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Path of Exile - Page 1480

Forum Index > General Games
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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
ThaddeusK
Profile Joined July 2008
United States233 Posts
December 07 2018 16:39 GMT
#29581
Personally I only ever thought "Well i can't do this build because of reflect" and never "Guess I should do less damage or build more tanky to deal with reflect" and for a game about making lots of cool builds the first one is pretty bad. But idk if that was the norm or not.
EchelonTee
Profile Joined February 2011
United States5260 Posts
December 07 2018 16:43 GMT
#29582
overall I think most people think along your lines. at the end of the day I liked the changes too, dying to reflect rarely felt good / satisfying

did they ever post the challenges? dont they usually do that in advance?
aka "neophyte". learn lots. dont judge. laugh for no reason. be nice. seek happiness. -D[9]
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
Last Edited: 2018-12-07 16:44:17
December 07 2018 16:43 GMT
#29583
thats fair

a cool mechanic would be something like, enemies that have a cap on damage taken per hit, that grow more enraged per hit on them, based on damage taken over that cap. like they move faster with higher attack speed or something

that way it would punish people who are dishing out absurd numbers, but it would allow for counterplay instead of just instantly killing them
ThaddeusK
Profile Joined July 2008
United States233 Posts
December 07 2018 16:50 GMT
#29584
On December 08 2018 01:43 EchelonTee wrote:
overall I think most people think along your lines. at the end of the day I liked the changes too, dying to reflect rarely felt good / satisfying

did they ever post the challenges? dont they usually do that in advance?


They usually post them with the rewards, but specifically said this time you were gonna have to check it out in-game, probably because they have spoilers in them.
Gzerble
Profile Joined May 2015
82 Posts
December 07 2018 16:53 GMT
#29585
On December 08 2018 01:16 EchelonTee wrote:
Show nested quote +
On December 08 2018 00:53 Gzerble wrote:
Does anyone have suggestions?

Here's the PoB link.

I would say this is a tough league starter, because a lot of your damage will come from abyss jewels that won't be available for some time.

It's probably not going to be a league starter, but generally speaking I run two builds a league, a starter and one that I want to check out. I think I'll start with some generic arc totem or mine build.
Duvon
Profile Joined October 2011
Sweden2360 Posts
December 07 2018 16:59 GMT
#29586
On December 08 2018 01:43 travis wrote:
thats fair

a cool mechanic would be something like, enemies that have a cap on damage taken per hit, that grow more enraged per hit on them, based on damage taken over that cap. like they move faster with higher attack speed or something

that way it would punish people who are dishing out absurd numbers, but it would allow for counterplay instead of just instantly killing them

Rares can have phys or elemental thorns, which spits out the damage they took in a ground targeted projectile at you.
Also izaro leuitenant and atziri reflect remains.
Nothing is impossible, only some things for some people.
Ryndika
Profile Blog Joined August 2010
1489 Posts
December 07 2018 17:13 GMT
#29587
Anyone wanna lvl with me? Idk what to roll yet.
Would be also fun to play in guild so i can share some loot or party up for some stuff. Who I contact to get inv when i can log?
im on hc btw
as useful as teasalt
EchelonTee
Profile Joined February 2011
United States5260 Posts
December 07 2018 17:15 GMT
#29588
queue up
aka "neophyte". learn lots. dont judge. laugh for no reason. be nice. seek happiness. -D[9]
ThaddeusK
Profile Joined July 2008
United States233 Posts
December 07 2018 17:16 GMT
#29589
I can't find confirmation anymore for it so I could be wrong, but i think the thorns mods on rares just does a flat amount unrelated to how hard you hit them.
HolydaKing
Profile Joined February 2010
21254 Posts
December 07 2018 17:18 GMT
#29590
On December 08 2018 02:15 EchelonTee wrote:
queue up

Woops, had to install another patch first. Well now at 2545. ^^
Latham
Profile Blog Joined May 2007
9572 Posts
December 07 2018 17:19 GMT
#29591
Ugh I decided on Glacial Cascade Miner Saboteur which will start out as arc miner... I really wanted to try Toxic Rain + Herald of Agony but with the nerfs I feel iffy about it. It probably still works and has more than enough damage to clear content to boot, but the nerfs just leave a bad taste in my mouth for a league starter.
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/user/LathamTK/builds/#view=CrqmP6
HolydaKing
Profile Joined February 2010
21254 Posts
December 07 2018 17:22 GMT
#29592
On December 08 2018 02:19 Latham wrote:
Ugh I decided on Glacial Cascade Miner Saboteur which will start out as arc miner... I really wanted to try Toxic Rain + Herald of Agony but with the nerfs I feel iffy about it. It probably still works and has more than enough damage to clear content to boot, but the nerfs just leave a bad taste in my mouth for a league starter.

I wonder if you want to play GC miner anymore after leveling with Arc miner, it's just so awesome.
Latham
Profile Blog Joined May 2007
9572 Posts
December 07 2018 17:25 GMT
#29593
Well GC promises better boss damage for slightly slower mapping, and I prefer to be more all-around balanced for all content rather than specialised into quick mapping.
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/user/LathamTK/builds/#view=CrqmP6
ASoo
Profile Joined November 2010
2865 Posts
Last Edited: 2018-12-07 17:31:02
December 07 2018 17:28 GMT
#29594
On December 08 2018 01:59 Duvon wrote:
Show nested quote +
On December 08 2018 01:43 travis wrote:
thats fair

a cool mechanic would be something like, enemies that have a cap on damage taken per hit, that grow more enraged per hit on them, based on damage taken over that cap. like they move faster with higher attack speed or something

that way it would punish people who are dishing out absurd numbers, but it would allow for counterplay instead of just instantly killing them

Rares can have phys or elemental thorns, which spits out the damage they took in a ground targeted projectile at you.
Also izaro leuitenant and atziri reflect remains.

