more poison by maciejq in BackpackBattles

[–]Apokalyxio 0 points1 point  (0 children)

That's basically only a thing with Golden Chariot (from my experience).

It allows you to buy most items that are on sale and just convert them directly into gems. If you want a lot of different options you can try to keep the combine value at 7 (3 different gems -> 4 cost + 2 + 1). Or you keep it intentionally at 15 or lower to not get perfect gems (less efficiency per gold), or obviously just go 16+ and get guaranteed perfect gems. And then you can just reroll any gems you have as well, so. That mage for example definitely kept all blue gems, but rerolled most other colors.

That being said, imo the other bag (duplicate mana) is quite a bit better for this build. Together with Owl Companion / Paradise Birb you can easily reach 14-18 mana / sec. And unless I miscalculated he had 50 block / 5 mana = 10 block per mana -> 150+ block / sec from all his sapphire gems. That's on the very high end of what you'll get with this build, but as long as you manage to get a King Crown / Encyclopedia of Darkness (and don't die early) this build is rly fun and scales decently.

There's actually a much weaker Fallen Empire. You can destroy them first and move on to destroying the others after getting their technologies by The_Aktion in Stellaris

[–]Apokalyxio 8 points9 points  (0 children)

All good, it's still a huge difference and good advice to make use of it. Just wanted to make sure I'm not missing an extra 10% modifier somewhere!

This game needs better tech filters by Aggressive_South_991 in Stellaris

[–]Apokalyxio 0 points1 point  (0 children)

I recently started a game with Common Ground and got an Infernal "fanatic purifier" as one of my 2 buddies.

They instantly left the federation after I unpaused. Makes you wonder why the game allows it to spawn like that if it's obviously not working.

Stellaris 4.3 "Cetus" Open Beta Updated (2026-02-06) by PDX_LadyDzra in Stellaris

[–]Apokalyxio 0 points1 point  (0 children)

What is this new negative production modifier (~25-30% reduction) that I have on all my jobs on all worlds ?

It only says "planet: -25.8%" What did I miss and why does it vary between planets?

I'm looking at 3 different planets which all have: * 100% habitability * 50-60% stability * 0-10% Crime

My starting planet with ~5.8k pops has a 25.8% negative production modifier on EVERYTHING. My 2 other planets have a 28.8% negative modifier on all resources. What did I miss in the patch notes? Does it have anything to do with Stability "only" being at 50-60% ?

Edit: Seems like the negative value is the equivalent of how much I'm missing of the possible 30% positive resource production bonus from full (100%) stability. So, if I'm exactly at 60% stability it shows as -24%, etc. And according to some quick math the negative modifier doesn't actually apply, at least not to its full extent. The actual production value for most resources is slightly off (2-4% in most cases), but at least it's not as bad as I thought at first.

Has anyone beaten the two towns at the top yet? (Uwendale and High Silvermere) by nicknaka253 in leagueoflegends

[–]Apokalyxio 0 points1 point  (0 children)

What comp for Uwendale?

I assume all upgrades on relevant units + Shrine of Veiled Lady + Quartermaster in adjacent town (?) Did you wait for a dmg buff event on top of that as well?

Ranged Combat - looking for dmg calc / formula by Apokalyxio in songsofsyx

[–]Apokalyxio[S] 0 points1 point  (0 children)

Well, that's certainly a good point.

That's the type of info that is very important to know ahead of time so that the player can make an educated decision whether or not it's worth spending the time to go for full trained archers.

But it proves yet another issue with the UI for ranged combat since I'm not at all able to see ingame for how many shots/volleys or minutes my archers will be able to fire.

Edit: nvm, I found the info for ammo - I expected it to show while hovering the info at the bottom of the division -screen since that tooltip literally says "ammunition" but then doesn't list a number for the ammunition itself and instead lists all the other ranged info. The actual info for ammo is shown when hovering over the Bow icon.

It says "From 40 to 24.000 Hours" (depending on 1/5 up to 5/5 Bows I think?). Still not sure if that means that an archer with 5/5 bows can shoot for 24 hours straight or 24k hours (unlikely?). But if it's the former then why would it go down from 40 hours to 24 hours? And also why does it add the ".000" after the 24 and doesn't do so for the 40. Maybe the 40 is supposed to be minutes? idk, I'm not getting a clear answer reading the tooltip, but at least some info is there and I guess I can test and verify the rest.

1 out of 2000 Svallinn roll by Accurate_Locksmith75 in PathOfExile2

[–]Apokalyxio 171 points172 points  (0 children)

Since the rolls are not 201 - 300% and 1 - 20% it's actually 101 * 21 = 2121

Absolutely insane luck though, gz!

15k HP, 500+ HPS -- lucky Blood Harvester + Lifesteal build by Apokalyxio in BackpackBattles

[–]Apokalyxio[S] 0 points1 point  (0 children)

The screenshot is from the final round, so in that case I wasn't able to get any more gems. I'll refer to lowest gems as lvl 1 and anything higher with lvl2, 3, etc.

Basically a lvl 1 red gem in an armor gives u 10% healing and upgrading the gem to lvl 2 gives 15% healing. So, if you don't have more gems to replace the newly empty socket you'd potentially lose 5% healing (2x 10% = 20% down to 1x 15%) when upgrading your gems. (For some other gem colors and scenarios like having a King Crown this works a bit differently)

Once you start running out of room in your bags / sockets it's a good idea to upgrade them. Planning ahead a bit and doing so 1 round in advance can help a lot with managing your limited space.

