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On December 24 2018 02:23 Miragee wrote:Show nested quote +On December 21 2018 23:55 Blitzkrieg0 wrote:On December 21 2018 08:36 Miragee wrote:On December 21 2018 07:28 Blitzkrieg0 wrote:On December 21 2018 06:45 Miragee wrote: That's a shame... why though? : / Because your movement skill shouldn't do just as much damage as actual abilities. Ah so that's why they nerfed the range. On a more serious note: Why not? Nobody was using it as a late game main skill anyways for obvious reasons? I think I once tried to make a Leap Slam Vaal Molten Shell build work but failed, lol. It is a matter of balance. If there is one leveling skill that gives you more mobility than anything that also clears then there is no point leveling with anything else. Do you buff flame dash or lightning warp to be on the same power level so that all characters can level and clear that quickly or do you force people to level slower as casters or respec after leveling with leap slam? If every build is using the same skill or ability you have a design problem. If I remember correctly, caster builds always outrunned leap slam builds in races unless the leap slammer found a ridiculous weapon. So I don't really get your point. I mean, races are not a thing anymore but leap slam made Duelist and Marauder viable. Or maybe that was only in races where you couldn't get leap slam, like in Descent, Endless Ledge etc. Anyways, my point still stands. With leap slam, casters were at least as fast. Without they are much faster.
Melee wasn't bad in early racing, largely due to leap slam/cleave. The fact that casters got flame dash at the leap slam nerf is just another instance of GGG being horrible at balancing.
Casters will always be more consistent, that is just the fact of your damage being tied to the skill instead of items. The various mechanics and recipes that have been added to make it easier to get good weapons has done more to bridge the gap than any changes to the leap slam skill could even imagine.
You should also consider new melee skills like spectral throw/sunder damage projection compared to cleave or ground slam in early racing days. Melee has come a long way.
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On December 22 2018 03:52 ASoo wrote:Does anybody understand the mechanics of brands well enough to explain the details of them to me? I'm trying to figure things out from the wiki, announcement posts, and reddit threads, but it's a bit confusing. Specific questions: - My understanding is that brands have an "activation delay" (i.e., a pause after casting but before they hit for the first time; mentioned in this announcement), and that this time is longer for Armageddon Brand than for Storm Brand, but I can't find details. How long exactly is this delay? Is it scaled by cast speed the way the activation frequency is?
- When a branded enemy dies, do you have to wait out the activation delay again as it attaches to the next enemy, or does it keep firing the whole time?
- If you keep casting brands fast enough that you replace them before their activation delay is up, what happens? Do they just never hit because they're always stuck in activation delay?
- People talk about Brand Recall feeling really good and wanting to get its cooldown as low as possible, but I don't understand why it's worthwhile. Brands activate multiple times per second; isn't getting one extra activation every ~2s a negligible DPS increase? Is the increased attachment range the good part? Or does the spell allow unattached brands to activate, increasing single-target DPS?
- Is the "increased brand activation frequency" stat additive or multiplicative with cast speed?
you cast it based on its cast time and it fires based on its activation time; it's all there is. increased activation frequency is different than cast speed: the former only affects the brands firing time while the later affects both the cast time and the firing time. other than that, the stats function identically(additive) within their constrains and with eachother.
both brands get to deal damage after 1.15 sec from casting. now, there's the issue with the attachment thingie: once a mob gets in its attachment range, the brand starts ticking based on Activates every 0.75 seconds while Attached(for ex). i haven't noticed an attachment delay of sorts.
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Did something happen to summoner stats? Last season I ran the same build I am running now (pure phys Zombie + Skeleton) and after I got to around level 1 maps, I never had to even think about summoning my Zombies again. Now, they just keep falling over and over. I did the same build, same tree, pretty much same key gear, but my minions are melting. Did I miss something?
Sidebar, how do I stop my minions from melting? I already got a Montregul's just to boost my Zombie life but they are still croaking.
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I'm fairly new to the game (had 2 chars reach t1-3 maps last season and am now lvling a frostblade build up). So far having fun, despite not having a deep understanding of some areas (maps, new delve mechanics, damage scaling).
But a thing I really don't get is how dps gets calculated if dual wielding. The poe-wiki explicitly states that there's no difference between main hand and off-hand, but if i put my stronger weapon on my main-hand and my weaker in my offhand my dps shown if i hover over the skill increases significantly compared to vice versa. Dual-wield is also supposed to be a 10% AS increase, but the UI tells me it's a ~70%+ dps increase on average compared to shield+1-hand.
Is the UI just dead wrong? Do some of the bonis on weapons get applied to both (f.e. the basic crit chance increase on rapiers)?
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On December 24 2018 09:47 Archeon wrote: I'm fairly new to the game (had 2 chars reach t1-3 maps last season and am now lvling a frostblade build up). So far having fun, despite not having a deep understanding of some areas (maps, new delve mechanics, damage scaling).
But a thing I really don't get is how dps gets calculated if dual wielding. The poe-wiki explicitly states that there's no difference between main hand and off-hand, but if i put my stronger weapon on my main-hand and my weaker in my offhand my dps shown if i hover over the skill increases significantly compared to vice versa. Dual-wield is also supposed to be a 10% AS increase, but the UI tells me it's a ~70%+ dps increase on average compared to shield+1-hand.
