• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 07:28
CET 13:28
KST 21:28
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies3ComeBackTV's documentary on Byun's Career !11Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2
StarCraft 2
General
ComeBackTV's documentary on Byun's Career ! Team TLMC #5: Winners Announced! What's the best tug of war? The Grack before Christmas Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies
Tourneys
OSC Season 13 World Championship $5,000+ WardiTV 2025 Championship $100 Prize Pool - Winter Warp Gate Masters Showdow Sparkling Tuna Cup - Weekly Open Tournament Winter Warp Gate Amateur Showdown #1
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 506 Warp Zone Mutation # 505 Rise From Ashes Mutation # 504 Retribution Mutation # 503 Fowl Play
Brood War
General
What are former legends up to these days? BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion How soO Began His ProGaming Dreams Klaucher discontinued / in-game color settings
Tourneys
[Megathread] Daily Proleagues [BSL21] LB SemiFinals - Saturday 21:00 CET [BSL21] WB & LB Finals - Sunday 21:00 CET Small VOD Thread 2.0
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Game Theory for Starcraft Current Meta
Other Games
General Games
Nintendo Switch Thread Mechabellum Stormgate/Frost Giant Megathread Beyond All Reason Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Has Anyone Tried Kamagra Chewable for ED? 12 Days of Starcraft The Games Industry And ATVI
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced Where to ask questions and add stream?
Blogs
National Diversity: A Challe…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Saturation point
Uldridge
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1412 users

Path of Exile - Page 1473

Forum Index > General Games
Post a Reply
Prev 1 1471 1472 1473 1474 1475 1754 Next
Guild invites: Message any of EvoSenseOfPride, ScionViableORly, neophyteWham, TheTouchOfGOLD in game
OR
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
Duvon
Profile Joined October 2011
Sweden2360 Posts
December 05 2018 20:24 GMT
#29441
I'm trying to think about when it's better to have faster attackspeed than cd of the trigger due to hit or critrate.

For CoC:
100% efficiency is having attacktime=cooldown and 100% critrate.

If you have an attacktime higher (=slower) than the cooldown, the average loss = non-critrate * attacktime + (n+1)*difference in cooldown and attacktime, where n is the number of attacks since the last crit. (=noncrit/crit right?)
Due to these scenarios:
(1) Crit-crit: loss = time from cooldown reset to the next attack
(2) Crit-hit: loss = attacktime + time from cooldown reset to the next attack


If you have an attacktime lower (faster) than the cooldown however, things change.
to help me I have two scenarios.
(3) Crit-Critfail (due to cd). loss = time from cooldown reset to next attack
(4) Crit-Hit: loss = time from cooldown reset to next attack
Average loss = critrate * time from cd to next attack + non-critrate * time from cd to next attack = time from cd to next attack = 2*cd - (cd+2*(attacktime-cd))
n is not used here since the total of (3) and (4) is always 1 time from cd to next attack?

however, theres also the possible scenario:
(5)Crit-Critfail-Hit. loss = time from cooldown reset to second attack after.
But does it matter???
Nothing is impossible, only some things for some people.
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
Last Edited: 2018-12-05 20:28:46
December 05 2018 20:28 GMT
#29442
Ideal are skills like molten strike and barrage that hit over a long enough period of time that a critroll fail is covered by a delayed hit from the prior attack. Stuff like chain (with projectile triggers) etc works well here too to get that extra proc.

with skills like cyclone you basically just want your attacktime to be barely slower than .15 and crit as close to cap as possible (keep in mind that diamond flask functionally overrides crit cap)
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
Duka08
Profile Blog Joined July 2010
3391 Posts
Last Edited: 2018-12-05 20:43:52
December 05 2018 20:33 GMT
#29443
On December 06 2018 05:28 Sn0_Man wrote:
Ideal are skills like molten strike and barrage that hit over a long enough period of time that a critroll fail is covered by a delayed hit from the prior attack.

Statements like this keep coming up and make sense in theory, but if crits are rolled ONCE at the beginning of the ability rather than on each individual projectile I don't think it matters? I feel like bo1b mentioned a few pages back that MS crit is calculated once on the initial hit, then all the balls crit (or dont) based on that initial hit. If that's true then CoC will still feel "chunky", despite so many different balls/projectiles hitting at such a "high rate" (especially if the balls from a single attack all land at the same time too).

If crits are calculated separately for every projectile then yeah that's great, smoothes out the RNG and easy way to get high APS. But I'm not convinced that is how it works?

