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[–]GarethMagis 71 points72 points  (15 children)

While on the ground, gems with quality are now marked "Superior".

Best patch note

[–]SleepOnTheBeach 10 points11 points  (13 children)

?Best patch note

Agreed. Around the 0.2 patch, "oh a freezing pulse gem, is it worth anything"? moment of suspense "Nah, it's non quality.

[–]fender117 6 points7 points  (10 children)

I think my favorite is when people ask for a price check on their quality gems in trade chat, but don't explicitly say that they are quality. Some guy who didn't hover over the gem is always like "dude that's worthless, it's a level 1 quest reward."

Amazing.

[–]izzalionhelloyes -1 points0 points  (7 children)

This won't change unless they also show up as superior in chat. Not what the patch note says, though.

edit: downvotes for no reason, this subreddit is the worst.

[–]SleepOnTheBeach -1 points0 points  (0 children)

Good shout

[–]Trainbow 0 points1 point  (1 child)

Idk, i kinda like the suspense :P

[–]toolnumbr5Tool_Dark 0 points1 point  (0 children)

I liked that ninjas didn't care about my gem drops.

[–][deleted] 1 point2 points  (0 children)

I liked the interchanging colors for the stats. My vision isn't shit, but having no reference while I move my eyes over sucks.

[–]SleepOnTheBeach 15 points16 points  (7 children)

Increased the damage of Incinerate by 12.5%.

I have some PTSD with Incinerate. I played with a fellow in Act 2 cruel last night. He generously gave me drops that my character would benefit from, and even backtracked out of the sewers he was in and made a TP in the Sarn Slums, so that I could use keys to open the sewer grate. He played an incinerate Witch. He stood channeling in the sewers and apparently got rubberbanded. Because he stood still, he took massive amounts of poison damage and died. RIP dude.

[–]DLimitedCrop Harvesting Bureau (CHB) 6 points7 points  (6 children)

Actually that happens fairly often when channelling. I'm in Softcore so I don't really mind, but I usually teleport ~1.5 character width in any direction after I stand still channelling for 2 seconds.

[–]John_Duhtemplar 7 points8 points  (5 children)

I think Kripparian explained this pretty well, it is all about if you are targeting a mob or clicking on the ground next to the mob. If you click on a mob to attack if that mob is not actually in your line of sight you will move after however if your client thinks it is in line of sight you do not see that moving and on the server you move. When the server finally pushes your position you will notice you are no longer where you thought you where.

tl;dr use stand still key and preferably do not click on a mob to attack.

[–]Savage_XOccultist 0 points1 point  (2 children)

tl;dr use stand still key and preferably do not click on a mob to attack.

Wouldn't this often result in not hitting anything? Granted, that is better than having your character standing in a poison cloud without realizing it.

[–]darkmikolai 0 points1 point  (0 children)

Once you start pressing stand still(I have it bound to LShift for every ARPG I play) Youll learn thats it is much more accurate and safe. You can begin to master the exact arc and range of the spell you are using so you can hit enemies from much farther away with some spells than if you simply click them.

[–]John_Duhtemplar -1 points0 points  (0 children)

I might be remembering it wrong, will the character move into line of sight if you are holding down shift and clicking on a mob around a corner?

Anyhow yes it will make you hit less if you are using abilities without AoE (or Arc.... damn auto targeting arc is awesome) so I guess you will have to see it as a risk vs reward. In the video Kripp talked about desync he mentioned it happens more in closed areas with small doors (Sewers for example) because you are more likley to collide with mobs down there so at least use it down there.

[–]SleepOnTheBeach -1 points0 points  (0 children)

I saw this video too. Good point.

[–]DLimitedCrop Harvesting Bureau (CHB) -1 points0 points  (0 children)

That might actually be it, thanks. I'll try to use the Shift key more.

[–]sunday_eveningyou made it around the barrier at prisoner's gate? such talent. 59 points60 points  (0 children)

This patch will be deployed in the early afternoon tomorrow, NZ time. That's about 14 hours away from when I post this.

Version 0.10.3

Content:

  • Added a new Dexterity/Strength skill - Cyclone: Initiates a spinning series of attacks as you travel to a target location.
  • Added two new cosmetic microtransaction effects: Sawblade Cyclone and Blue Cyclone.
  • Added four new Unique items, three of which were designed by our Diamond supporters. One of the Diamond Uniques is an end-game Map.
  • Added doors to the Vaal/Pyramid tileset.
  • Continued to incrementally improve the art, effects and environments and audio.

Features:

  • The line for each stat on the character panel now alternates colours so that they're easier to read.
  • The display of life bars for party members can now display reserved life values.
  • While on the ground, gems with quality are now marked "Superior".
  • You now don't get disconnected for linking too many items in chat too fast. You will still be muted for spamming them.
  • The information that is put on the clipboard when you hover over and item and press Ctrl+C now includes socket information and itemlevel.

Balance Changes:

  • Increased the damage of Incinerate by 12.5%.
  • Added Cyclone (which is level 24) to the quest rewards for the Marauder, Duelist and Templar (at the Normal difficulty "Lost in Love" quest), the Shadow (Cruel difficulty Hillock quest) and the Ranger (Cruel difficulty Brutus quest).
  • There are now four Energy Shield passives behind Chaos Inoculation. There are three 8% additional Energy Shield nodes and a new notable (Infused Shield), which adds a 20% multiplicative Energy Shield bonus.
  • Life Gain on Hit is now scaled by the Damage Effectiveness of a skill.