Is the UI just dead wrong? Do some of the bonis on weapons get applied to both (f.e. the basic crit chance increase on rapiers)? The UI is often dead wrong about certain things. Not sure about your particular example.
Your best bet would be to download Path of Building (the creator of which recently got hired by GGG!). This tool is super useful in terms of planning your character, tracking accurate DPS progress and potential trades, etc.
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I'm fairly new to the game (had 2 chars reach t1-3 maps last season and am now lvling a frostblade build up). So far having fun, despite not having a deep understanding of some areas (maps, new delve mechanics, damage scaling).
But a thing I really don't get is how dps gets calculated if dual wielding. The poe-wiki explicitly states that there's no difference between main hand and off-hand
The Poe wiki is right, with the exception of the dual wielding notable below the duelist area which gives different buffs to your mh/oh.
, but if i put my stronger weapon on my main-hand and my weaker in my offhand my dps shown if i hover over the skill increases significantly compared to vice versa.
As has already been said, just a case of innacurate tooltip shenanigans.
Dual-wield is also supposed to be a 10% AS increase, but the UI tells me it's a ~70%+ dps increase on average compared to shield+1-hand.
Dual wielding gives more than just attack speed: 10% more Attack Speed while Dual Wielding 15% additional Block Chance while Dual Wielding 20% more Attack Physical Damage while Dual Wielding
the UI just dead wrong? Do some of the bonis on weapons get applied to both (f.e. the basic crit chance increase on rapiers)?
Generally it's explicitly stated when an affix is global (affects your character, not just attacks using the weapon). Swords can only roll local crit chance.
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On December 24 2018 09:16 Jealous wrote: Did something happen to summoner stats? Last season I ran the same build I am running now (pure phys Zombie + Skeleton) and after I got to around level 1 maps, I never had to even think about summoning my Zombies again. Now, they just keep falling over and over. I did the same build, same tree, pretty much same key gear, but my minions are melting. Did I miss something?
Sidebar, how do I stop my minions from melting? I already got a Montregul's just to boost my Zombie life but they are still croaking. Max their elemental resistance and get those nodes that also gives them more Chaos res
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It is most likely that its just tooltip dps being wrong, but it's worth mentioning that Ambidexiterity in the duelist dual wielding circle affects main hand and off hand differently, so if you have that node its possible the tooltip dps is right and thats why it makes difference. I'm also pretty sure there are a few uniques which differ based on what hand they are in, but I can't name them off the top of my head.
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Leveling my CoC character at the moment, can agree BF feels way better than cyclone for the attack. Quick-tapping the attack button allows releases at 1 stack, should mean you are getting 2 attacks per cycle right? I don't know the interval between release and next attack though. Consecrated path felt ok too, but it's obviously less attackspeed.
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On December 25 2018 01:40 ThaddeusK wrote: It is most likely that its just tooltip dps being wrong, but it's worth mentioning that Ambidexiterity in the duelist dual wielding circle affects main hand and off hand differently, so if you have that node its possible the tooltip dps is right and thats why it makes difference. I'm also pretty sure there are a few uniques which differ based on what hand they are in, but I can't name them off the top of my head. Thanks  I'm currently still leveling and very poor, so I just have rare gear. I also don't think I have ambidexteritry or any other talent influencing that and had it on two different chars, so I assume it's just a tooltip-issue.
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Is there a possibility to still do the 6 socket craft or 5L/6L craft?
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On December 26 2018 03:11 Miragee wrote: Is there a possibility to still do the 6 socket craft or 5L/6L craft? you get those from cities in delves iirc
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On December 26 2018 03:18 PoulsenB wrote:Show nested quote +On December 26 2018 03:11 Miragee wrote: Is there a possibility to still do the 6 socket craft or 5L/6L craft? you get those from cities in delves iirc
Yes, city biomes to be more precise. Here's a partial list www.reddit.com. There was also a Website with recipes (and ways to unlock them) on reddit recently. Can't find the link atm though.
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Oh damn, I don't even know how Delve works. I guess that's the next project...
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So are people still using underground sea as their t16 belfry as t15 and waste pop as t14? Or are there better maps to shape?
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On December 26 2018 05:42 hunts wrote: So are people still using underground sea as their t16 belfry as t15 and waste pop as t14? Or are there better maps to shape? Why Belfry?
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On December 26 2018 06:11 Jealous wrote:Show nested quote +On December 26 2018 05:42 hunts wrote: So are people still using underground sea as their t16 belfry as t15 and waste pop as t14? Or are there better maps to shape? Why Belfry?
It's a good linear layout, in previous leagues the popular t15s were belfry and siege but siege can't be shaped to t15 anymore, but maybe one of the other t10s became better to shape than belfry?
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I'd rather shape Coves for better density or Spider Forest for the potential big profit card drop.
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On December 26 2018 06:30 hunts wrote:Show nested quote +On December 26 2018 06:11 Jealous wrote:On December 26 2018 05:42 hunts wrote: So are people still using underground sea as their t16 belfry as t15 and waste pop as t14? Or are there better maps to shape? Why Belfry? It's a good linear layout, in previous leagues the popular t15s were belfry and siege but siege can't be shaped to t15 anymore, but maybe one of the other t10s became better to shape than belfry? It just feels like Belfry boss slows down the running process so much, and isn't very friendly with some mods (temporal chains for melee characters for example, hard to dodge some of its shit).
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