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Path of Exile - Page 600

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vndestiny
Profile Blog Joined September 2011
Singapore3458 Posts
November 29 2013 06:11 GMT
#11981
ABORTED
Dogfoodboy16
Profile Joined October 2013
364 Posts
November 29 2013 06:26 GMT
#11982
Error 37?
TheTenthDoc
Profile Blog Joined February 2011
United States9561 Posts
Last Edited: 2013-11-29 08:19:11
November 29 2013 06:38 GMT
#11983
Well, I can almost 100% guarantee puncture doesn't double-scale. Unless I'm missing something, dps seems identical to before with my bow ranger.

Edit: That, or I'm in a sweet spot where it does identical damage as it used to.

Edit2: Aaaaaaand she just reep'd to triple shock storm herald ele weakness defiler in crypt 2. Uggggggggh.
Nocticate
Profile Joined May 2013
Vatican City State2902 Posts
Last Edited: 2013-11-29 06:47:31
November 29 2013 06:46 GMT
#11984
On November 29 2013 15:38 TheTenthDoc wrote:
Well, I can almost 100% guarantee puncture doesn't double-scale. Unless I'm missing something, dps seems identical to before with my bow ranger.

Edit: That, or I'm in a sweet spot where it does identical damage as it used to.

Or patch got reverted.
Edit: okay, the quality effect on Storm Call makes it a decent skill IMO. 4% crit per 1% quality.
Chairman Mao tells us imperialist Dota is a paper tiger
vndestiny
Profile Blog Joined September 2011
Singapore3458 Posts
November 29 2013 07:05 GMT
#11985
On November 29 2013 15:46 Nocticate wrote:
Show nested quote +
On November 29 2013 15:38 TheTenthDoc wrote:
Well, I can almost 100% guarantee puncture doesn't double-scale. Unless I'm missing something, dps seems identical to before with my bow ranger.

Edit: That, or I'm in a sweet spot where it does identical damage as it used to.

Or patch got reverted.
Edit: okay, the quality effect on Storm Call makes it a decent skill IMO. 4% crit per 1% quality.


Wait so at high quality it has higher spell base crit than ice spear 2nd form ?
Pwere
Profile Joined April 2010
Canada1557 Posts
November 29 2013 07:26 GMT
#11986
No, ice spear has +600% crit chance on its second form, and a base of 7%.
Storm call would get +80% on a base of 4%, which is still pretty bad.
vndestiny
Profile Blog Joined September 2011
Singapore3458 Posts
November 29 2013 08:14 GMT
#11987
Oh you mean %increase crit chance, when I was thinking of additive to base crit chance somehow. My bad
Cheap0
Profile Joined July 2012
United States540 Posts
November 29 2013 09:18 GMT
#11988
On November 29 2013 13:28 Blitzkrieg0 wrote:
Show nested quote +
On November 29 2013 12:49 Markwerf wrote:
On November 29 2013 12:02 Taguchi wrote:
@ wall of text guy, this is simply not the game for you, nothing more and nothing less.

Most of your issues are attractions for me, from the complexity of the mechanics to how the economy works to having one main spell and not several with cooldowns attached (else you would only ever use the optimal, proper rotations are out of the question when mobs regularly get killed in less than 1s) to the time investment required to build up a character, alongside the skills he uses (your gem levelling issue redacted, at least in ladder leagues which I exclusively play).

Desync is the obvious major issue. I really wish GGG had Blizzard's coffers so they could implement some less cost effective and more brute forcey solution to this instead of trying to solve it with algorithms that predict the future - I don't think this'll ever get better, not until they're filthy rich.


I suppose, some things are just flavor and what each prefers. I'm not saying I don't like the complexity though in fact that's the major boon of this game I think and made it interesting in the first place. Complexity is best paired with some clarity about how everything works though. A good complex game has simple mechanics/rules but very intricate strategy/thoughts behind it like chess for example. In poe a bit too much of the complexity just comes from odd interactions/exceptions etc. which just means digging through outside sources hoping to find what you need if you want to strategize a bit further I think.
Also I disagree completely how you state it's not really possible to have multiple 'main' spells without cooldowns. The optimal could easily depend on the situations and more variation in gameplay really shouldn't be that hard to achieve . A little more interaction with the environment for example, as it is it's just shrines and some walls here and there while you could easily imagine tons of cooler stuff going on that this game is almost completely void off.
Anyway I guess many things are part of the genre (combat being rather simple, game mostly being about gearing) but I don't see why it couldn't deviate from this.


