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Path of Exile - Page 1060

Forum Index > General Games
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Guild invites: Message any of EvoSenseOfPride, ScionViableORly, neophyteWham, TheTouchOfGOLD in game
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post your character name in the thread and ask for an invite
Private league ladder (finished): https://www.pathofexile.com/private-leagues/league/TeamLiquid and friends
Miragee
Profile Joined December 2009
8660 Posts
March 25 2016 00:15 GMT
#21181
On March 24 2016 22:50 AbouSV wrote:
I find the game controls much more random than D2 and D3 to play HC actually :/
It is quite often needed to wait almost a whole second or so without touching anything before you can dash out or something like that.

Also I am not so fond of the old 'alt-F4' (or equivalent) to prevent death when you get burst or have a lag (network or ram) spike (which are way too frequent).


What do you mean "without touching anything"? What you described sounds like one out of three things:

1. Stun

2. Lag

3. Target an area that isn't targetable for a movement skill (might as well be one pixel at times...).
HolydaKing
Profile Joined February 2010
21254 Posts
March 25 2016 07:23 GMT
#21182
Rofl, just checked Reddit. Don't do Merciless Labyrinth today. Three Golden doors, no cool Dark Shrines / Chests and Izaro fights with Conduit, meaning he can become extremely dangerous if you make mistakes.
bo1b
Profile Blog Joined August 2012
Australia12814 Posts
March 25 2016 08:31 GMT
#21183
Yeh I tried it, immediately ported out when I saw the second gold door.
AbouSV
Profile Joined October 2014
Germany1278 Posts
March 25 2016 09:37 GMT
#21184
On March 25 2016 09:15 Miragee wrote:
Show nested quote +
On March 24 2016 22:50 AbouSV wrote:
I find the game controls much more random than D2 and D3 to play HC actually :/
It is quite often needed to wait almost a whole second or so without touching anything before you can dash out or something like that.

Also I am not so fond of the old 'alt-F4' (or equivalent) to prevent death when you get burst or have a lag (network or ram) spike (which are way too frequent).


What do you mean "without touching anything"? What you described sounds like one out of three things:

1. Stun

2. Lag

3. Target an area that isn't targetable for a movement skill (might as well be one pixel at times...).


It's the dynamic of the game. It looks like it registers (and lock) the next move before the current one is finished, so I have to stop doing any attack so they can finish and only then I can start a whirling blade dash. If I do [attack - whirling blade] too quick, the latter won't register.
Same goes with any order of any skill, but have to flee is usually more urgent :p


About the manual D/C in HC, I agree that you can just not do it, but dying too often for reason you have to control over is just a pain (from someone who lost countless char in D2 and D3).
Opening a door and getting one shot by a elite behind is one thing, but trying to walk to a chest and waiting a couple second to see the dead screen is sad
r.Evo
Profile Joined August 2006
Germany14080 Posts
March 25 2016 16:28 GMT
#21185
On March 25 2016 18:37 AbouSV wrote:
Show nested quote +
On March 25 2016 09:15 Miragee wrote:
On March 24 2016 22:50 AbouSV wrote:
I find the game controls much more random than D2 and D3 to play HC actually :/
It is quite often needed to wait almost a whole second or so without touching anything before you can dash out or something like that.

Also I am not so fond of the old 'alt-F4' (or equivalent) to prevent death when you get burst or have a lag (network or ram) spike (which are way too frequent).


What do you mean "without touching anything"? What you described sounds like one out of three things:

1. Stun

2. Lag

3. Target an area that isn't targetable for a movement skill (might as well be one pixel at times...).

About the manual D/C in HC, I agree that you can just not do it, but dying too often for reason you have to control over is just a pain (from someone who lost countless char in D2 and D3).
Opening a door and getting one shot by a elite behind is one thing, but trying to walk to a chest and waiting a couple second to see the dead screen is sad

In all honesty since the game is officially designed around people being able to instantly exit a situation without punishment (personally I think this very idea is a nightmare to balance, the way the Labyrinth works is something I like a lot more design wise) personal ethics don't really come into play there.

If you don't use a feature that's intended by the devs then you'll be behind those who do overall. That alone is incentive enough. =P
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
HolydaKing
Profile Joined February 2010
21254 Posts
March 25 2016 17:43 GMT
#21186
For my Gladiator I'm wondering if Rapid Decay would be better than WED for Earthquake. Rapid Decay will make the aftershocks happen more frequently and also increase bleed & burning dmg. But I wonder if that's worth more than WED.
Zavior
Profile Joined August 2009
Finland753 Posts
March 25 2016 17:52 GMT
#21187
On March 26 2016 01:28 r.Evo wrote:
Show nested quote +
On March 25 2016 18:37 AbouSV wrote:
On March 25 2016 09:15 Miragee wrote:
On March 24 2016 22:50 AbouSV wrote:
I find the game controls much more random than D2 and D3 to play HC actually :/
It is quite often needed to wait almost a whole second or so without touching anything before you can dash out or something like that.