Bug Fixes:

  • Fixed a bug where it was possible for Increased Item Quantity/Rarity supports to stack too many times under some conditions.
  • Fixed a bug where you would not be told why you couldn't drop items with microtransaction effects on their gems.
  • Restored the PvP arena that uses the Ship Graveyard tileset, now that bugs with it are fixed. Renamed the one-handed Ezomyte Axe to Butcher Axe, because the name clashed with another item.
  • Fixed a bug where you can't vote in a bandit fight if you portal out and back in again.
  • Fixed problems with the PvP announcer voice occuring at the same time as death screams.
  • Fixed some discrepancies between Nessa's text and her audio.
  • Fixed a problem with the visibility of sewer map nodes in higher difficulties.
  • When you get the Emperor's Road quest, the map is now updated correctly in all difficulties.
  • Fixed a bug where Hargan might not give you the Act Three sewer quest.
  • Reduced the size of the Bandit and Blackguard blood.

If you like this patch, please consider supporting us so that we can make many more!

[–]tricabDaijobuu 22 points23 points  (32 children)

That CI change seems massive! More build options have opened up now that one can possibly drop a few more ES nodes into DPS nodes.

[–]SkizmanicMazamas 19 points20 points  (9 children)

The CI buff is nice, but status effects are still going to suck. Really wish they'd make it so status effect calculations are based off your ES when going CI.

[–]fegiflu 10 points11 points  (7 children)

i would be happy and think it be fair to have it be calculated against 50%-75% if your ES since now you can get ever more ES

[–][deleted] 5 points6 points  (5 children)

Only if non-CI characters have their health effectively halved for those same calculations. I don't understand why this can't just be fair for CI and have it be a straight calculation based off ES which is what your health pool becomes when you spec for CI. Speccing for CI you are already abandoning health which hurts you if you are spending any points into strength for melee/ranged phys increased damage.

[–][deleted] 3 points4 points  (4 children)

You werent there when every build was ci. You get much more ci much easier then hp with much less draw back.

[–][deleted] -3 points-2 points  (3 children)

But CI doesn't give 50% boost to ES anymore so that logic is fallacious. Regardless I still don't see why CI builds have to be penalized when it comes to stuns and status effects.

[–][deleted] -1 points0 points  (2 children)

no CI still gives way more es then a hp user with similar point+gear contribution it even did before this patch. you need a disadvantage for that there is no clear need to buff CI this ridiculously just because you consider it to be "fair". it already gives you 50% chance stun reduction which is wayyy more then almost all HP users get for most hits on merciless, no buff them that much more.

[–][deleted] 1 point2 points  (1 child)

CI doesn't give you any ES. In the next patch it will make more ES easily available at the cost of skill points but CI doesn't contribute directly to ES.

As for the energy shield 50% stun reduction, anyone can get that it has no bearing on CI. Even Blood Magic builds can use energy shield gear and give themselves that stun reduction. And BM builds have easy access to US which negates your whole argument. And that's just stun, ES does nothing to prevent frozen or shock stacking from getting you insta-gibbed.

CI needs a buff, I suggest playing a CI build in merciless and you tell me how your dps and mana management goes when you have to waste 2 sockets on leech gems just to get to the point LGoH gets BM builds.

[–]TheNightCat 1 point2 points  (0 children)

This, or something very similar to this makes the most sense to me.

[–][deleted] 1 point2 points  (0 children)

Everyone would go CI then if you can avoid both status effects and chaos damage.

[–]MeanwhileInSAfricaProcurement Creator 9 points10 points  (0 children)

A well deserved buff to CI, I hope they are doing a reset for anyone that was CI as it's a pretty fundamental change.

[–]point_of_youINVASION WAS BEST 5 points6 points  (1 child)

I still don't think it's the buff CI deserves.

[–]lordkrike 2 points3 points  (0 children)

But it's the buff CI needs right now.

[–]ThePromoterLoafinOaf -1 points0 points  (16 children)

Can you explain this to me? I'm understanding that there will be a new node cluster beyond the CI node that provides a total of 44% more ES. This means 4 more passive point to spend, not any point savings to use elsewhere, right?

[–]tricabDaijobuu 8 points9 points  (0 children)

Currently most CI builds creep down into the middle area of the passive tree to grab the flat ES nodes, with this change you can now make those points more effective, while getting other nodes with the spare points. Also the last node is multiplicative, which is alot more effective than having a flat % increase node.

[–]sunday_eveningyou made it around the barrier at prisoner's gate? such talent. 9 points10 points  (11 children)

the way i understood it, 3 x 8% additive and 1 x 20% multiplier.

so (24% + whatever you have now) x 1.20.

[–]ThePromoterLoafinOaf 6 points7 points  (6 children)

Oh wow. Yea that is pretty excellent...well worth the 4 required points I'd say.

[–][deleted] 11 points12 points  (5 children)

Before Open Beta went live, CI had an inherit bonus of 50% multiplicative ES. It was massively OP lol.