I guess one single MS "crit" technically could proc CoC twice, the initial hit and then whenever the fountain lands. But I feel like that would get smooth out with high attack rate. Basically my point being that MS doesn't offer anything unique to CoC builds over any other single-hitting melee attack depending on how high your attack speed can get. But I'm still not sure.
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
December 05 2018 20:39 GMT
#29444
What's unclear about
a critroll fail is covered by a delayed hit from the prior attack.

?

The point is you attack at whatever rate approaching 7aps, but each attack hits repeated over a say .3s duration. That means that even repeated failed critrolls don't matter because the last successful crit is still hitting away and granting triggers.

Yes attacks are "all or nothing" on the crit roll (although it's more complex than that due to things like defender accuracy rating variations and possible variations in defender chance to receive a critical strike due to stuff like assassin's mark) but an attack that hits multiple times can still proc CoC multiple times if it hits over more than .15s total which means that it can bail you out of failed critrolls. It basically theoretically multiplies your APS in calculations above, but it's dependant on how long it keeps hitting, which is very hard to calculate in most situations.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
Duka08
Profile Blog Joined July 2010
3391 Posts
Last Edited: 2018-12-05 20:48:45
December 05 2018 20:41 GMT
#29445
Yeah that makes sense. I sort of edited that in last second. Basically a single "crit" with MS actually could count twice for CoC depending on how attack speed and the proc rate line up. So that would smooth things out, just a complicated function of attack speed and CoC proc rate and the ball hang time and stuff. But how is MS different in that regard than any other ability that hits more than once (say Earthquake, as a shitty example)

I've definitely heard people describing it (not here) as if "there are so many balls so many more chances at a crit (or many more rolls) means the RNG is smoothed out", which is definitely not the case.
Duvon
Profile Joined October 2011
Sweden2360 Posts
Last Edited: 2018-12-05 20:59:21
December 05 2018 20:52 GMT
#29446
On December 06 2018 05:02 Duka08 wrote:
Did anyone use the new Flame Dash extensively in 3.4? Is it actually a reasonable alternative to Shield Charge or Leap Slam or whatever now? Or are the charges still limiting even with the shorter CD and stuff

fortify (

On December 06 2018 04:16 bo1b wrote:
https://pastebin.com/v5a0fwDe

Budget discharge! Let me know if something's obviously wrong please.

I might be stupid but:
How would you sustain mana?
Too much mana reserved
8 aps is too high
Dropping haste, changing middle right cluster to attackspeed to drop it fixes two of those.

btw i just got spammailed about poe psw reset :E
Nothing is impossible, only some things for some people.
bo1b
Profile Blog Joined August 2012
Australia12814 Posts
December 05 2018 20:59 GMT
#29447
I accidentally placed empower instead of enlighten, the attack speed I need is something like 7.02 aps due to server tick rate, it will be far easier to achieve that through a targetted faster attacks + quality than anything else, I want the most aps possible for shield charge. I don't think mana will be a problem tbh, if it is against bosses I'll cwdt warlords.
hunts
Profile Joined September 2010
United States2113 Posts
December 05 2018 21:05 GMT
#29448
Is your only source of life leech the helm corruption, and no source of mana leech? I wonder how you would sustain without the helm corruption. Maybe would have to use a life leech gem in the CoC setup or something?
twitch.tv/huntstv 7x legend streamer
ThaddeusK
Profile Joined July 2008
United States233 Posts
December 05 2018 21:25 GMT
#29449
On December 06 2018 05:24 Duvon wrote:
I'm trying to think about when it's better to have faster attackspeed than cd of the trigger due to hit or critrate.

For CoC:
100% efficiency is having attacktime=cooldown and 100% critrate.

If you have an attacktime higher (=slower) than the cooldown, the average loss = non-critrate * attacktime + (n+1)*difference in cooldown and attacktime, where n is the number of attacks since the last crit. (=noncrit/crit right?)
Due to these scenarios:
(1) Crit-crit: loss = time from cooldown reset to the next attack
(2) Crit-hit: loss = attacktime + time from cooldown reset to the next attack


If you have an attacktime lower (faster) than the cooldown however, things change.
to help me I have two scenarios.
(3) Crit-Critfail (due to cd). loss = time from cooldown reset to next attack
(4) Crit-Hit: loss = time from cooldown reset to next attack
Average loss = critrate * time from cd to next attack + non-critrate * time from cd to next attack = time from cd to next attack = 2*cd - (cd+2*(attacktime-cd))
n is not used here since the total of (3) and (4) is always 1 time from cd to next attack?

however, theres also the possible scenario:
(5)Crit-Critfail-Hit. loss = time from cooldown reset to second attack after.
But does it matter???


