Path of Exile - Page 573
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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 | ||
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Dangermousecatdog
United Kingdom7084 Posts
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Sn0_Man
Tebellong44238 Posts
I find it HILARIOUS that they figured a change from 30->40% on the blood magic reservation node would do anything at all though. Like, GGG this isn't complex. NOBODY will use auras on BM chars EVER until its at least 50% and even then the chances are roughly 0. Because reserving 25% per aura sucks, and to get it lower you need FAR too many skill points invested in aura nodes that wont allow you to run very many anyway due to the fact that YOU ARE BLOOD MAGIC. And aren't really near many aura nodes anyway. Happy about the 1.0 release content nerf and the CoDT nerf and the map boss drops buff. Hoping they look at rebalancing the map bosses too. When a 66 boss (orchard devour) is 3x scarier than a 70 boss (bog snake), theres probably something out of whack. | ||
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Varanice
United States1517 Posts
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HolydaKing
21254 Posts
Which takes me to around 4k Armour given I don't have Grace+IR, assuming Molten Shell is up. But a low lvl Molten Shell immediately gets destroyed, so it's rarely up. So.. basically my Armour goes from about 6,5k pre patch (since Molten Shell actually is up most of the time then) to 3,2k after patch. Quite a big hit which requires me to use Granites more often. I don't think the patch hits chars with IR and Grace much, though. My Bow Scion has ~9k Armour with Grace, even without Molten Shell. Enduring Cry still works really fine with low lvl, the Charges are quickly maxed. Curses lose quite some effect, and most of all the AoE of them doesn't cover a lot of enemies anymore, but I can live with that. Still not happy about it though, but something had to happen. EDIT: http://www.pathofexile.com/forum/view-thread/607961 interesting info here. As I thought leaving CwDT on lvl 1 still seems to be the best. | ||
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Blitzkrieg0
United States13132 Posts
On November 12 2013 20:08 EchelonTee wrote: fine, it's not literally free. use up 1 socket to get 350 armor without having to cast anything. in an average setup you can very, very easily do that. I was planning on having 2 codt setups before nerfs were announced, and I already had whirling blades / lightning warp / iir+culling+double strike on second thought it's probably shit unless you have armor passive nodes. maybe summon skeletons would be ok for aggro? Armor passives are such a waste of skillpoints though. Stacking armor is too inefficient for it to be worthwhile. The thresholds for cwdt go up by about 60 each level and the required level only goes up by two each level since it's a level 31 gem so it doesn't seem very effective to level it. Enduring cry works decently well at lower levels; Devouring Totem is alright (especially if you're using it for mana regen) although it gets squishes really fast. Curses are the big nerf really. I really enjoyed not having to cast Warlords Mark ![]() EDIT: http://www.pathofexile.com/forum/view-thread/607961 interesting info here. As I thought leaving CwDT on lvl 1 still seems to be the best. When you're farming later on in the game this isn't true. You should be taking more than 1000 damage pretty often when you're mapping so I don't think it is as simple as one size fits all. You're going to have to figure out how much damage you're taking or how often you want it to trigger and then set everything up off that. The benefits to doing this are a bit marginal to say the least, but still probably worth doing. If you're only going to use it for enduring cry then leveling it up is pointless, but most skills actually get better when you level them up. | ||
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HolydaKing
21254 Posts
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Blitzkrieg0
United States13132 Posts