Also I am not so fond of the old 'alt-F4' (or equivalent) to prevent death when you get burst or have a lag (network or ram) spike (which are way too frequent).


What do you mean "without touching anything"? What you described sounds like one out of three things:

1. Stun

2. Lag

3. Target an area that isn't targetable for a movement skill (might as well be one pixel at times...).

About the manual D/C in HC, I agree that you can just not do it, but dying too often for reason you have to control over is just a pain (from someone who lost countless char in D2 and D3).
Opening a door and getting one shot by a elite behind is one thing, but trying to walk to a chest and waiting a couple second to see the dead screen is sad

In all honesty since the game is officially designed around people being able to instantly exit a situation without punishment (personally I think this very idea is a nightmare to balance, the way the Labyrinth works is something I like a lot more design wise) personal ethics don't really come into play there.

If you don't use a feature that's intended by the devs then you'll be behind those who do overall. That alone is incentive enough. =P


Poe suffers from having grown from an indie game to a game with much, much larger player base than originally anticipated. The game engine is what it is, and all the design will have to be to done around it.

Of course GGG wishes that logout macros and such were not necessary to play HC, but they recognize the technical debt is there and are balancing things with that in mind. I think they just hired a couple of engineers to just work on the engine, so maybe there is light at the end of the tunnel :=)
PunitiveDamages
Profile Joined June 2009
United States131 Posts
March 25 2016 18:37 GMT
#21188
On March 26 2016 02:43 HolydaKing wrote:
For my Gladiator I'm wondering if Rapid Decay would be better than WED for Earthquake. Rapid Decay will make the aftershocks happen more frequently and also increase bleed & burning dmg. But I wonder if that's worth more than WED.


It depends on your attack time and elemental/physical spread very heavily.
WED is ~50% MORE elemental, vs 15% reduced Skill Effect Duration + ~38% more damage over time.

I'm running AoF earthquake, so the decision is pretty trivial for me. WED wins.

So assuming you are running Less Duration 20q, you get aftershocks in ~.675s. ((1.5*(1-.1))*(1-.5))
Adding on Rapid Decay gets you down to ~.562s. ((1.5*(1-.1-.15))*(1-.5))

I started trying to generalize the math for this but its way too dependent on your dmg spread. Some quick notes are:

Sure that sounds plausibly close, but consider how you actually attack with earthquake. Probably your attack timings don't exactly line up to optimize your aftershocks. If we assume you are being lazy and holding down right click (I know I do):

If your attack time is > .675s, you are getting exactly 0 additional aftershocks with this, so its pretty worthless.
If your attack time is < .562s, it gets tricky, since how close to the aftershock you hit matters. Haven't done the math for this one since I attack slow. You'll need to figure out how many extra aftershocks you get in some time period to see if its worth it.
If you are BETWEEN .675 and .562 then it might end up being a huge benefit!

If you were already doing the hit timing optimization, then this depends on your dmg spread between phys and ele.
BW forever
HolydaKing
Profile Joined February 2010
21254 Posts
March 25 2016 19:41 GMT
#21189
Yeah I don't think it's simple to calculate, thanks for the input. My attack time is fairly quick I guess, with Varunastra I attack like 3.5 times per second with Onslaught and Frenzy Charges up.
PunitiveDamages
Profile Joined June 2009
United States131 Posts
March 25 2016 19:57 GMT
#21190
On March 26 2016 04:41 HolydaKing wrote:
Yeah I don't think it's simple to calculate, thanks for the input. My attack time is fairly quick I guess, with Varunastra I attack like 3.5 times per second with Onslaught and Frenzy Charges up.

Yeah if you are ~.287s then you get additional aftershocks by switching, but only if you have a 18+q Less Duration AND its leveled.
(~.287*2 is between those two if you have all of that)

Honestly I'm loving all the micro optimization available on earthquake, its an unusually finicky skill to use 'correctly',
BW forever
DarkPlasmaBall
Profile Blog Joined March 2010
United States45770 Posts
March 25 2016 23:43 GMT
#21191
I know that in D2, there were literally physical/ elemental immune monsters where you pretty much had to have a different kind of spell or attack or you were shit outta luck against them. Are there similar monsters in the later stages of Path of Exile, especially ones where you need to kill them/ deal with them or else you can't progress?
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Miragee
Profile Joined December 2009
8660 Posts
March 25 2016 23:59 GMT
#21192
On March 26 2016 08:43 DarkPlasmaBall wrote:
I know that in D2, there were literally physical/ elemental immune monsters where you pretty much had to have a different kind of spell or attack or you were shit outta luck against them. Are there similar monsters in the later stages of Path of Exile, especially ones where you need to kill them/ deal with them or else you can't progress?


