. You can use Scrolls of Wisdom and other currency like Orb of Chance on Strongboxes. Identify them first!

    5. Read a skill's green text! For example: Withering Step shares a cooldown with Blink skills. So if you trigger Wither Step with CwDT you won't be able to use Dash for a short period!

    6. Barring specific effects, Life/Mana Flask effects will end once you hit full life/mana respectively. This includes effects from affixes like freeze immunity. By extension, utility flasks (like a quicksilver flask) have affix effects last for their full duration. Aka put your anti-freeze on a utility flask!

    7. Cast when Damage Taken (CwDT) requires a linked skill's required level to be under a certain level in order to trigger it. CwDT also requires more damage taken to trigger with higher levels. Many players leave CwDT at lvl 1 for this reason. So be careful leveling your skill gems!

    8. Make sure you have + X to maximum life rolls on some of your gear by Act 5 (Alternatively, ES focused builds should always shoot for '% increased ES' anytime they can). PoE's per level scaling is negligible at best, the vast majority of your health/ES comes from gear! Rule of Thumb: you should have ~300 Life/400 ES total per Act you've completed.

    9. Elemental resistance has a cap of 75% barring specific effects (e.g. Purity of [X] aura). The game is tuned to expect you to be at this cap past Act 4. Chaos resistance, on the other hand, doesn't need to be anywhere near 75%, most get 0% and can function fine (although more is never bad of course).

    10. Multiple vaal skills will divide the soul count amongst themselves and as such each skill will charge slower per additional vaal skill equipped. Note: Once a vaal skill is fully charged it will stop taking in souls.

    11. After progressing through each end-boss fight (Act5/Act10) your resistances will go down by 30% for a total of -60% to all resistances past Act 10, gear accordingly

    12. Incoming chills, freeze duration and stun chance on you are based on your maximum life barring specific effects. In short, the less max life you have means longer you'll be frozen / higher chance of being stunned.

    13. Critical hits guarantee elemental ailments (shock, ignite, freeze) assuming you did enough of that element's damage to reach the monster's Ailment Threshold, as shown with Shock here.

    14. Barring specific effects, Chaos Damage ignores Energy Shield and goes straight for your health.

    15. Mind over Matter (MoM) and similar effects will only apply to damage hitting your health, so your Energy Shield will still take full damage (but your mana won't drain either).

    16. Dying after Act 5 will make you lose experience (5% total to next level), but will not decrease your level or put you into a negative value. Higher penalty (10% total to next level) after Act 10

    17. By Act 6 you should have an "of Staunching" (anti-bleed) and "of Heat" (anti-freeze) flask. They help avoid many of the more common 'one-shot' moments you may run into.

    18. Flasks don't level up with you! Check in on your flask level every now and then while leveling, or else you might be short a few hundred life.

    End-game
    1. All mods on maps will make them more challenging, certain mods will be better/worse for certain builds.

    2. Reflect damage is one of the deadliest map mods in the game, and has claimed the lives of many new and experienced players alike.

    Hideouts

    1. Hideouts will persist through leagues so feel free to put a decent amount of time getting your abode perfect. It's not going anywhere.

    2. The basic hideout locations are listed in the hideout selection when talking to Helena.

    3. There are a lot of hideouts not listed in Helena's default selection, most of these rare tilesets are in maps and will not appear everytime. Usually they require a large number of runs to find. (I still don't have a Tower Hideout…..)

    4. Hideout instances last much longer (30 min) than normal instances, so don't worry about a normal disconnect, your map portals will still be there.

    Lord's Labyrinth (Lab)

    1. If you die you get tossed back to the beginning (Aspirant's Plaza), unless you're in a hardcore league, then you are still very very dead.

    2. Look at the bronze tablet by every door, it will show you a map and reveal where the nearby door goes.

    3. Izaro has different mechanics in his first two arenas. (Specific Info). The third arena will be a combo of the previous two (with traps included in uber lab).

