On March 17 2015 21:06 Probemicro wrote: AY LMAO Shock Nova
It's totally Atziri viable
lmao i thought you were kidding, but there has really been someone stupid enough to try it:
I'd say definitely not HC viable though, haha.
Mathil is one of the good guys tho...
Shock Nova has really nice dps but its a bitch to aim Mathil is australian so i bet his ping is very low(GGG is based out of New Zealand). Shock nova is almost impossible to aim properly though if you have any kind of ping delay (Shock nova doesnt hit monsters in the center of the ring, aka...right next to you). And yes Mathil is a good player.
On March 18 2015 11:21 Probemicro wrote: i think mobs die too fast in burn prolif builds to use HoT-coh-pcoc-assmark anyway. so dont use that.
staff isnt good for crit, you are better off using crit dagger+shield which provides more survivability also this shield will be immensely good for generating power charges along with ass mark http://pathofexile.gamepedia.com/Jaws_of_Agony
put icenova+multitrap+coh+assasinmark on deerstalker, you will generate power charges SUPER quick on mobs AND single target(which HoT cannot do), plus with EE taken alternating the two trap sets(icenova-fire-icenova) will lower the resistance for nice prolif dmg.
btw for levelling just do yourself a favour and get a searing touch/lifesprig and just use lameblast, super quick levelling since some of the passives that benefit firetrap also apply for lameblast. switch only to crit firetrap when you reach maps since by that time you will then have enough crit chance to make it work well.
The assassin's mark in that build is only for charge generation and the method you listed is far better since it also utilizes EE. I'd much rather see PCoC in your links instead of CoH+Assassin's mark for charge generation if you're going that route.
CoH+Elemental Weakness or Flamability could be nice though if you have the shield for power charge generation.
pcoc doesnt work when linked directly to traps. since the power charge goes to the (dead) trap.
NEVER use coh+flammability for crit fire trap, you DO NOT want to ignite by normal ignite chance (which will be boosted by flammability) since you will have shitty dmg, you want to ignite by crit where all your crit multiplier taken will benefit the damage.
The highest damage ignite overrides the previous ignite. So I'm not sure what you mean? I'm probably just misunderstanding. Unless youre simply making the argument for assassins mark over flammability. In which case you are correct But its not like you have to worry about igniting with non crit because when you do crit , youll reignite for the higher dmg.
try playing a trapper without taking clever construction where your traps get shot down easily (dont try to argue this shit, you will know it when u play trapper) and with a storage limit of 3 with 1s regen. you will want to restrict your normal ignite to 5%.
click on the links like area and maps to check out other bosses too. you can see that their default resist isnt really high
Resists not being high isn't a good thing for elemental weakness either. If you're using elemental weakness on a 50% resistance map boss then you're only getting 38% more damage from elemental weakness and lower resistances make this number even worse. You need the majority of the resists in the 60-80 range for elemental weakness to outdamage my previous assassin's mark calculation.
On March 18 2015 11:21 Probemicro wrote: i think mobs die too fast in burn prolif builds to use HoT-coh-pcoc-assmark anyway. so dont use that.
staff isnt good for crit, you are better off using crit dagger+shield which provides more survivability also this shield will be immensely good for generating power charges along with ass mark http://pathofexile.gamepedia.com/Jaws_of_Agony
put icenova+multitrap+coh+assasinmark on deerstalker, you will generate power charges SUPER quick on mobs AND single target(which HoT cannot do), plus with EE taken alternating the two trap sets(icenova-fire-icenova) will lower the resistance for nice prolif dmg.
btw for levelling just do yourself a favour and get a searing touch/lifesprig and just use lameblast, super quick levelling since some of the passives that benefit firetrap also apply for lameblast. switch only to crit firetrap when you reach maps since by that time you will then have enough crit chance to make it work well.
The assassin's mark in that build is only for charge generation and the method you listed is far better since it also utilizes EE. I'd much rather see PCoC in your links instead of CoH+Assassin's mark for charge generation if you're going that route.
CoH+Elemental Weakness or Flamability could be nice though if you have the shield for power charge generation.
pcoc doesnt work when linked directly to traps. since the power charge goes to the (dead) trap.