What do you mean? Practically everything in path of exile is named to benefit exactly what it says. The fact that you complained about increased and more in your previous post just means your opinion is wrong. This is perhaps the greatest and most straight forward convention ever. If you think this makes the game complicated and full of exceptions then I don't know what to tell you, but if something says increased then it has additive stacking and if it says more then it has multiplicative stacking. There is nothing more straight forward than that and there are no oddities or exceptions to the increased and more naming scheme.

Maybe this is just because I've played dota. If you want to talk about complex mechanics and exceptions in the worst UI ever ^_^


No, I agree that he makes a good point about unclear mechanics. You mention increased vs more as a simple mechanic, and it is...once you actually know how it works. If you're a new player looking at something that says more compared to something that says increased, are you even going to notice the difference? And if you do, what does that difference mean? You've gotta do research on you own to understand it. There are lots of mechanics in this game that are like that, like crit chance, item level, etc.

Also, there's no such thing as a "wrong" opinion.
HolydaKing
Profile Joined February 2010
21254 Posts
Last Edited: 2013-11-29 11:22:17
November 29 2013 11:14 GMT
#11989
Hmm, the patch kind of changed my build I think. Going for the bow crit nodes doesn't seem worthwhile anymore for Cast on Crit Quill Rain builds, I feel. The Deadly Draw buff is more of a nerf (unless I underrate Crit multiplier; though that one should also be only for bow dmg?), since you now need one more (useless) node to get to it. Probably better off to just pick 15% crit nodes somewhere that apply to spells as well.
oneofthem
Profile Blog Joined November 2005
Cayman Islands24199 Posts
November 29 2013 14:01 GMT
#11990
i guess if you've played d2 etc then the mechanics should be somewhat expected, considering this game is largely inspired by d2 and all. but as a fresh introduction to the genre it can be a bit overwhelming
We have fed the heart on fantasies, the heart's grown brutal from the fare, more substance in our enmities than in our love
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
November 29 2013 15:09 GMT
#11991
On November 29 2013 23:01 oneofthem wrote:
i guess if you've played d2 etc then the mechanics should be somewhat expected, considering this game is largely inspired by d2 and all. but as a fresh introduction to the genre it can be a bit overwhelming


yes and no, I have played d2 but some things look similar to it but actually work just a tad different.
Take for example increased critical strike multiplier.
The way it works is like this, your basic critical strike multiplier is 150%. If you have have say 20% increased critical strike multiplier your critical strike damage will be 150 * 1.2 = 180%. In other words 10% of critical strike multiplier gives 15% increased critical strike damage. The latter way is how this is usually described in diablo games or other stuff and I don't see why it wasn't used here. I think it's just a source of confusion and probably a reason why many underrate critical strike multiplier nodes.
It's not that the stuff is very complicated, it's just not all intuitive and you generally have to go to other sources to find out what it means which is less the case in diablo or other RPGs. Another example, 'increased' means it's a percentage while 'additional' (like in block chance) actually means percentage points. Not difficult but is it intuitive, I think just a little bolding of words (to indicate they are keywords) would have been nice.
Another small thing is with gear, it took me a while to realize at first that most mods like increased energy shield are local modifiers only. I find it intuitive that if a shield says "20% increased armor" that would be over my entire armor not just what is provided by the shield. Again not difficult at all, just not the most intuitive. Small tooltips or things to make it more clear would have been easy.
Pwere
Profile Joined April 2010
Canada1557 Posts
November 29 2013 17:14 GMT
#11992
Oh wow, they nerfed poison arrow/viper strike to the ground. So much for my poison mine build. The dps is 3-4x lower than before, and that's barely what you can achieve with the entire tree + support gems. Good thing I can respec into a standard trap/aura build from there.
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
Last Edited: 2013-11-29 17:33:47
November 29 2013 17:18 GMT
#11993
The wiki is showing new poison arrow damage right?