I'm having alittle trouble parsing the math at the moment, but im just gonna point out here that the value of attack speed is not going to be linear, it increases linearly until attack time is the same as the cooldown, then the value is gonna plummet to nearly half because on successful crits the next attack that could trigger it is twice your attack time and if you don't crit your next attack is basically 1 cd away anyway so you don't gain very much. After that it will increase again because obviously attack time being half a cd is the same as being equal to the cd but you get 2 chances to crit.

I'm not sure any of that was coherent but what im getting at is theres no one answer to is it better to have lower attack time than the cd, but you can find out whether its better for a specific attack time.
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
December 05 2018 21:27 GMT
#29450
Hmm so with new ele flasks (ruby/topaz/sapphire) it's possible to have over 100% reduced elemental damage taken from hits, but very conditional (requires pathfinder, flask uptime, stationary, fortify, 2x nebuloch and at least 6 endurance charges). Also still quite vulnerable to DoT (such as what nebuloch is dealing you) but an interesting thought exercise nonetheless.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
ASoo
Profile Joined November 2010
2865 Posts
December 05 2018 22:16 GMT
#29451
On December 06 2018 06:27 Sn0_Man wrote:
Hmm so with new ele flasks (ruby/topaz/sapphire) it's possible to have over 100% reduced elemental damage taken from hits, but very conditional (requires pathfinder, flask uptime, stationary, fortify, 2x nebuloch and at least 6 endurance charges). Also still quite vulnerable to DoT (such as what nebuloch is dealing you) but an interesting thought exercise nonetheless.

Looks like you can do it with 2x Ichimonji instead of Nebuloch if you stack both flask effect and fortify effect (requires tons of gear, though, Elder belt, Horror crafted boots and amulet, balanced resists for Wise Oak, still have to be stationary). Might be preferable so you're not dealing DoT to yourself that you can't deal with.

Elemental DoT appears in the wild often enough that it still won't be enough to be functionally immortal, though.
Duvon
Profile Joined October 2011
Sweden2360 Posts
December 05 2018 22:31 GMT
#29452
On December 06 2018 06:25 ThaddeusK wrote:
Show nested quote +
On December 06 2018 05:24 Duvon wrote:
I'm trying to think about when it's better to have faster attackspeed than cd of the trigger due to hit or critrate.

For CoC:
100% efficiency is having attacktime=cooldown and 100% critrate.

If you have an attacktime higher (=slower) than the cooldown, the average loss = non-critrate * attacktime + (n+1)*difference in cooldown and attacktime, where n is the number of attacks since the last crit. (=noncrit/crit right?)
Due to these scenarios:
(1) Crit-crit: loss = time from cooldown reset to the next attack
(2) Crit-hit: loss = attacktime + time from cooldown reset to the next attack


If you have an attacktime lower (faster) than the cooldown however, things change.
to help me I have two scenarios.
(3) Crit-Critfail (due to cd). loss = time from cooldown reset to next attack
(4) Crit-Hit: loss = time from cooldown reset to next attack
Average loss = critrate * time from cd to next attack + non-critrate * time from cd to next attack = time from cd to next attack = 2*cd - (cd+2*(attacktime-cd))
n is not used here since the total of (3) and (4) is always 1 time from cd to next attack?

however, theres also the possible scenario:
(5)Crit-Critfail-Hit. loss = time from cooldown reset to second attack after.
But does it matter???


I'm having alittle trouble parsing the math at the moment, but im just gonna point out here that the value of attack speed is not going to be linear, it increases linearly until attack time is the same as the cooldown, then the value is gonna plummet to nearly half because on successful crits the next attack that could trigger it is twice your attack time and if you don't crit your next attack is basically 1 cd away anyway so you don't gain very much. After that it will increase again because obviously attack time being half a cd is the same as being equal to the cd but you get 2 chances to crit.

I'm not sure any of that was coherent but what im getting at is theres no one answer to is it better to have lower attack time than the cd, but you can find out whether its better for a specific attack time.