NEVER use coh+flammability for crit fire trap, you DO NOT want to ignite by normal ignite chance (which will be boosted by flammability) since you will have shitty dmg, you want to ignite by crit where all your crit multiplier taken will benefit the damage.
The highest damage ignite overrides the previous ignite. So I'm not sure what you mean? I'm probably just misunderstanding. Unless youre simply making the argument for assassins mark over flammability. In which case you are correct But its not like you have to worry about igniting with non crit because when you do crit , youll reignite for the higher dmg.
try playing a trapper without taking clever construction where your traps get shot down easily (dont try to argue this shit, you will know it when u play trapper) and with a storage limit of 3 with 1s regen. you will want to restrict your normal ignite to 5%.
I suggest reading up on how chance to ignite works. Comparing it to clever construction is an absurd comparison that makes zero sense. Without clever construction you're throwing traps that get destroyed and do zero damage. Additional chance to ignite doesn't decrease your damage.
click on the links like area and maps to check out other bosses too. you can see that their default resist isnt really high
Resists not being high isn't a good thing for elemental weakness either. If you're using elemental weakness on a 50% resistance map boss then you're only getting 38% more damage from elemental weakness and lower resistances make this number even worse. You need the majority of the resists in the 60-80 range for elemental weakness to outdamage my previous assassin's mark calculation.
I'd also suggest reading up on how chance to ignite works. Comparing it to clever construction is an absurd comparison that makes zero sense. Without clever construction you're throwing traps that get destroyed and do zero damage. Additional chance to ignite doesn't decrease your damage.
im not arguing for ele weakness over assasin's mark lol, just showing data.
when your traps keep getting destroyed you are going to be set to 0 traps and forced to wait for 1s regen. you dont wannt some inflated normal ignite chance to muck with your crit chance when you are waiting for that lucky 1-2 trap hit when 10 arcers shooting at you. instead of being foolish to use flammability for crit trap, why not just use assasin mark+ele weakness and spare the trouble, not matter how insignificantly it seem. Optimisation.
click on the links like area and maps to check out other bosses too. you can see that their default resist isnt really high
Resists not being high isn't a good thing for elemental weakness either. If you're using elemental weakness on a 50% resistance map boss then you're only getting 38% more damage from elemental weakness and lower resistances make this number even worse. You need the majority of the resists in the 60-80 range for elemental weakness to outdamage my previous assassin's mark calculation.
I'd also suggest reading up on how chance to ignite works. Comparing it to clever construction is an absurd comparison that makes zero sense. Without clever construction you're throwing traps that get destroyed and do zero damage. Additional chance to ignite doesn't decrease your damage.
im not arguing for ele weakness over assasin's mark lol, just showing data.
when your traps keep getting destroyed you are going to be set to 0 traps and forced to wait for 1s regen. you dont wannt some inflated normal ignite chance to muck with your crit chance when you are waiting for that lucky 1-2 trap hit when 10 arcers shooting at you. instead of being foolish to use flammability for crit trap, why not just use assasin mark+ele weakness and spare the trouble, not matter how insignificantly it seem. Optimisation.
My point is that ignite chance is only rolled on non-crits. Increasing your ignite chance does not do what you're suggesting.
You would be foolish to use flammability because it is a damage loss compared to other options, but it doesn't decrease your damage as your posts suggest. Ignite chance does not make you roll fewer crits. These checks are only done for non-crits because crits always apply status aliments.
My point is that ignite chance is only rolled on non-crits. Increasing your ignite chance does not do what you're suggesting.
You would be foolish to use flammability because it is a damage loss compared to other options, but it doesn't decrease your damage as your posts suggest. Ignite chance does not make you roll fewer crits. These checks are only done for non-crits because crits always apply status aliments.
regular chance to ignite is explicitly stated to be rolled on a per hit basis, not rolled when non-crit. i assume this "hit" can be crit or non-crit since that was not mentioned.
My point is that ignite chance is only rolled on non-crits. Increasing your ignite chance does not do what you're suggesting.
You would be foolish to use flammability because it is a damage loss compared to other options, but it doesn't decrease your damage as your posts suggest. Ignite chance does not make you roll fewer crits. These checks are only done for non-crits because crits always apply status aliments.
regular chance to ignite is explicitly stated to be rolled on a per hit basis, not rolled when non-crit. i assume this "hit" can be crit or non-crit since that was not mentioned.