No. There are a handful of monsters that are imune to status alignments or curses but not against damage types. PoE also gives the player a lot of opportunities to penetrate or lower resistances.
Blitzkrieg0
Profile Blog Joined August 2010
United States13132 Posts
Last Edited: 2016-03-26 00:03:35
March 26 2016 00:02 GMT
#21193
On March 26 2016 08:43 DarkPlasmaBall wrote:
I know that in D2, there were literally physical/ elemental immune monsters where you pretty much had to have a different kind of spell or attack or you were shit outta luck against them. Are there similar monsters in the later stages of Path of Exile, especially ones where you need to kill them/ deal with them or else you can't progress?


There are some map mods that you can roll that somewhat mimic this, but you just choose not to run them. You can just use more currency on the map to get something you can clear.
I'll always be your shadow and veil your eyes from states of ain soph aur.
DarkPlasmaBall
Profile Blog Joined March 2010
United States45770 Posts
March 26 2016 00:50 GMT
#21194
Okay thanks Two more questions:

1. Which minion support gem is best to link to my summoning gems: Minion Damage, Minion Speed, or Minion Life?

2. Do support gems stack? In other words, if I attach two Minion Damage support gems to either side of a Raise Zombie gem, do my zombies benefit from both gems? If I attach two Faster Casting support gems to the same spell, do both support gems affect the spell cast rate?
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
March 26 2016 01:02 GMT
#21195
two of the same support gem wont affect a linked skill twice.

it depends which support gems you want... play around. if your minions are dying to fast, get life. if they dont do enough damage, get damage, etc.
(╯°□°)╯︵ ┻━┻
DarkPlasmaBall
Profile Blog Joined March 2010
United States45770 Posts
March 26 2016 04:57 GMT
#21196
Thank you Just started Act III ^^
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Kickstart
Profile Blog Joined May 2008
United States1941 Posts
Last Edited: 2016-03-26 06:26:30
March 26 2016 06:24 GMT
#21197
Generally speaking you want to just work on damage for your minions, unless you are using them purely for meatshields. Traditionally zombies are your meat-shields, so you want them to be linked with tanky things (though getting high levels on them is generally a priority, so you want to work towards a +2 minion helm and setting up a 4l ). That said, early on before you really get your other minions going you can link them with damage stuff like minion dmg, melee splash, added fire/faster attacks/multistrike etc. If I do summoner shenanigans I like to go oldschool and do a spell totem, summon skeletons, faster casting 3-link tho and use that to soak up damage and occupy big mobs .

For damage going summon-raging-spirits(srs) is probably the best. The links for srs can be messed around with quite a bit, but I think you do spell echo (to summon more of them), minion damage, multistrike, then I think melee phys and added fire??? Could be wrong - others might be able to suggest better~
Also for SRS it is fairly important to get the increased duration wheels near the scion starting area.

Other important things for your summoner are to run desecrate (can leave it at level 1 and link it with spell echo and faster casting, to create more corpses) and use flesh offering on the desecrate ground (for flesh offering link increased duration). Also run wrath aura, linked to generosity if you aren't self casting dmg spells, just unlinked if you are self casting as well.

Final thing, as sort of a luxury, run as many vaal hastes linked to increased duration as you can and use them when you fill up on souls.

That should give you some things to work towards :D!
HolydaKing
Profile Joined February 2010
21254 Posts
Last Edited: 2016-03-26 09:20:52
March 26 2016 09:20 GMT
#21198
Labyrinth is great today. I went through it twice just now, the second run took me below 8 minutes. Whirling Blades helps a lot though and the traps today are totally easy with it (there can be annoying ones still). I guess it could have even faster if I didn't try to make Izaro drop more keys (have to wait). Next time I won't do that in the first phase (Gargoyles) as I almost got one shot in the fight.
Kickstart
Profile Blog Joined May 2008
United States1941 Posts
March 26 2016 09:26 GMT
#21199
Yeah, even in psc now I'm killing the gargoyles, they just make him do way too much damage and way tanky.
HolydaKing
Profile Joined February 2010
21254 Posts
Last Edited: 2016-03-26 09:44:24
March 26 2016 09:32 GMT
#21200
Also Argus is really easy to find (first zone always left), I think it might be worth it killing him. Treasure chests can be nice.

edit: actually nvm the always left, just had him on the right side of the map.
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