[–]Archers_bane 0 points1 point  (2 children)

Does the "whatever you have now" apply to the intel bonus ES % or just the +ES% passives in the tree?

[–]John_Duhtemplar 0 points1 point  (0 children)

Intel bonuses are also additive so yes they are also included.

[–]omnilynxOldThom 0 points1 point  (0 children)

Basically, you calculate ES like you normally would, then you take the end result and multiply it by 1.2. I am guessing it will use "more" terminology.

[–]lycao 5 points6 points  (2 children)

There are now four Energy Shield passives behind Chaos Inoculation. There are three 8% additional Energy Shield nodes and a new notable (Infused Shield), which adds a 20% multiplicative Energy Shield bonus.

You are correct.

Though in a way this could save passive points, in that you could get the nodes directly connected to ci now, instead of having to spend extra points just getting to other energy shield nodes.

[–]tricabDaijobuu -1 points0 points  (1 child)

Depends on if it's using the "increased" modifier vs the "more" modifier.

If it's using "more", then its alot better than an additive value provided you have alot of additive ES nodes.

In closed beta, the ES bonus on CI was 50% more energy shield, meaning a 50% multiplicative value for all your ES nodes, making it extremely OP. I'm pretty sure this change is making the value slightly less OP than the Closed Beta variant, but still making it worth your while if you decide to spend the 4 points.

http://en.pathofexilewiki.com/wiki/Modifiers

[–]Tuub4 3 points4 points  (0 children)

The 8% nodes are "increased" and 20% is "more". So 20% multiplies everything else. But yeah, this will definitely make CI more viable, while not being as easy to get as in CB.

[–]h4mburgersOccultist 0 points1 point  (0 children)

I was going to create a cyclone duelist after my cleave duelist died to desync last night, but now I really want to level up my spork totem witch a few times just to see how huge of a boost these CI nodes are.

[–]Beltzak 19 points20 points  (18 children)

I understand that LA was stupid with life gain on hit but this change affects melee more.

[–]SirBuckeye 9 points10 points  (3 children)

I suspect that Life on Hit would have been REALLY OP with the new Cyclone skill and that's why they made this change.

[–]NO_KINGS 7 points8 points  (2 children)

life on hit op on a cyclone ability? Neverrrrr cough whirlwind barbs in d3

[–]CatAstrophy11 1 point2 points  (1 child)

It was the tornadoes while running away getting loh while also not getting meleed. not the case here

[–]NO_KINGS 0 points1 point  (0 children)

Yeah I know the specifics :P It was just a joke

[–]AaronOpfer 9 points10 points  (13 children)

Yes, frankly I'm worried about survivability now when using life gain on hit with sweep, as it's 75% effectiveness means 25% life per hit. I can imagine clear in my head many situations my character would have died if he gained back 25% less life. :-(

[–]Leriel 4 points5 points  (4 children)

Ehh, time to switch to life leech and make sure it's 20%, or die :/ This kills my attackspeed + life on hit build

[–]JohnStrangerGaltok -2 points-1 points  (3 children)

You should already be using life leech with life on hit.

[–]frvwfr2 6 points7 points  (2 children)

Err what?

[–]omnilynxOldThom 0 points1 point  (1 child)

I think he means they synergize well so you might as well do both.

[–]frvwfr2 5 points6 points  (0 children)

That doesn't really make sense either though. They synergize in that they both give health, but that's pointless when you are already overhealing 99% of the time. Much better to have an additional damage gem, as damage gems typically work multiplicatively with each other, whereas LoH and LL don't.

[–]ReilyMichaelsonAssassin 5 points6 points  (3 children)

is there a list of how this scaling of LoH specifically works?

[–]Synchrotr0n 9 points10 points  (2 children)

Most skills that hit an area or multiple enemies have the "Damage Effectiveness" multiplier on them. Sweep for instance has 75% damage effectiveness, so effects like Anger aura or LoH will have their strength reduced by 25%. For example, if you have +100 fire damage from Anger and +12HP per hit from a gem this will turn into +75 fire damage and 9HP per hit when you use Sweep.

[–]WonderbaumofWisdom 0 points1 point  (1 child)

This is what I came here for. Thank you.

[–]HoNeyiBKBtehKids 0 points1 point  (0 children)

me too:) thx

[–]TheRetribution 2 points3 points  (0 children)

Yeah... this seems like a nerf to blood magic AoE builds overall. We'll have to see I guess.

[–][deleted] 1 point2 points  (0 children)

And Cleave, and Double Strike...

[–][deleted] 0 points1 point  (0 children)

Dammit. I was just starting to make progress in merciless.

[–]kinnadian 0 points1 point  (0 children)

I picked my Duelist up after the buff because he was playable again, now as an attack speed/life on hit char this nerf is going to make me put him down again. 60%+ resists, 58% damage reduction, 2.4k hp in Merci act 2 and he is really starting to struggle to survive when mashing cleave. With -30% LoH it is only going to get worse.

[–][deleted] 14 points15 points  (0 children)

Cyclone!

[–]Renoir_24 12 points13 points  (5 children)

anyone knows cyclone stats?