I can't prove that this doesn't happen besides saying it would be pointless and a waste of resources. Any hit that crits applies the status effect so rolling the chance to apply said status effect doesn't make sense when you crit.
I'm also not sure how this gives you less chance to crit regardless. Whether it works my way or the other way is irrelevant to the fact that ignite chance doesn't decrease your crit chance.
I don't get what the argument is the crit roll occurs first if it's a crit, then an ignite occurs. Whether an additional "chance to ignite" roll occurs (which it doesn't) is utterly immaterial because there's already an ignite. The ignite takes the damage dealt by the spell, which includes the critical multiplier if it was a crit, and bases the burn damage off of that.
On March 19 2015 12:25 Sn0_Man wrote: Whether an additional "chance to ignite" roll occurs (which it doesn't) is utterly immaterial because there's already an ignite.
the normal ignite can overwrite it. normal ignite chance is rolled on a per hit basis, meaning it is rolled AFTER crit chance which is on a per cast basis. the "multiple applications are not stacked cumulatively, higher ignite applies" do not apply here since there is no ignited monsters yet until after the normal ignite chance is rolled!
On March 19 2015 12:25 Sn0_Man wrote: Whether an additional "chance to ignite" roll occurs (which it doesn't) is utterly immaterial because there's already an ignite.
the normal ignite can overwrite it. normal ignite chance is rolled on a per hit basis, meaning it is rolled AFTER crit chance which is on a per cast basis. the "multiple applications are not stacked cumulatively, higher ignite applies" do not apply here since there is no ignited monsters yet until after the normal ignite chance is rolled!
The ignite is based on the damage that was done by the spell or weapon attack which in the case of a crit is a high value. There is no such thing as rolling another ignite using some other damage that doesn't involve the crit.
I haven't played PoE in awhile and rippedt today on my level 85 character that I had in hardcore. My HP feels super low from when I used to remember after I put in my skill points. What is considered moderate HP in hardcore, I feel like the values have changed or something. I stopped playing before the forsaken masters stuff.
I think I'm going to play in the 1 month hardcore event, what's a good build now-a-days?
On March 19 2015 16:38 illsick wrote: I haven't played PoE in awhile and rippedt today on my level 85 character that I had in hardcore. My HP feels super low from when I used to remember after I put in my skill points. What is considered moderate HP in hardcore, I feel like the values have changed or something. I stopped playing before the forsaken masters stuff.
I think I'm going to play in the 1 month hardcore event, what's a good build now-a-days?
HP values decreased a bit but not much. A softcore build works fine at like 130-150% life, so I'd assume HC is 160%-200%+ depending on what you do. Like a totem user will get hit much less than a melee char who needs a lot more life.
If you wanna play with spells, Probemicro summed up lately which spells are good/decent and which ones are unbearable:
On March 17 2015 21:06 Probemicro wrote: Spell categories IMO as a spellcaster fanatic
If you go with bows, Tornado Shot is FOTM but Split Arrow and Ice Shot paired with Puncture work very well too.
Melee is still by far the least popular and I can't really help you there. For Hardcore it'll probably be too dangerous anyways unless you have done it a LOT of times already.
Choose a skill and do your build or if you're too unexperienced and want to be good right away then google builds, there are more or less good ones (and HC viable ones(!)) depending on the skill.
I'm liking them tbh. I mean, I'd prefer the armour black, but still. I haven't bought a single look enhancing MTX yet. And the challenges are pretty doable.
I prefer those prizes over a raffle where I end up getting nothing.
On March 20 2015 02:39 Sn0_Man wrote: those challenges look awfully easy for softcore lol
and awfully impossible for hardcore, at least completing the boss one. My OCD will not allow me to use armor unless I have the full set
On March 20 2015 02:42 Sn0_Man wrote: i mean i ground a char to 88 or some shit and never met 2 spirits that challenge was LOL stupid as FUCK
There always seems to be some super rare element. Abaxoth spawns last league. Inner Treasure in Nemesis. Divine Shrine back in Dominion league. etc etc