    4. Look for hidden rooms on the minimap! They can hold Darkshrines which can give permanent (for the lab run) buffs, a guaranteed unique, less trap damage and more. Hit tab and read the text at the top-right to see exactly what it did.

    5. Uber (Eternal) Lab has trials that will only spawn in maps, randomly. If you need to get those last few go to Global chat 820 and watch for the trial you need and/or use 'The Dream Trial' Prophecy.

    6. Map layouts and Izaro's mechanics will change day to day.

    7. Decorative Chests (marked on the map nodes with a hollow circle) give an item to make the next Izaro fight easier (usually instantly destroying/removing one of the mechanics.)

    Text Commands/Buttons

    1. Typing "/passives" will let you see any passive points you have from quests. And after you finish the campaign it will tell you any you are missing.

    2. [ctrl]+[enter] will let your type out to the person who most recently whispered you.

    3. [ctrl]+[right-click] or [ctrl]+[left-click] on the door/doorway/gate/ into an area to give a list of all instances for that area as well, more importantly, giving the option to generate a new instance. Newer players: This means you can enter a new 'copy' of the area with everything reset.
      |PS4 Players: Highlight an instance and hit Triangle.|
      |Xbox Players: Highlight and hit Y|

    4. Right click the level up icon on a skill gem level up notification to hide it without leveling the gem. If you would like to level it up afterwards the gem icon at the bottom of your inventory page.
      |Xbox Players: after socketing, hit Y to lock gem level|

    5. To find the tiers and ranges of rolls you must first turn on advanced mod descriptions on options->interface->"Advanced Mod Descriptions". You then must hit your advanced mod button while hovering over an item to get the pertinent info (default is left alt)
      |Xbox Players: Hit LS after activating the setting|

    6. [shift]+[click] on a stack of items to have the option to take only a certain number of that item onto your cursor. This applies both to in your inventory and when removing from your stash.
      |Xbox players: Highlight item and hit B, hit Y to pick up that amount, X to send that amount to stash if it is open|

    7. Open chat and hit [ctrl]+[alt]+[left-click] on an item in your inventory to link said item to chat. After hitting enter the person you're talking to will be able to hover the link and see your exact item.

    8. [ctrl]+[left-click] on a master to open their relevant window. (i.e. Do that on Niko to open the delve menu)

    9. Click on a skill in your toolbar and look at the top of the popout. The button labeled "always attack without moving" is a great thing to use on movement skills and some specific primary skills. What it does is if you target a skill out of it's range it will simply use the skill in the direction of the click as opposed to moving in range and then using it.

    10. [shift]+[ctrl]+[left-click] a currency in a vendor to buy a whole stack at a time. Save your fingers some torment.

    11. Holding shift while using a currency will keep the item on your cursor and allow you to spam the entire stack. If you're accessing your stash at the time you can spam your entire stock of said currency.
      |Xbox players: With currency picked up, hover an item and hit X|

    12. Holding ctrl and using the mousewheel will quickly cycle through stash tabs

    13. Teleport between areas with commands like "/hideout" or "/menagerie" or "/delve"

    14. Entering "/reset_xp" will reset your xp/hour metric (mouseover your exp bar at the bottom). Very useful for comparing experience rates between maps/mechanics.

    15. Hitting (by default) 'v' will open the relevant menu in each area. i.e. beastcrafting menu in menagerie, azurite upgrades menu in Delve, etc etc.

    16. "/remaining" will give you a text prompt of how many monsters are left in the instance.

    17. Entering "/dnd [message], /afk [message], /autoreply [message]" will give a notification of [message] to anyone whispering you until you shut it off. /dnd is just hitting /dnd again, /afk turns off if you move. Note that only /dnd will actually block messages.

    18. ctrl+click on the passive tree will skip the confirmation step and save you a click.