E: yeah it is LOL.

At level 20 the damage is below 1/3rd of the old damage.

So, with Conc Effect, Remote mine AND Trap all level 20 your damage is about the same as old poison arrow (plus you have to place a mine, trigger a trap on a baddie AND have way less AoE due to conc effect). GG.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
November 29 2013 17:36 GMT
#11994
PS I think Proj Weakness will actually help your Poison Arrow damage though now, which is nice.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
Pwere
Profile Joined April 2010
Canada1557 Posts
Last Edited: 2013-11-29 17:50:15
November 29 2013 17:43 GMT
#11995
But you already need vulnerability.

And the best you can get is either 5x if point blank doesn't work, or ~11x if it works, but good luck working around the awkwardness of point blank + remote mine. Since the dps is down about 4x at 20+ levels, that means you deal 25% to 175% more damage with your entire build around PA vs old no-passive unscaled GMP PA. And PA wasn't nearly viable on its own.

Same goes for viper strike. Even burning arrow is nerfed! And fire trap...

The only skill that got better, really, is discharge, and not by a lot.
HolydaKing
Profile Joined February 2010
21254 Posts
November 29 2013 17:59 GMT
#11996
Pwere, that does not sound good. DoT skills should by definition have very very high DPS, given there are lots of ways to one shot stuff... So if those skills got nerfed further that doesn't sound very appealing. Well, perhaps it's just the first DoT balance patch of many.
Pwere
Profile Joined April 2010
Canada1557 Posts
Last Edited: 2013-11-29 18:14:56
November 29 2013 18:09 GMT
#11997
Apparently, point blank doesn't work by design, and conc effect doesn't work due to a bug.

It's terrible. Not sure what kind of balance testing they did on this. With some work you can barely get your old dps, except if you use LMP/totem, then it's garbage. Huge nerfs all around; viper strike worst of all. That thing can't even get 2k DoT with four stacks.
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
Last Edited: 2013-11-29 18:42:50
November 29 2013 18:32 GMT
#11998
Hmmm, after thinking about it I think that Kripp's ignition discharger got nerfed too. Simply because you don't have THAT much increased fire damage, and I assume that "Increased Fire" and "Increased Burning" will stack additively (aka poorly). Since you already get like 150% increased burning damage with that build, you had like (2.5*.33= over 80% of your initial hit per second in damage.

Now you have say 40% fire damage (perfect) searing touch, 54% fire dmg from the tree (doing more is possible but not so reasonable), and the same old burning. Plus say 31% ele dmg. That gets you (3.75*.2 = 75% of your initial hit per second). This is with a perfect searing touch and the same burning damage nodes PLUS heavy investment into fire/ele nodes (admittedly which were already good for the build).

So basically GGG went with their same old "Lets overnerf everything guys" just like that time they put HP nodes to 6% from 8% because they are retards lol.

Edit: my math is off anyway because I forgot the gem "Increased Burning Damage" which makes this far more of a nerf LOL.

Thats another ~55% dmg so you go from about 100% of your initial hit per second to about 85%. RIP. Okay its not the biggest nerf in history but still... its pretty harsh.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
Blitzkrieg0
Profile Blog Joined August 2010
United States13132 Posts
Last Edited: 2013-11-29 19:55:18
November 29 2013 19:52 GMT
#11999
On November 29 2013 20:14 HolydaKing wrote:
Hmm, the patch kind of changed my build I think. Going for the bow crit nodes doesn't seem worthwhile anymore for Cast on Crit Quill Rain builds, I feel. The Deadly Draw buff is more of a nerf (unless I underrate Crit multiplier; though that one should also be only for bow dmg?), since you now need one more (useless) node to get to it. Probably better off to just pick 15% crit nodes somewhere that apply to spells as well.


All those nodes are for bows only of course; it probably is more efficient to head elsewhere to pick up nodes that work globally.