Ofcourse. Thats what makes it interesting. But first i need to see if my logic is ok, which I suspect its not.
Nothing is impossible, only some things for some people.
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
Last Edited: 2018-12-05 22:33:52
December 05 2018 22:33 GMT
#29453
On December 06 2018 07:16 ASoo wrote:
Show nested quote +
On December 06 2018 06:27 Sn0_Man wrote:
Hmm so with new ele flasks (ruby/topaz/sapphire) it's possible to have over 100% reduced elemental damage taken from hits, but very conditional (requires pathfinder, flask uptime, stationary, fortify, 2x nebuloch and at least 6 endurance charges). Also still quite vulnerable to DoT (such as what nebuloch is dealing you) but an interesting thought exercise nonetheless.

Looks like you can do it with 2x Ichimonji instead of Nebuloch if you stack both flask effect and fortify effect (requires tons of gear, though, Elder belt, Horror crafted boots and amulet, balanced resists for Wise Oak, still have to be stationary). Might be preferable so you're not dealing DoT to yourself that you can't deal with.

Elemental DoT appears in the wild often enough that it still won't be enough to be functionally immortal, though.

well there's always the moving part too, kinda need to do that to be useful. Maybe cast on crit lightning warp

Are you calculating alchemist flasks? I'm not fully clear on how that increased effect adds to other sources of increased flask effect. However, I only get 97% reduction with dual ichimonji, neck, full PF stuff etc. must be alchemist flasks.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
ASoo
Profile Joined November 2010
2865 Posts
Last Edited: 2018-12-05 22:59:58
December 05 2018 22:51 GMT
#29454
On December 06 2018 07:33 Sn0_Man wrote:
Show nested quote +
On December 06 2018 07:16 ASoo wrote:
On December 06 2018 06:27 Sn0_Man wrote:
Hmm so with new ele flasks (ruby/topaz/sapphire) it's possible to have over 100% reduced elemental damage taken from hits, but very conditional (requires pathfinder, flask uptime, stationary, fortify, 2x nebuloch and at least 6 endurance charges). Also still quite vulnerable to DoT (such as what nebuloch is dealing you) but an interesting thought exercise nonetheless.

Looks like you can do it with 2x Ichimonji instead of Nebuloch if you stack both flask effect and fortify effect (requires tons of gear, though, Elder belt, Horror crafted boots and amulet, balanced resists for Wise Oak, still have to be stationary). Might be preferable so you're not dealing DoT to yourself that you can't deal with.

Elemental DoT appears in the wild often enough that it still won't be enough to be functionally immortal, though.

well there's always the moving part too, kinda need to do that to be useful. Maybe cast on crit lightning warp

Are you calculating alchemist flasks? I'm not fully clear on how that increased effect adds to other sources of increased flask effect. However, I only get 97% reduction with dual ichimonji, neck, full PF stuff etc. must be alchemist flasks.

I actually wasn't using Alchemist's flasks. My math is:

-----

-20% base reduction from normal elemental flasks
-10% base reduction from The Wise Oak

..scaled by 94% flask effect:
-26% from Alchemist cluster
-30% from Pathfinder
-10% from Elder belt mod
-8% from Conqueror's Potency
-20% from 2x Ichimonji

...gets you:

-38% from normal elemental flasks
-19% from Wise Oak
=57% total from flasks

-----

-20% base reduction from Fortify

...scaled by 50% fortify effect:
-15% from Rampart cluster
-15% from Horror amulet
-20% from 2x Ichimonji

...gets you:

30% total from Fortify

-----

So the total is:
-57% (flasks)
-30% (Fortify)
-6% (Nature's Boon)
-5% (Gorgon's Gaze, while stationary)
-5% (Horror boots, while stationary)
= 103% total

-----

Looks like with Alchemist's flasks, you could maybe do it without Ichimonji (which is important because it means you might be able to recreate unkillable Poet's Pen).

*edit* No, Alchemist's still isn't enough to do it with Poet's Pen, unless it scales multiplicatively with non-local flask effect (I don't think it does).

*edit 2* Wait not it is just barely enough to hit exactly 100% if you use Alchemist's. Poet's Pen flaskfinder lives (except that you'll die instantly to Shaper beam).
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
Last Edited: 2018-12-05 23:00:46
December 05 2018 22:59 GMT
#29455
ichimonji doesn't grant flask effect
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
ASoo
Profile Joined November 2010
2865 Posts
December 05 2018 23:03 GMT
#29456
On December 06 2018 07:59 Sn0_Man wrote:
ichimonji doesn't grant flask effect

Aaaaah, I thought flask effects were buffs, but now I found the discussions of them changing it way back.