    19. F1 will give a stat breakdown of your computer, including connection metrics. If you're lagging or frameskipping this is how you check. Hit F1 again to cycle through different layouts.

    Vendor Recipes

    Arranged by the Act they're most often used, they can be used at any time at any vendor you can sell to

    Act 1
    • 3 health/mana flasks (same type+tier)=1 flask higher tier
    • 1 Portal Scroll = 1 Wisdom Scroll
    • Iron ring + R/G/B skill gem = Ruby/Topaz/Sapphire Ring respectively
    • 1 item with 3 linked RGB sockets = 1 Chromatic Orb
    • Blue Wand/Sceptre/RuneDagger + [X resistance] Ring + Orb of Alteration = added flat damage of [X element] (higher ring rarity=higher bonus) on weapon
    • Weapon + magic or higher Rustic Sash + Whetstone = Weapon with %Physical damage roll (higher belt rarity=higher bonus)
    • Boots + quicksilver flask + Augmentation Orb = Blue boots with 10% movespeed roll. This can be repeated for an additional +5% on the movespeed roll, up to 30% (note that repeats will increase req level to 0/10/12/24/32/44 respectively)
    • Orb of Transmutation/Orb of Alteration/Blacksmith's Whetstone = 4 Wisdom Scrolls
    Act 2
    • Life Flask + Mana Flask (of same tier) + Orb of Fusing = Hybrid flask
    Act 3
    • Flasks with a sum quality of 40% or one normal rarity 20% flask= Glassblower Bauble
    • Gems with a sum quality of 40% or one 20% gem= Gemcutter's Prism
    • 1 of each Two-Stone Ring = 1 Prismatic Ring
    Act 4
    • Skill gem + Orb of Scouring = Skill gem with -1 level
    • Skill gem + Orb of Regret = Skill gem at level 1
    Act 5+
    • Level 20 Skill Gem + Gemcutter's Prism = 20% Quality Level 1 Skill Gem
    • Item with 6 sockets = 7 Jeweler's Orbs
    • Full Rare Set Recipes = (Chance/Chaos/Regal Orbs)
    • 7 Vaal Skill gems + Sacrifice Fragment = Vaal Orb

    Helpful Links

    Look at the sidenav of this sub for more!

    • POE Wiki
    • POELab - Labyrinth daily tracker. Someone else runs the layout and maps it out for you! Also includes shrine locations and Izaro mechanics as soon as they're found.
    • Path of Building - Downloadable, powerful build concept tool
    • Path of Building - LocalIdentity Fork - An expanded and more frequently updated version of PoB
    • PoePlanner Lighter, online build concept tool
    • poe.ninja - PoE Economy Tracker. Easy way to pricecheck specific items/currency/etc. Also a very robust method of browsing top-tier builds.
    • poe/trade - Official player-to-player trading site

    NOTE Real money trading (RMT) is NOT supported or accepted by GGG you will get banned when you use IRL money to buy anything in poe that isn't from their own site/in-game store.

    submitted by /u/ArmaMalum
    [link] [comments]

    ༼ つ ◕\_◕ ༽つ LOCALIDENTITY TAKE MY ENERGY༼ つ ◕\_◕ ༽つ

    Posted: 15 Sep 2020 11:11 PM PDT

    [9/19] League Launch Lunch - Final Update - All arrangements have been made.

    Posted: 16 Sep 2020 11:15 AM PDT

    Firstly Thanks to everyone for the support. There were a small number of negative comments but the majority response was overwhelmingly positive.

    I have arranged for the folks on launch day to receive both a breakfast box and a snack box from [Eat My Lunch](Eatmylunch.nz). Additonally I was able to arrange for 100 mini snack boxes for employees that are working the evening before launch.

    Due to the need for individual lunchboxes, the cost was significantly higher than the previous catered group meal. And the arrangement for the extra boxes for the launch night folks obviously added a bit, but Eat My Lunch was excellent to work with and actually added the boxes customized to fit into the budget I provided (what I was comfortable with paying out of pocket).