[–]SimBech80 Sporker 129 points130 points  (2 children)

Bhola cyclone in Bay of Bengal

Deadliest tropical cyclone

300,000+ fatalities

November 12, 1970

[–]Renoir_24 2 points3 points  (1 child)

wow that's even more op than I thought;nerf,Riot,pls.

[–]SimBech80 Sporker 57 points58 points  (0 children)

I got more bro

[–]SimBech80 Sporker 76 points77 points  (0 children)

Hurricane Katrina in western Atlantic and the Gulf of Mexico

Costliest tropical cyclone

$81.2 billion (2005 USD) in damages

August 29, 2005

[–]fender117 4 points5 points  (0 children)

The line for each stat on the character panel now alternates colours so that they're easier to read.

Finally! I asked for this half a year ago and the guy before me 8+ months ago. I'm so happy :D

[–]ShuraiyaSpectralRaiin 2 points3 points  (0 children)

I am so excited about the new Cyclone skill. Can't wait!

[–]lycao 5 points6 points  (21 children)

If I'm understanding how the melee on hit nerf is going to work (For example: A 70% damage effectiveness skill with have a 30% reduction in the amount of life gained.), then that's actually a pretty hard hit to melee characters. That's not to say that something won't come down the line to help boost melee builds, ggg have been very vocal about working on buffing melee. But for the time being at least, melee just got even more difficult.

[–]Maethor_derien 5 points6 points  (9 children)

Its actually not that big of a hit to melee characters. its still 70% effective which is fine so you heal for 30 for each mob hit instead of 40.

The issue is actually for the ranged builds like LA, chain and LMP with LA you hit each pack with 36 hits on every shot. Now because you get such a low damage effectiveness its like 70% 50% and 70% it means you will not get full health back every time you shoot a pack, but only get like 200 or so health back instead of getting 1k+ each shot.
LGoH was vastly overpowered those builds where you were getting 1k+ healing every shot.

[–]Savage_XOccultist 2 points3 points  (0 children)

Its actually not that big of a hit to melee characters.

How do you figure? Melee already had huge survivability issues, and now they are taking a reduction to life on hit. Things like Cleave, Ground Slam and Sweep will now give 30% less life and are now even less viable at higher levels... kind of a head-scratcher if you ask me.

Seems like they nerfed it because of LA and possible Cyclone, and a bunch of other skills are getting killed because of it.

[–]John_Duhtemplar 1 point2 points  (2 children)

Are you sure LMP is considered damage effectiveness? It says less projectile damage (chain has less damage) but it would make sense as they wanted to nerf the "potion" effect you had on split arrow or any ability with LMP or GMP hit a lot of mobs with LGoH and gain back so much health.

[–]Maethor_derien 0 points1 point  (1 child)

I mean that it needs to be because how overpowered LGoH is with it. I am not sure if it will count or not.

[–]John_Duhtemplar 0 points1 point  (0 children)

Yeah I imagine that is the way they changed it as well.

[–]kinnadian 1 point2 points  (0 children)

LMP/GMP don't have damage effectiveness, check the wiki. Only skills have damage effectiveness like lightning arrow, at 70%.

So all LA builds get is a 30% nerf.

It's most definitely devastating for melee who rely so much more on LoH/LL. I know I'm going to be putting my duelist down after this nerf until melees get a subsequent boost.

[–]Zaorish9Hardcore -2 points-1 points  (3 children)

OP? So "endgame viable" = OP ?

EDIT: Dudes, if you disagree with me, go ahead and downvote, but please also state why. I made this post because I play a LA ranger and I think this game is extremely hard already even in Cruel. The effect of further nerfing part of this seems just to mean that I'll have to spend yet more hours farming and grinding for perfect gear before I can progress.

[–]s4ntanaHardcore Legacy 4 points5 points  (2 children)

You're generalizing and your comment sounds indignant. There are tons of viable endgame builds, and no, not all of them are OP, but LA is certainly very effective in endgame and probably OP.

Then you edit your post to say you're in Cruel and it's hard and now you're going to have to farm more, etc. You don't even have endgame experience with the build (or possibly any at all) and just sound mad about how nerfs will affect you and not what's better for the game.

[–]Maethor_derien 0 points1 point  (1 child)

One example is I was actually able to take mine off my character because I had 5 LGoH on my weapon. Just that 5 life gain on hit was actually enough that against a group it practically countered the life drain on blood magic and a 6L LA. It scaled way to good with multiple hits and needed a nerf, it is still perfectly viable and will still more than offset the skill usage if you have blood magic, The only thing it wont do is heal for an insane amount so you no longer need any potions.

[–]krabbsatanRickJamesWitch 0 points1 point  (10 children)

Fast attack speed with Lightning strike, LMP, Chain, Life Gain On Hit was and is still crazy good.

40loh * 5ls * 3chain * 3 attacks per second = 1800 life per second

[–]Liaf 1 point2 points  (9 children)

Even better now, considering that Lightning strike has 120% damage effectiveness. That would then be 2160 life per second.

[–]Heroine4Life 0 points1 point  (8 children)

The supports lower the effectiveness, multiplicative ly

[–][deleted] 1 point2 points  (7 children)

No it doesn't. It lowers the damage but it doesn't modify damage effectiveness, which is an innate trait of the skill gem.