Racecourse bosses too I think? Or did they get changed?

I thought they were going in the right direction when they started adding a bunch of more easily accessible "reduced reflected damage taken" (Yugul and those two tree clusters), but the amounts were too small, and then they switched to only putting it on specific ascendancies. If you could get, like, 75% reflect resist with a minor pantheon power and a few passive points, it might be worth investing into, but as is, it's more like "if you're an elementalist, you're immune, otherwise don't bother, you can't get enough to save you."

Sorta wish they'd stuck with adding more accessible sources instead of making reflect-immune ascendancies.
Gzerble
Profile Joined May 2015
82 Posts
December 07 2018 17:31 GMT
#29595
Neversink's 3.5 update is online
EchelonTee
Profile Joined February 2011
United States5260 Posts
December 07 2018 17:43 GMT
#29596
On December 08 2018 02:13 Ryndika wrote:
Anyone wanna lvl with me? Idk what to roll yet.
Would be also fun to play in guild so i can share some loot or party up for some stuff. Who I contact to get inv when i can log?
im on hc btw


you can play with us, there's usually 2-4 of us running on HC. join teamspeak~

racecourse boss, the centaur, has old reflect. I don't think it's thorns

and yeah the nemesis rare reflect, the one that shoots the proj, is flat damage
aka "neophyte". learn lots. dont judge. laugh for no reason. be nice. seek happiness. -D[9]
Ryndika
Profile Blog Joined August 2010
1489 Posts
December 07 2018 17:51 GMT
#29597
I have only discord :/
as useful as teasalt
ASoo
Profile Joined November 2010
2865 Posts
Last Edited: 2018-12-07 18:02:32
December 07 2018 17:58 GMT
#29598
On December 07 2018 17:55 xM(Z wrote:
Show nested quote +
On December 07 2018 02:43 ASoo wrote:
On December 07 2018 00:11 xM(Z wrote:
dudes, if you haven't played totems after the %hp nerf, just don't, unless it's totem + fast casting skill(fp, arc etc) because ... the %hp nerf(the subsequent %percentage reduced dmg taken was a washout) neutered the totems.
- channeled skills on totems get interrupted by pretty much 90% of any mob dmg it receives = incinerate dead(hard to get stacks, no dmg), FB dead(<same>), etc and i'm guessing winters orb will be the same. the totem will start the cast, it'll get interrupted, it'll have no stacks, delayed dmg, if any...
- totems are way more susceptible to status ailments since then: they'll freeze more often, get shocked/ignited/chilled more often and i'm pretty sure will get the new ailments on mobs so yea, i'm thinking they'll have a hard time staying alive.

investing in a cannot be stunned jewel for totems just so they'll end up in a freeze is redundant and getting totem life is like wasting potential poe fun. personally i'd go brands + immune elemental(i'm thinking syndicate bosses will scorch people to death for sure) notable on hiero.

Aren't all of these things (stun and ailments) based on damage after mitigation? When totem life was nerfed, they got a "less damage taken" modifier that exactly cancels it out:

Summoned totems have 45% less life and take 45% less damage.

I thought this nerf only impacted totems that scale damage with their own life total, like RF, DP, and the explosions from the Chieftain node. They should be exactly as susceptible to stun/freeze/chill/shock/ignite as they were before.
you;d think so but nope.
- lowering base totem hp made life scaling worse; 10% hp life node is worth 45%less.

This isn't true.

Imagine we have a totem with 1000 base life, and it's getting hit by something that deals 100 damage.

Pre-patch:
  • Totem has 1000 life.
  • Each hit to it deals 100 damage.
  • Without a "10% increased totem life" node, it takes 10 hits to die.
  • With a "10% increased totem life" node, it has 1100 life, and takes 11 hits to die.

Post-patch:
  • Totem has 550 life (1000 * (1 - 0.45)).
  • Each hit to it deals 55 damage (100 * (1 - 0.45)).
  • Without a "10% increased totem life" node, it takes 10 hits to die.
  • With a "10% increased totem life" node, it has 605 life (1000 * 1.1 * (1 - 0.45)), and takes 11 hits to die.

So, totems now have less max life, but they also take less damage by the exact same amount. Since stun and ailments are based on damage after mitigation (example source from a quick google), a given hit has the same chance to stun as it did before the change.

On December 07 2018 00:11 xM(Z wrote:
- every league mechanic comes with its own mobs which are overtuned compared to normal content. while players overcame those damage spikes with ascendancies/leech/defenses in general, totems got nothing extra/more.

This might be true. If what you're saying is "enemies do more burst damage than they used to, and totems haven't been buffed enough to keep up," that may well be the case. But this has nothing to do with the totem life nerf, which didn't change their susceptibility to stuns or ailments at all.

-----

I might be wrong on this - but this is my understanding from both the patch notes where the change was made, and everything I can find by searching now. Do you have any links or sources that suggest it works the way you're saying?
r.Evo
Profile Joined August 2006
Germany14080 Posts
December 07 2018 18:14 GMT
#29599
On December 08 2018 02:51 Ryndika wrote:
I have only discord :/

Shouldn't take longer than five minutes to setup if you can spare time now.

Info was in this post and TS3 download can be found here.

...17800 in queue and slept really crappy. 6h A10 or bust.
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
nukem1
Profile Joined October 2010
345 Posts
December 07 2018 18:27 GMT
#29600
any advice on skill choice for a masochistic melee marauder build?
https://tudorpc.wordpress.com/
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