On November 30 2013 00:09 Markwerf wrote:
Show nested quote +
On November 29 2013 23:01 oneofthem wrote:
i guess if you've played d2 etc then the mechanics should be somewhat expected, considering this game is largely inspired by d2 and all. but as a fresh introduction to the genre it can be a bit overwhelming


yes and no, I have played d2 but some things look similar to it but actually work just a tad different.
Take for example increased critical strike multiplier.
The way it works is like this, your basic critical strike multiplier is 150%. If you have have say 20% increased critical strike multiplier your critical strike damage will be 150 * 1.2 = 180%. In other words 10% of critical strike multiplier gives 15% increased critical strike damage. The latter way is how this is usually described in diablo games or other stuff and I don't see why it wasn't used here. I think it's just a source of confusion and probably a reason why many underrate critical strike multiplier nodes.
It's not that the stuff is very complicated, it's just not all intuitive and you generally have to go to other sources to find out what it means which is less the case in diablo or other RPGs. Another example, 'increased' means it's a percentage while 'additional' (like in block chance) actually means percentage points. Not difficult but is it intuitive, I think just a little bolding of words (to indicate they are keywords) would have been nice.
Another small thing is with gear, it took me a while to realize at first that most mods like increased energy shield are local modifiers only. I find it intuitive that if a shield says "20% increased armor" that would be over my entire armor not just what is provided by the shield. Again not difficult at all, just not the most intuitive. Small tooltips or things to make it more clear would have been easy.


The assumption that mechanics should work a certain way when they don't is your problem. Stop assuming everything works exactly like every other game you've played and look at the actual numbers that are provided on the character sheet. Making bad assumptions when everything in the game is well documented is why I called your opinion wrong.
I'll always be your shadow and veil your eyes from states of ain soph aur.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
November 29 2013 20:02 GMT
#12000
On November 30 2013 04:52 Blitzkrieg0 wrote:
Show nested quote +
On November 29 2013 20:14 HolydaKing wrote:
Hmm, the patch kind of changed my build I think. Going for the bow crit nodes doesn't seem worthwhile anymore for Cast on Crit Quill Rain builds, I feel. The Deadly Draw buff is more of a nerf (unless I underrate Crit multiplier; though that one should also be only for bow dmg?), since you now need one more (useless) node to get to it. Probably better off to just pick 15% crit nodes somewhere that apply to spells as well.


All those nodes are for bows only of course; it probably is more efficient to head elsewhere to pick up nodes that work globally.

Show nested quote +
On November 30 2013 00:09 Markwerf wrote:
On November 29 2013 23:01 oneofthem wrote:
i guess if you've played d2 etc then the mechanics should be somewhat expected, considering this game is largely inspired by d2 and all. but as a fresh introduction to the genre it can be a bit overwhelming


yes and no, I have played d2 but some things look similar to it but actually work just a tad different.
Take for example increased critical strike multiplier.
The way it works is like this, your basic critical strike multiplier is 150%. If you have have say 20% increased critical strike multiplier your critical strike damage will be 150 * 1.2 = 180%. In other words 10% of critical strike multiplier gives 15% increased critical strike damage. The latter way is how this is usually described in diablo games or other stuff and I don't see why it wasn't used here. I think it's just a source of confusion and probably a reason why many underrate critical strike multiplier nodes.
It's not that the stuff is very complicated, it's just not all intuitive and you generally have to go to other sources to find out what it means which is less the case in diablo or other RPGs. Another example, 'increased' means it's a percentage while 'additional' (like in block chance) actually means percentage points. Not difficult but is it intuitive, I think just a little bolding of words (to indicate they are keywords) would have been nice.
Another small thing is with gear, it took me a while to realize at first that most mods like increased energy shield are local modifiers only. I find it intuitive that if a shield says "20% increased armor" that would be over my entire armor not just what is provided by the shield. Again not difficult at all, just not the most intuitive. Small tooltips or things to make it more clear would have been easy.


The assumption that mechanics should work a certain way when they don't is your problem. Stop assuming everything works exactly like every other game you've played and look at the actual numbers that are provided on the character sheet. Making bad assumptions when everything in the game is well documented is why I called your opinion wrong.


stop being an ass. The thing is everything is NOT well documented, there is tons of stuff you can't find or the stuff you find is mostly wrong and you have to get it from unofficial sources. Anyway I'm not saying this is a big issue, it was just a minor annoyance for me and I know many others agree on this point.
Why does some idiot always have to respond with basically some sort of 'it's fine just learn 2 play n00b' type of comment..
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