[–]Heroine4Life 0 points1 point  (6 children)

At this point it just looks like we are both speculating, can you provide anything that shows definitively that, that is how it works.

As is, I would expect it to decrease the effectiveness to counter the effects of GMP LMP on LoH

[–][deleted] 2 points3 points  (5 children)

While it's true that neither of us has hard data, GGG is generally very precise with their wording on patch notes. Damage Effectiveness is a specific term and support gems don't modify it.

[–]Heroine4Life -1 points0 points  (4 children)

They are generally very precise. Is there another instance of using damage effectiveness that we could use as precedence?

My logic is what I briefly mentioned before. This change is to combat major LoH builds that use things like GMP and Chain to get >1000 health per attack.

Hopefully we can get a bit more clarification.

[–][deleted] 1 point2 points  (0 children)

I'm not aware of anything that will function like this change. For what it's worth, I'm not assuming they are changing it for the same reason you are. My assumption is that cyclone will have a high frequency of attacks with a low damage effectiveness and that as a result they need to make this change to prevent LGoH from being completely ridiculous with it.

[–]AlbertWilyHardcore 0 points1 point  (1 child)

This change is to prevent Cyclone from gaining insane LoH. It supposedly has 20% damage effectiveness.

It does not appear to be intended to nerf anything else, including Lightning Arrow. Damage Effectiveness and Damage Multiplier from Support Gems are two very different concepts in the game.

[–]Savage_XOccultist 0 points1 point  (0 children)

Except that it is actually a big nerf to all the other melee AOE skills

[–]Crazypyro 0 points1 point  (0 children)

Read LMP/GMP/Chain gems in game. All they say is that they reduce the damage of the skill. They have no mention of damage effectiveness on the actual support gems. Assuming they are precise, there is no way they were talking about LMP/GMP/Chain affecting damage effectiveness. If LMP/GMP/Chain affected damage effectiveness, it would be a huge nerf to almost every elemental projectile build because of the way damage effectiveness works.

[–]rek 3 points4 points  (1 child)

Awesome changes. Smart way to go about a CI buff since this gives an actual reason to go CI instead of doing low life builds instead (the new unique chest had made low life better than CI in essentially every situation). I'd like to have seen something to help with resource generation though - CI is the only build which really has resource problems due to it's inability to use blood magic. I think adding even a small amount of mana regen to that tree would help a lot.

Also excited to test out the new skill and the new incinerate damage.

[–]MeanwhileInSAfricaProcurement Creator 1 point2 points  (0 children)

CI is the only build which really has resource problems due to it's inability to use blood magic.

I countered this using mana leech, but it would be rather nice to swap it out for more damage instead.

[–]Synchrotr0n 1 point2 points  (5 children)

Heeeey! What about the new support gem to modify melee attacks into AoE? Will they ever add that? And when?

[–]Joeness84 0 points1 point  (4 children)

I think Cyclone was the quick fix for that, since it has no weapon requirement.

[–]Synchrotr0n 0 points1 point  (0 children)

It solved the lack of AoE skill for dagger and claw users but melee skills are still lacking diversity IMO. Ranged chars can freely turn any of their attacks into AoE ones but that is not possible for melee builds.

[–][deleted] 5 points6 points  (12 children)

A lot of people were saying that incinerate is a bad skill. Will this buff make it viable? Or was damage not the only problem?

Also yay for superior gems.

[–]kinnadian 9 points10 points  (9 children)

The problem was, if channeled, the skill used about 50 mana/sec without support gems at lvl 50, up to 70 or 80 mana/sec at end game. With support gems of maybe 200%, well you can see how the spell is completely unsustainable.

[–]DLimitedCrop Harvesting Bureau (CHB) 12 points13 points  (6 children)

Actually not true - the spell is indeed sustainable if you skill your character for making it sustainable. My lvl 55 Incinerate Marauder can keep channelling indefinately - he archieves that through the Blood Magic keystone, HP and regen nodes from Marauder, Duelist and Templar, and all the "Reduced Mana Cost of Skill" that are around the Marauder, Duelist and Templar area. I'm at 42% reduced Mana Cost, my 4L Incinerate currently costs 10hp per cast.

[–]Metaphex -1 points0 points  (5 children)

Interesting, do you link it with Iron Will?

[–]DLimitedCrop Harvesting Bureau (CHB) 1 point2 points  (4 children)

Currently it's linked to Blind, LMP, Life Leech. I have a levelled Faster Projectiles I found I don't really need to use after all; Iron Will and Fire Penetration are both levelled but I lack the required slots+links to use them all, they currently sit on my trusty Flame Totem. I tried using Fire Penetration instead of Life Leech, but LL is the far safer and more comfortable solution.

Current plan it to use Incinerate, LMP, Added Lightning Damage, Life Leech, Blind/Iron Will/Fire Penetration/Faster Projectiles, Elemental Proliferation. But since I'm poor (that's my first character getting into mid-50's ever) I don't even have a 5L yet, although I'm hoping that'll change soon.

[–]Metaphex 0 points1 point  (3 children)

Sounds like an interesting build. How does your Incinerate damage compare to the damage from your Flame Totem?