On November 13 2013 03:52 HolydaKing wrote: Well, what you say and what I read in another thread is right. Maybe a level 1 CwDT with Enduring Cry and a max level one with Molten Shell at max level is what I'll do, not sure yet though. Also not sure in which one the curse would fit better, probably in the level 1 one. Well my idea is to keep the enduring cry in your higher level cwdt link to save on gem spots. You just have to figure out what level cwdt you need to keep it triggering at a reasonable pace to maintain charges. I don't think using max level cwdt is going to be viable either as the scaling on it is pretty bad so you're going to be dying before it triggers. It is only useful if you're getting the trigger long before you're in the danger zone. | ||
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Nocticate
Vatican City State2902 Posts
Turns out there's some stuff for it already (forced blank in the map and there's no tab for it in the map screen) but there is the first map of the act in there. It's linked to the Aqueduct maps I found while browsing the map files. Okay, it's totally that. So basically it seems like this map is a continuation of the ruined city feeling, with a ruined aqueduct leading down from (or in to?) the mountains. There are a number of animal skeletons (though nothing from a human or humanoid) and some old baskets mentioned, the former are props while the latter are this area's versions of the gold pots or cairns or whatever. The one thing that's notable is that it's very sparse. The map layout file for it looks like this: + Show Spoiler + version 17 Size: 9 51 Resolution: 1000 1000 MasterFile: "Metadata/Terrain/Act4/Area1/master.tsi" Nodes: 6 Edges: 5 "" "Metadata/Terrain/Act4/Area1/GroundTypes/mountain_ground.gt" "" Default%: 0 0 0 90 995 1 1 "exit" I 1 "entrance1" 100 0 N 59 9 1 0 "hub" R270 1 "default" 100 0 N 68 720 2 3 1 "side" R270 0 100 0 N 67 245 2 0 2 "side" R270 0 100 0 N 58 540 2 4 3 "side" R270 0 100 0 N 63 365 2 2 4 "side" R270 0 100 0 N 3 1 0 100 1 "Metadata/Terrain/Mountain/Aqueduct/Rooms/aqueduct_rooms.et" 0 0 0 0 0 I N 1 0 2 0 100 1 "Metadata/Terrain/Mountain/Aqueduct/Rooms/aqueduct_rooms.et" 0 0 0 0 0 I N 1 5 3 0 100 1 "Metadata/Terrain/Mountain/Aqueduct/Rooms/aqueduct_rooms.et" 0 0 0 0 0 I N 1 2 4 0 100 1 "Metadata/Terrain/Mountain/Aqueduct/Rooms/aqueduct_rooms.et" 0 0 0 0 0 I N 1 4 5 0 100 1 "Metadata/Terrain/Mountain/Aqueduct/Rooms/aqueduct_rooms.et" 0 0 0 0 0 I N 1 whereas a random map layout file for anywhere else in a completed area looks something like this + Show Spoiler + version 16 Size: 10 12 Resolution: 840 800 MasterFile: "Metadata/Terrain/Act3/Area4/master.tsi" Nodes: 19 Edges: 14 "" "Metadata/Terrain/Act3/Area4/GroundTypes/city_ground.gt" "" Default%: 0 0 0 420 707 2 3 10 "marketexit" FR270 2 "entrance4" "killzone=4" 100 1 N 639 106 2 1 0 "slumsentrance" I 2 "default" "entrance1" 100 1 N 349 44 3 4 1 2 "connection" FR180 0 100 0 N 41 630 3 9 3 6 "connection" I 0 100 0 N 124 760 1 6 "endconcave" R180 0 100 0 N 49 41 1 4 "end" R180 0 100 0 N 796 29 1 5 "" (any) 0 100 1 V 801 248 1 5 "" (any) 0 100 1 V 44 351 1 11 "" (any) 0 100 0 V 654 360 2 0 7 "sewers" I 3 "unique" "entrance2" "killzone=3" 100 1 N 389 300 0 "sewersfloating" R90 3 "unique" "entrance2" "killzone=3" 100 1 N 140 299 2 2 8 "sewers" FR270 3 "unique" "entrance2" "killzone=3" 100 0 N 49 445 2 8 9 "sewers" FR270 3 "unique2" "entrance3" "killzone=3" 100 0 N 303 447 0 "sewersfloating" I 3 "unique2" "entrance3" "killzone=3" 100 1 N 576 513 2 7 10 "sewers" I 3 "unique2" "entrance3" "killzone=3" 100 1 N 45 222 1 11 "" (any) 0 100 0 V 140 100 1 13 "" (any) 0 100 0 V 39 166 1 12 "" (any) 0 100 0 V 56 94 2 13 12 "" (any) 0 100 0 V 9 1 0 100 0 "Metadata/Terrain/RuinedCity/LargeBuildingsWarehouse/city_large_buildings_warehouse.et" 0 0 0 0 0 I N 1 2 1 0 100 1 "Metadata/Terrain/RuinedCity/LargeBuildingsWarehouse/city_large_buildings_warehouse.et" 0 0 0 100 0 I N 1 11 2 0 100 1 "Metadata/Terrain/RuinedCity/DocksLedgeWalkable/city_dockledge_water.et" 0 0 0 50 0 I N 1 0 3 0 100 1 "Metadata/Terrain/RuinedCity/LargeBuildingsWarehouse/city_large_buildings_warehouse.et" 0 0 0 100 0 I N 1 5 2 0 100 0 "Metadata/Terrain/RuinedCity/LargeBuildingsWarehouseWater/city_largecliff_warehouse_water.et" 0 0 0 0 0 I N 1 7 6 0 100 0 "Metadata/Terrain/Tools/void.et" 0 0 0 0 0 I V 1 3 4 0 100 0 "Metadata/Terrain/RuinedCity/LargeBuildingsWarehouseWater/city_largecliff_warehouse_water.et" 0 0 0 0 0 I N 1 14 9 0 100 0 "Metadata/Terrain/RuinedCity/LargeBuildingsWarehouse/city_large_buildings_warehouse.et" 0 0 0 100 0 I N 1 12 11 0 100 1 "Metadata/Terrain/RuinedCity/DocksLedgeWalkable/city_dockledge_water.et" 0 0 0 50 0 I N 1 3 12 0 100 1 "Metadata/Terrain/RuinedCity/DocksLedgeWalkable/city_dockledge_water.et" 0 0 0 50 0 I N 1 0 14 0 100 0 "Metadata/Terrain/RuinedCity/LargeBuildingsWarehouse/city_large_buildings_warehouse.et" 0 0 0 100 0 I N 1 15 8 0 100 0 "Metadata/Terrain/Tools/void.et" 0 0 0 0 0 I V 1 18 17 0 100 0 "Metadata/Terrain/Tools/void.et" 0 0 0 0 0 P V 1 16 18 0 100 0 "Metadata/Terrain/Tools/void.et" 0 0 0 0 0 P V 1 So it's probably just a teaser for people like me who are snooping around. | ||