    I have paid a total of $2,695.95 to EatMyLunch. This translates to $1,821 USD. Currently the gofundme is at $1,250 meaning I am paying $571 out of pocket at this time. I am 100% okay with this, but the fundraiser is still open if anyone wants to chip in still. If we push over the total cost I will donate the rest to the charities that are specified in the campaign.

    Here is the invoice that I recieved and paid for EatMyLunch: https://i.imgur.com/8BHAZxG.jpg

    I will tweet the pictures of the actual lunch when they GGG staff passes along pictures, and edit them into this thread. I did not want to try and post something on launch day itself as the front page will be flooded with new content and I'll be busy stealing shit.

    submitted by /u/RichJMoney
    [link] [comments]

    Before Heist League Starts

    Posted: 15 Sep 2020 11:33 PM PDT

    Delirium Zana Mod is 16c

    Posted: 15 Sep 2020 04:35 PM PDT

    Firestorm Math : Compared to old firestorm

    Posted: 15 Sep 2020 10:53 PM PDT

    FirestormFirestorm now calls down a large meteor that impacts the targeted location, followed by a series of smaller impacts at set intervals over the storm's duration. The base power of the spell has been significantly raised, so you are now limited to three Firestorms at any given time (any new storms created will replace the oldest).

    • Now requires level 28 at gem level 1 (from 12). Please be aware that existing low level characters with Firestorm socketed may have that gear slot disabled until the Firestorm gem is removed.
    • Now has a mana cost of 13 at gem level 1, up to 25 at gem level 20.
    • Now has an added damage effectiveness of 50%.
    • Now deals 22 to 33 fire damage at gem level 1, up to 207 to 311 fire damage at gem level 20.
    • Now has a base duration of 1.4 seconds with one impact every 0.2 seconds.
    • The first impact now has 100% more area of effect and deals 150% more damage.

    The Comparison :

    Rough calculations, rounded to whole number sometimes, so accurate calculation would be different however the result will be close enough.

    I am also assuming every single firestorm impact hits, which is quite unrealistic however except for the first impact, the new firestorm suffers from exactly the same issue of missing impacts, But i will try to talk through this on end of this post.

    I will be assuming "damage per cast".

    Flat Damage :

    Old : 200 - 300

    New : 207 - 311

    Result : ~3.5% more flat damage for New

    Damage Effectiveness :

    Old : 45%

    New : 50%

    Result : ~ 10% more damage for New

    Amount of hits :

    Old : 20 hits, over 2 seconds (10 per second)

    New : 7 hits, over 1.4 seconds (5 per second)

    result : ~ 30% total less damage for new, from duration decreaseAND ~50% less damage for new, from less frequency

    First Impact Factor :

    Old : None

    New : assuming the initial impact hits, counts as 2.5hit

    result : 7 hits effectively functions as 8.5hits, ~20% more damage

    Additional Scaling :

    Old : Duration and cast speed are straight up scaling multipliers. 90% duration from passive and very very pessimistic assumption of 50% cast speed, functions as 185% more firestorm dps, fully ramped. As for "damage per cast"'s sake though, 90% more damage from duration.

    New : limited to 3, needs minimal scaling for 0.75 cast speed to match 1.4 seconds duration, However, it practically doesn't seem to matter as 3 maximum is likely to always be maintained.

    Conclusion :

    New firestorm has 3.5% more damage from flat buff, 10% more damage effectiveness (doesn't necessarily mean 10% more damage, however will assume insanely high additional damage to favor the new firestorm), 30% less damage from duration nerf, and 50% less damage from less frequency.

    Math : 1 * (1.035) * (1.1) * (0.5) * (0.7) = ~40% damage per cast compared to old firestorm, while practically being unable to scale from duration and cast speed, which very easily functions as 200% more damage multiplier at the bare minimum investment for firestorm, getting worse as real investment happens. (talk to spell echo and stuff).