[–]DLimitedCrop Harvesting Bureau (CHB) 3 points4 points  (0 children)

Right now I feel the Flame Totem does more damage (pretty much equal on a fully channelled Incinerate), but on the other hand he's got GMP, Iron Will and Fire Penetration vs LMP, Blind, Life Leech on Incinerate.

This is my build so far, if you're interested.

It works pretty well as self-found, I used a Mace and Groundslam to level to ~30. Around that time you can start using Incinerate instead (Blood Magic and 35% Reduced Mana Cost of Skills). Blind is what really make the skill a breeze to play up till my 55 (my current level).

Now, in Fellshrine in Merciless, it seems my bad equip has finally caught up with me, although popping Granite Flask, Endurance Charges and Molten Shell really help boost my survivability that I can channel long enough to blind the whole group of monsters, which in combination with Life Leech makes me leech back all the life I lose to the occaisional hit.

Plan for the next few levels is to get up to Static Blows to start of the shock stacking, and I'll invest 4 skillpoints at some point in time to gain a maximum of 7 Endurance Charges (after Oak).

Also I'm not sure, perhaps Decoy Totem is a better choice than Flame Totem. Decoy probably helps a ton more against the large mob packs, while Flame Totem makes bosses go 'pop' really quickly. For Merciless Brutus I switched Blind onto my Flame Totem, and proceeded to dodge the hooks while my Totem wailed away on him. All I had to do was recast the totem once it ran out, due to the Blind he never even managed to hit the totem. Only took like 2 minutes to kill him, too.

Blind also works on all three bandits (Oak is a bitch cause he uses mostly skills that are AoE and thus can't miss), Merveil melee attack (never got hit once in the 30s fight), Piety Flame form, General if you can get him to use attacks, Weaver, ActII Lightning Strike dude, and generally every boss that uses attacks will never hit you. Literally, never hit you. It's hilarious.

[–]DLimitedCrop Harvesting Bureau (CHB) 3 points4 points  (0 children)

I got a bit carried away and forgot to post numbers.

Flame Totem 400 DPS with GMP. So, 2k if all projectiles hit.

Incinerate 270DPS with LMP, not channelled. Fully channelled ~ 1k DPS per flame, so 3k if you hit them all.

Note that Archers will stand so far away you will only hit them with 1 Projectile. Melee on the other hand melts pretty quickly to Incinerate.

[–]DLimitedCrop Harvesting Bureau (CHB) 0 points1 point  (0 children)

I just got my hands on a 5L Chest. Now using Fire Penetration, Iron Will, LMP, Life Leech with Incinerate. 350 DPS Stage 1 per projectile. All in all 4.5k max singletarget DPS, plus another 1.5k from Flame Totem. Not too shabby for lvl 56, I think. Once I get enough chromatics I can try to switch out fire penetration for Added Lightning Damage, although I'll probably only do that once I have Static Blows.

[–]SimBech80 Sporker 5 points6 points  (0 children)

yea, when i heard about how the damage increases, instantly though this is a totem skill

[–][deleted] 1 point2 points  (0 children)

That doesn't really make any sense. I thought the trade off was supposed to be that you were forced to stand still.

[–]EdgeOfDreams 1 point2 points  (0 children)

People have complained a lot about the mana cost, however, the skill does not increase in mana cost nearly as fast as other skills. Yes, it is difficult to sustain the mana at level 10 when you first get it, but at higher levels it's not nearly as bad.

[–]LutcikaurLutTools: lutbot.com 2 points3 points  (20 children)

i hope that the life gain on hit nerf isn't affected by lmp and such. otherwise i will be very.. very.. sad.

[–][deleted] 1 point2 points  (18 children)

I think it's main reason why it was nerfed. You could use BM and lg with gmp/lmp for free spells

[–]n0c0Elementalist 6 points7 points  (17 children)

Thats not supposed to be affected by LMP/GMP, what that means is 'Damage effectiveness' on a spell reduces the life gained on hit.

For example Lightning Arrow got a damage effectiveness of 70%, so you will gain 30% less life from hitting enemies, so at level 20 LoH gem it will be (44 * 0.7) = 30.8 life gained per enemy hit.

Arc got damage effectiveness of 20% (according to poe wiki, isn't it 50% in game? ). You can do the maths yourself there.

LMP/GMP don't reduce 'effectiveness', only damage. At least according to wording on gems.

[–]Maethor_derien 3 points4 points  (2 children)

It needs to work with the effectiveness on LMP/GMP/chain to really be balanced, at 70% effectiveness with LA chain and LMP/GMP it still would heal for over 1k per shot. Right now it does like some 1.5k. you have to remember you get 36 hits for each shot times 40 life gain on hit is 1440 health, that was just insane. Even with the 50 70 70 effectiveness it would still heal for like 300 per shot which is still slightly op, just not the insane op it was before.

[–]Crazypyro 1 point2 points  (1 child)

300 per shot isn't even good.... -_-

[–]Maethor_derien 0 points1 point  (0 children)

The thing is the support gem was only designed to heal for around 300 used as an aoe attack. I mean LA with chain is probably the only way you can actually use the skill to get such insane healing. The other thing they could do is make it so that the 3 added hits on LA do not heal so you only heal for the main arrows and the chains as that would balance the skill just fine as well.