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Varanice
United States1517 Posts
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Nocticate
Vatican City State2902 Posts
On November 13 2013 06:47 Varanice wrote: So have you found any information? Im confused what that even means. lol Basically what I've found is that they've at least made act4 stuff and that it's going into the mountains out of Sarn. That's it. also I've been taking images of as many mobs as possible. kinda bizarre how many fucking different types of mobs we have for no clear reason. | ||
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r.Evo
Germany14080 Posts
On November 13 2013 08:42 Nocticate wrote: Basically what I've found is that they've at least made act4 stuff and that it's going into the mountains out of Sarn. That's it. also I've been taking images of as many mobs as possible. kinda bizarre how many fucking different types of mobs we have for no clear reason. I really really hate to keep doing this but it's becoming too much fun. You're late again! http://www.reddit.com/r/pathofexile/comments/1p23pt/really_early_act_4_town/ =D | ||
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EchelonTee
United States5260 Posts
On November 13 2013 03:24 Blitzkrieg0 wrote: Armor passives are such a waste of skillpoints though. Stacking armor is too inefficient for it to be worthwhile. The thresholds for cwdt go up by about 60 each level and the required level only goes up by two each level since it's a level 31 gem so it doesn't seem very effective to level it. Enduring cry works decently well at lower levels; Devouring Totem is alright (especially if you're using it for mana regen) although it gets squishes really fast. I disagree with you on armor; I feel that that's an outdated point of view. Ever since Granites went from 10k -> 5k -> 3k armor, getting huge amounts of armor from just the flask isn't as easy. If you get some efficient/good armor nodes (basically Leather and Steel, maybe the armor cluster left of Master of Arena), it can be quite good, especially since endurance charges are practically free now. Just to clarify, I understand exactly how armor works and how it's ineffective against large single hits, but I feel that "pretty good" mitigation against everything else is really handy. I don't know about you, but as a melee character I can really feel the difference between 3k armor and 4.5k. This is kind of moot though because we can agree that a lvl7 molten shell giving 350 armor is worthless | ||
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SlixSC
666 Posts
While the argument that armor doesn't necessarily mitigate larger hits is true in general, if you pop a granite with 80% increased armor rolls you can take your armor up to 20k even off basically no base. I was farming merciless merveil on a level 60 marauder yesterday and with a granite up she basically did no damage (100-200 per hit), without a granite she would sometimes hit me for up to 1k. I farmed her for several hours yesterday and this huge difference was very evident. | ||
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Blitzkrieg0
United States13132 Posts
On November 13 2013 11:30 EchelonTee wrote: I disagree with you on armor; I feel that that's an outdated point of view. Ever since Granites went from 10k -> 5k -> 3k armor, getting huge amounts of armor from just the flask isn't as easy. If you get some efficient/good armor nodes (basically Leather and Steel, maybe the armor cluster left of Master of Arena), it can be quite good, especially since endurance charges are practically free now. Just to clarify, I understand exactly how armor works and how it's ineffective against large single hits, but I feel that "pretty good" mitigation against everything else is really handy. I don't know about you, but as a melee character I can really feel the difference between 3k armor and 4.5k. This is kind of moot though because we can agree that a lvl7 molten shell giving 350 armor is worthless I will agree that you need some baseline amount of armor, but I'm currently running around on my level 65 Duelist with 1200 armor and six endurance charges (+750 ev= 16% chance on sheet) and I don't take