    Hitting the Initial impact only serves as 2.5 hits, giving it roughly 20% more damage (~50%)

    New firestorm has at best 50% damage per cast in a case where player does not have ANY kind of cast speed and duration scaling, dropping to practically 27% damage (duration clusters) or worse per cast, and only gets significnatly worse due to firestorm being limited to 3.

    about how many firestorms hit & how first impact affects damage comparison :

    The actual damage per impact haven't really changed much, favoring the new firestorm by about ~14% per impact at most.

    Assuming half of the impacts hit (and assuming first impact always hits), number of impact hits change to :

    Old : 20 -> 10

    New : 6+2.5 => 3+2.5 = 5.5 (*1.14 = 6.27)

    Assuming quarter of the impacts hit :

    Old : 20 -> 5

    New : 6 + 2.5 => 1.5 + 2.5 = 4 (*1.14 = 4.56)

    special guest : fireball

    Firestorm : 259 damage, 8.5 impacts (2201), 50*8.5 = 425% added damage effectiveness when 8.5/8.5 impacts hit

    Fireball : 1369 Damage, 240% added damage effectiveness, scales with cast speed

    Tipping point for firestorm to do more damage than fireball per cast is when 56% or more impacts hit (and then remember fireball is an instant dps spell and can be scaled by cast speed)

    TL:DR

    at situation where New firestorm is probably the most favored, where only 1/4 of the impacts hit and first impact always hits, no duration and cast speed scaling whatsoever, the new firestorm still does only roughly 91% of old firestorm's damage , getting rapidly worse with more impacts hitting the mob (conc effect, wink), duration scaling, cast speed scaling, very easily down to 27% of old firestorm's damage, assuming very very poor investment of duration clusters and 50% cast speed, and then it still gets worse.

    GGG, Buff firestorm, to me this makes absolutely no sense unless i'm missing something very important. Firestorm was already basically not-so-viable skill as a main skill, practically only being used by eye of innocence shinenigans.

    submitted by /u/mecsnt
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    How I feel trying to theory-craft a Hex build without any gem info.

    Posted: 16 Sep 2020 12:07 PM PDT

    Dying on Sirus with last portal be like..

    Posted: 16 Sep 2020 08:43 AM PDT

    [poe-antiquary] Harvest prices from poe.ninja added

    Posted: 16 Sep 2020 08:22 AM PDT

    Hey there!

    I uploaded the Harvest prices to poe-antiquary earlier. I also added some item categories that were missing:


    In case you don't know poe-antiquary already:

    It's basically a re-host of the poe.ninja data from older leagues (every league since Essence). You can browse items by type or analyze the price development during a league for a single item.

    Here's a video by cutedog giving a quick overview over why this data might be useful for you.

    For a more advanced use-case, you can also create your own price charts to showcase different market developments using the Add / Share buttons. This allows you to create graphs like this:

    Exalted Orb price comparison between Harvest, Delirium and Metamorph.

    (screenshot)


    I wish you all an amazing league start in Heist.

    submitted by /u/ExTeaSea
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    RIP big meteor dreams

    Posted: 16 Sep 2020 04:15 AM PDT

    They Casually Buffed the Hell Out of Iron Grip Without Warning Anyone

    Posted: 16 Sep 2020 08:32 AM PDT

    From the tree.json:

     "12926": { "skill": 12926, "name": "Iron Grip", "icon": "Art\/2DArt\/SkillIcons\/passives\/KeystoneIronGrip.png", "isKeystone": true, "stats": [ "Strength's damage bonus applies to Projectile Damage as well as Melee Damgae" ], "flavourText": [ "Legend tells of bows so powerful that only giants could draw them back." ], 

    Iron grip now applies to *all* projectile damage, meaning a strength-stacking caster on the lower side of the tree might turn out to be interesting by scaling all spell damage with just strength.

    submitted by /u/MisterKaos
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