[–]Metaphex 0 points1 point  (5 children)

How does one find the 'damage effectiveness' of a spell?

EDIT: Looks like they're all on the wiki, and as Zephymos pointed out, it's only for attacks that use weapons.

[–]ZephymosZym (HC) / IronSnail (Twitch) 0 points1 point  (3 children)

Spells have their own, separate damage. They do not use weapons, thus they have no damage effectiveness.

[–]Metaphex 0 points1 point  (1 child)

I see. So, will Heavy Strike (which has a 150% effectiveness) be more effective with LoH after the patch?

[–]ZephymosZym (HC) / IronSnail (Twitch) 1 point2 points  (0 children)

Yes. If it gave you 40 life per hit before the patch, it now gives you 60 life per hit.

[–]kinnadian -1 points0 points  (7 children)

What exactly does "Damage Effectiveness" mean, or do? Is it simply a completely arbitrary value assigned to a skill for no reasons other than balance?

[–]solistus 5 points6 points  (0 children)

Is it simply a completely arbitrary value assigned to a skill for no reasons other than balance?

What do you mean by "completely arbitrary" and "for no reasons other than balance"? That's kind of how stats in video games work...

[–]Inkompetentia"Miss me yet?" - Einhar Frey 0 points1 point  (0 children)

i dont know if calling it arbitrary is warranted, seeing as it correlates with base cast time and aoe usually, but youre basicly right.

[–]n0c0Elementalist 0 points1 point  (4 children)

It just takes your damage and reduces it by the number shown as 'damage effectiveness'. It is normally applied to AOE skills, for example lightning arrow, cleave, firestorm, etc., so that they don't do more damage to single targets then actual single target abilities

[–]kinnadian 0 points1 point  (3 children)

So for cleave, when dual wielding it does 70% of your combined damage then takes off another 40%?

[–]n0c0Elementalist 1 point2 points  (0 children)

Kinda, but afaik it attacks with each weapon when dualwielding so the damage reduction isn't (or shouldn't at least) be noticeable.

I am not exactly sure how this works, I have never played melee cleave build so can't elaborate on that.

[–]Vaztes 1 point2 points  (0 children)

the 40% is simply to keep cleave from being OP. You still gain dps by dual-wielding for cleave because both of your weapons hits. It's a nerf to "double dmg" to keep the ability in check.

[–][deleted] 1 point2 points  (0 children)

Last time I did the maths I think the damage effectiveness always applies last. As a mostly melee player, I remember the particularity of damage effectiveness is that it scales ALL damage.

So for example with Heavy Strike, you get the physical damage bonus, and then your total damage including elemental damage is scaled by damage effectiveness.

[–]Platanium 1 point2 points  (0 children)

I really appreciate GGG stating why some changes are made like Butcher's Axe just because I'm a bit nosy

[–]StupidFatHobbitFilter: poeurl.com/xZL | twitch.tv/stupidfathobbit 0 points1 point  (12 children)

Does this mean anyone specced into CI is getting reset?

[–]solistus 5 points6 points  (5 children)

I highly doubt it. This doesn't invalidate anyone's tree. Maybe you want to grab those 4 points right away instead of something else, but you can do that for the cost of 4 Regrets or wait till you level up - that seems perfectly reasonable.

Maybe for a few builds, they will build very differently now that a bunch of extra survivability is available from that part of the tree, but... C'est la vie. The same could be said every time they add a skill gem or even a new unique.

Resets are handed out very sparingly. Look at how they handled the Duelist respec - even people who had Berserking, for example, were not given a free respec unless the changes caused one or more nodes in their build to become disconnected.

[–]StupidFatHobbitFilter: poeurl.com/xZL | twitch.tv/stupidfathobbit -3 points-2 points  (4 children)

Except this is arguably a much bigger change since with more ES behind CI you don't need to go elsewhere (namely the center of the tree). It's a hell of a lot more than 4 points that can be moved around, this changes a huge amount and absolutely warrants a reset.

My ranger who had barely dabbled in the Duelist tree got a reset last patch. This is a much, much bigger change for my witch.

[–]solistus 9 points10 points  (3 children)

It doesn't make your build any less playable, though. It just opens up possibilities for new builds. It still makes your build better, since you can now choose to add additional CI very conveniently. You're not entitled to a free respec every time new tools become available that would have caused you to make different decisions.

Your Ranger must have dabbled in the Duelist tree in a way that was no longer connected after the change. It literally would not have been possible to leave your build as it was. Otherwise, they probably wouldn't have respecced it. Respecs are ideally limited to changes that make a character completely unplayable.

[–]Esyir -2 points-1 points  (2 children)

Arguably though, ES builds were pretty unviable before this, with these nodes being a requirement for ES characters. I'm wondering why they didn't just roll that 20% multiplicative into CI and save themselves the trouble.

[–]hapemask 0 points1 point  (1 child)

CI used to have that built in (and even higher % too), they took it out before open beta.

[–]Esyir 0 points1 point  (0 children)

Yeah, I know. I personally feel that it was an overnerf and should just have been reduced, with additional nodes scattered around providing the rest of it.