Okay never mind!
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
Last Edited: 2018-12-05 23:04:46
December 05 2018 23:04 GMT
#29457
dear lord imagine the expense of trying to get CDR Horror boots for a poet's pen immortal build lmao

also idk how u get fortify with poet's pen pathfinder
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
ASoo
Profile Joined November 2010
2865 Posts
December 05 2018 23:05 GMT
#29458
On December 06 2018 08:04 Sn0_Man wrote:
dear lord imagine the expense of trying to get CDR Horror boots for a poet's pen immortal build lmao

also idk how u get fortify with poet's pen

Oh yeah also a good point. I was originally thinking about trying to make some kind of Ichimonji Flicker CoC thing with this, which was why I included Fortify, but that definitely doesn't work with Poet's Pen.

Good riddance, honestly.
HolydaKing
Profile Joined February 2010
21254 Posts
December 05 2018 23:53 GMT
#29459
Hmm... Winter Orb damage is pretty weak, it really depends on how good the projectiles overlap. If they mostly or all do, it would be very nice with GMP and things I guess. Multiple Totems scaling to 21% makes it very interesting, however I don't think it's worth it if you have 4+ totems since you also give up an support gem for it.
Duka08
Profile Blog Joined July 2010
3391 Posts
December 06 2018 00:16 GMT
#29460
On December 06 2018 05:39 Sn0_Man wrote:
What's unclear about
Show nested quote +
a critroll fail is covered by a delayed hit from the prior attack.

?

The point is you attack at whatever rate approaching 7aps, but each attack hits repeated over a say .3s duration. That means that even repeated failed critrolls don't matter because the last successful crit is still hitting away and granting triggers.

Yes attacks are "all or nothing" on the crit roll (although it's more complex than that due to things like defender accuracy rating variations and possible variations in defender chance to receive a critical strike due to stuff like assassin's mark) but an attack that hits multiple times can still proc CoC multiple times if it hits over more than .15s total which means that it can bail you out of failed critrolls. It basically theoretically multiplies your APS in calculations above, but it's dependant on how long it keeps hitting, which is very hard to calculate in most situations.

Back on this topic, because I've been thinking about the math in a bit more detail: What is a reasonable crit chance to expect someone to have with a build like this? Including power charges, flasks, etc. I don't play crit builds (let alone CoC) often enough to have a good feel in my head for what a "good end game crit chance" would look like for various ascendancies.
Prev 1 1471 1472 1473 1474 1475 1754 Next
Please log in or register to reply.
Live Events Refresh
Wardi Open
12:00
#67
WardiTV484
Rex104
IndyStarCraft 90
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 260
Lowko148
Rex 104
IndyStarCraft 90
SKillous 41
StarCraft: Brood War
Sea 6341
Jaedong 1429
Stork 578
Soma 516
Larva 432
Mini 392
Hyun 261
EffOrt 241
Sharp 229
ZerO 208
[ Show more ]
Zeus 197
Hyuk 193
BeSt 175
Snow 172
Aegong 144
910 107
Rush 106
JYJ 94
Pusan 84
Shuttle 74
Barracks 71
Mind 63
Leta 59
NotJumperer 48
soO 44
sorry 44
Sea.KH 43
Shine 43
Yoon 40
ToSsGirL 32
zelot 24
HiyA 22
Movie 14
ajuk12(nOOB) 12
GoRush 11
Bale 5
Icarus 3
Terrorterran 1
Dota 2
Dendi495
XcaliburYe198
League of Legends
C9.Mang0419
JimRising 335
Counter-Strike
olofmeister2061
x6flipin929
edward177
Other Games
B2W.Neo1470
Fuzer 249
Mew2King91
ZerO(Twitch)10
Organizations
Other Games
gamesdonequick704
BasetradeTV32
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• naamasc246
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• iopq 0
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos2134
Other Games
• WagamamaTV0
Upcoming Events
OSC
23h 32m
Solar vs MaxPax
ByuN vs Krystianer
Spirit vs TBD
OSC
4 days
Korean StarCraft League
4 days
OSC
4 days
OSC
5 days
OSC
5 days
uThermal 2v2 Circuit
6 days
Replay Cast
6 days
Liquipedia Results

Completed

CSL Season 19: Qualifier 2
WardiTV 2025
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
BSL Season 21
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025

Upcoming

CSL 2025 WINTER (S19)
Escore Tournament S1: W2
Escore Tournament S1: W3
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
Underdog Cup #3
NA Kuram Kup
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.