damage from anything non-rare while I'm farming. I also have 79 all resists (until You're vastly overestimating how much armor you need. On November 13 2013 11:51 SlixSC wrote: I have to agree with Echelon here, I've tried many different builds in the past and the builds where I feel safest are high armor builds. It makes a huge difference. Sure you could argue that mitigating 10% (let's just work with that arbitrary number for the sake of argument) doesn't make a huge difference, but when taking 20 hits by a huge pack in quick succession we are talking about a 200% damage mitigation here. You might not realize how huge the difference is if you play very few characters, but if you play alot of different builds across the board, you will see a huge difference in how much less damage you take when you have alot of armor. While the argument that armor doesn't necessarily mitigate larger hits is true in general, if you pop a granite with 80% increased armor rolls you can take your armor up to 20k even off basically no base. I was farming merciless merveil on a level 60 marauder yesterday and with a granite up she basically did no damage (100-200 per hit), without a granite she would sometimes hit me for up to 1k. I farmed her for several hours yesterday and this huge difference was very evident. Except all my builds have six or seven endo charges so I'm already at 24 or 28% physical reduction with zero armor. Even if you were only using three or four you'd still have your 10% already. Stacking armor is too inefficient for it to be useful and granite has been nerfed over and over again because it was so good and still is even at 3k instead of 10k. | ||
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Nocticate
Vatican City State2902 Posts
On November 13 2013 11:23 r.Evo wrote: I really really hate to keep doing this but it's becoming too much fun. You're late again! http://www.reddit.com/r/pathofexile/comments/1p23pt/really_early_act_4_town/ =D I FUCKING GIVE UP. sigh, at least I found the correct values for a lot of nemesis mods for the wiki and their level requirements which was actually new. :| | ||
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Dogfoodboy16
364 Posts
anybody got link to patchnotes? | ||
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Varanice
United States1517 Posts
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Blitzkrieg0
United States13132 Posts
On November 13 2013 13:21 Varanice wrote: http://www.pathofexile.com/seasons new race season races are up. I cant even fucking explain how glad I am that there is less turbo events this season. 2 hour solo sounds fun. wonder what champion descent is There was a small snippet about it in the video they released the other day. I'm curious if all those descent races the first week are typos because I don't see why they wouldn't be descent champion events. | ||
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Tyrran
France777 Posts
On November 13 2013 11:51 SlixSC wrote: I have to agree with Echelon here, I've tried many different builds in the past and the builds where I feel safest are high armor builds. It makes a huge difference. Sure you could argue that mitigating 10% (let's just work with that arbitrary number for the sake of argument) doesn't make a huge difference, but when taking 20 hits by a huge pack in quick succession we are talking about a 200% damage mitigation here. [mathPolice] I'm not gonna say that 10% isnt huge, but since we are in the Math of Exile guild, i feel obligated to point out that mitigating 10 % of 20 hits in succession is still 10% mitigation and nowhere here 200% =p I still agree that it is a lot tho ![]() [/mathPolice] | ||
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Monsen
Germany2548 Posts
On November 13 2013 13:51 Tyrran wrote: [mathPolice] I'm not gonna say that 10% isnt huge, but since we are in the Math of Exile guild, i feel obligated to point out that mitigating 10 % of 20 hits in succession is still 10% mitigation and nowhere here 200% =p I still agree that it is a lot tho ![]() [/mathPolice] Thanks for this. I'm no math crack but that calculation made my brain hurt. I wonder how people neglecting armor survive in hardcore leagues- I mean there's only so many times/situations where you can be lucky when getting hit by big physical damage (vaal rocks, extra phys rares etc.), and it's pretty optimistic to assume you'll always have a granite pre popped. | ||
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