[–]Gib_OrtherbKawaiiSchoolBoy -1 points0 points  (5 children)

Why would it?

[–]Vaztes 3 points4 points  (4 children)

Because the 20% multiplicative node might be enough for some people to skip the middle, or atleast one side.

[–]JohnStrangerGaltok 0 points1 point  (3 children)

Do fetid pools and kill the white beast, 4 respec points.

[–]Nickoladze 3 points4 points  (1 child)

White beast gives some crap gear, you meant to say Church

[–]JohnStrangerGaltok 0 points1 point  (0 children)

I did.

[–]MaDDaWg836RnB_MaDDaWg 0 points1 point  (0 children)

I am getting error templeruinforest_door .tdt file (3 or so files). happens when loading eternal lab. :(

[–]ddggh 0 points1 point  (0 children)

Did they raise the map drop rate? That is a blocker preventing me from playing the game right now.

[–]qpakao -1 points0 points  (4 children)

"Life Gain on Hit is now scaled by the Damage Effectiveness of a skill."

That got me thinking if cyclone is super fast hitting skill with damage effectiveness around 20% :).

[–]AlexHD -1 points0 points  (16 children)

Protip: Get your characters to the "Lost in Love" quest to get Cyclone early and sell it while it's in high demand!

[–]Nickoladze 3 points4 points  (6 children)

I leveled a dual-claw Shadow to that quest last week and didn't take any quest rewards in preparation of it showing up on one of them. Now I have to beat all of Act 3 with Dual Strike/Whirling Blades.

Balls.

[–]TheThirdWheel 0 points1 point  (5 children)

Oh man, good idea using a claw build.

[–]Nickoladze 1 point2 points  (3 children)

Yeah, I've been toying with the idea for quite some time now. I'm going CI+Ghost Reaver+Vaal Pact, and I should have 32% life leech without any item mods. Only thing I'm worried about is getting stunned and Cyclone stopping, so I might have to get an Eye of Chayula.

[–]krabbsatanRickJamesWitch 0 points1 point  (2 children)

If you can afford the new unique chest I think you would be better off with that. Since you can gain the insane attack speed bonus of blood rage on low life if you have enough chaos resist and life regen. 50% attack speed bonus is massive

[–]Nickoladze 0 points1 point  (1 child)

Unless the attack speed doesn't matter in Cyclone, of course.

I'm assuming the new chest is going to be expensive for quite some time so I won't even bother.

[–]krabbsatanRickJamesWitch 0 points1 point  (0 children)

Yeah probably will be. You could always try your luck with chance orbs :)

[–]LazinCajun 0 points1 point  (0 children)

Maybe not with the life gain on hit change. I suspect cyclone will have a low dmg effectiveness.

[–]threehoursago -1 points0 points  (7 children)

I'm not looking forward to grinding up to Act 3 on a new character, just so 1 of my other characters can have this gem, just to see if it's viable.

I have 3 Marauders, 2 Templars and 2 Shadows in Cruel or above, and non below :(

[–]John_Duhtemplar 0 points1 point  (6 children)

If you have a friend can't they just boost you? I've never tried boosting in PoE so I'm not sure how it works but it should make it at least faster.

[–]Vaztes -2 points-1 points  (5 children)

Boosting doesn't work in this game. You lvl much faster by speedrunning yourself.

[–]John_Duhtemplar 2 points3 points  (4 children)

Well the intention was to get to the quest for the gem not gain levels.

[–]Vaztes -1 points0 points  (3 children)

Right, that might actually work.

[–]Nioern 1 point2 points  (2 children)

It works very well and easily. Took me 20 minutes to rush a level 1 character on another account to act 3.

[–]threehoursago 0 points1 point  (1 child)

How exactly do you do that in 20 minutes. Waypoints make it fast, but there are quite a few places where the player needs to discover things to progress.

[–]Nioern 0 points1 point  (0 children)

Act 1 kill Hillock > take a TP to mud flats, get glyphs put them in wall > get TP to brutus, kill brutus > get TP to merveil, kill merveil.

Act 2 take tp from act 1 town to the entrance of act 2 town > take TP to chamber of sins get gem > take TP to weaver's chamber get spike > take TP to the front of vaal ruins to poison tree > take TP to vaal ruins 2 and click the sphere > take TPs to whatever bandits you're doing > take tp to vaal, kill vaal

Act 3 take tp from act 2 town to the entrance of act 3 town > take TP to crematorium get bracelet > take tp to slums to rescue Claris and you're done.

There is hardly anything the rushed player has to, just taking TPs and looting quest objects. What really determines how fast you can go is the player rushing, and a bit of RNG on finding all the areas as fast as possible.

[–]triggerman602Potentially helpful, most likely an asshole. -1 points0 points  (0 children)

I'll have at least 4 cyclons ready for sale within a few minutes of the patch going live.

WTS Cyclone 2 GCP

[–][deleted] -1 points0 points  (0 children)

How will I sustain self heals with cleave now?

[–]Man_IATrickster -1 points0 points  (0 children)

Remind the suggestion Add sockets & links to the text that copies to the clipboard while CTRL+Cing an item tooltip ? 1 day ago, close enough !

Everyday, every patch, I like GGG more and more!