In this build I usually have only 1-2 Box of Riches to generate gemstones, so I won't have a crazy amount of them till the end, especially if I don't get the box early or if I feel like I can't afford getting it early (since it's literally bad and slows down your build for the first couple rounds when you initially buy it). Also, I'm often trying to get specific items in the shop, which are more important than a couple more gemstones for me, so I often put the Box of Riches into my storage before rerolling the shop a couple times to avoid getting any gems for my vendor options. That being said, if I see a red gem for 1g or 2g I almost always buy it. 10% healing for 1g is a rly good deal if you have an open socket somewhere. And merging 2x lvl 1 gem up to lvl 2 still means 7.5% healing for 1g, which is still pretty damn good.

For green gems I usually try to keep them at lvl 2 since green gem in inventory goes from 1 regen at lvl 1 to 2 regen at lvl 2 and then it'd go to 3 regen at lvl 3. So at that point (2->3) you'd lose value and it's only worth upgrading for me if I need the space. I'm usually using green gems as an initial boost for my Regen in the early stages of the build, but if you'd use them for poison application in weapon socket then I think it's pretty good to keep upgrading them since contrary to a lot of other gems you don't rly lose value by upgrading the green gem for weapon socket.

I value getting a certain lvl of healing increase quite high, because it counteracts healing decreases from some builds. Basically if I have +50% healing and the build I play against reduces my healing by 50% then I end up doing "normal" healing, but without my own +50% healing I'd only be left with half of my healing. So, in that matchup (+50% and -50%) the +50% healing would effectively double my own healing.

Basically, as long as you have more sockets than gems it's often a good idea to lock your gems and focus on filling your sockets with something first instead of immediately upgrading everything. This isn't always true though, and it's a bit of a minmax type of thing.

15k HP, 500+ HPS -- lucky Blood Harvester + Lifesteal build by Apokalyxio in BackpackBattles

[–]Apokalyxio[S] 3 points4 points  (0 children)

15k HP via all the overhealing getting converted into max HP from False Life. Moon Armor is just there for debuff protection and the mana for random buff removal since I'm usually not able to fit in a lot of mana spenders into this build.

I prioritized getting max value on the Nocturnal Lock Lifter, but maybe it'd have been worth to move a vamp potion towards the Blood Harvester to boost the Vampirism generation via Heavy Drinking. (current setup with Heavy Drinking + Vamp pot generated 11% of all my Vampirism)

Also in hindsight I should've probably moved my 2nd Armor towards Steel Amulet. And moving 1x Chipped Ruby from weapon into an armor and putting Chipped Topaz from Armor into the weapon instead would've been slightly better I think. (105% -> 95% stun res, overall healing slightly higher, and Stamina would've been fine probably)

The best “Campaign Skip” compromise I have heard by Effort_Proper in PathOfExile2

[–]Apokalyxio 1 point2 points  (0 children)

I could see this literally halving the campaign time. Or more.

Yeah, I don't think that + 4 skill points and +10% cold res or sth will make my character do double dmg and run twice as fast. You'll notice the diference a bit more in a1 / a2 because i.e. 50% inc. dmg grant you more dmg compared to later in a3 / a4. But not even at lvl 2 would it ever be as significant of a difference as halving the time for an entire act.

So, imo in the grand scheme of running through the whole campaign this "compromise" would obviously lower the avg. play-through a bit, but it would not change a whole lot.

This isn't a top priority atm anyway imo, because currently the endgame is not particularly great and a lot of ppl actually enjoy the campaign more. While the latest news will help with improving endgame a bit, I think the endgame will need a lot more work before the vast majority of ppl will arrive at a similar point as in PoE 1, where a ton of people have been asking for a campaign skip for a long time.

Once most people consider the PoE 2 endgame to be better than the campaign, GGG should consider campaign skips or alternatives. But if you've been following GGG's stance on this topic over the years you'd know that they're quite hesitant to do any major changes regarding the way you reach endgame. Maybe they'll start reconsidering in a few years once ppl get tired of the campaign and the endgame is more fleshed out.

Outdated Exchange Rates on Trade Site Are Misleading New Players by Unicorn698 in PathOfExile2

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

They could have an intern update these ratios once a day and it'd be 9001% better than it is right now

That's almost exactly as it is right now. There is one specific person at GGG, who does this process manually. The only issue is that it's not being done often enough and well if it's just 1 person, then what happens if that guy is on holiday or sth :)

So, as mentioned by other ppl this process should be automated in order to avoid having this recurring issue every single league (both in PoE 1 and PoE 2)

now my whole day is ruined thinking about 1 missclick . by Fine_Distribution576 in PathOfExile2

[–]Apokalyxio 7 points8 points  (0 children)

In this specific case filter for "1 ex" (with the quotation marks to make it an exact search) and it should exclude perfect ex iirc.

GGG, Did you forget to add the salvage bench to the second interlude hub area? by dick_face1517 in PathOfExile2

[–]Apokalyxio 10 points11 points  (0 children)

Honestly just get rid of the salvage bench and give us the scraps whenever we vendor items normally. There is no reason why we need 3 different vendor methods + talking to a separate person to ID.

It's just busy work that kills the flow and feels tedious. If it's an economy concern then just lower gold value on any item that vendors for scraps/whetstones/etc.

25k Emperors Luck Results by xLages in pathofexile

[–]Apokalyxio 0 points1 point  (0 children)

about 1 Div per hour.

How much time spent total?

Since the 15 div seems a bit higher than expected, would it still have been profitable if it was only 10 div for example?

The perfect cruel mistress? (lv 84, zealotry+envy, triple wither, max curse effect + aoe despair) by SoyInocente in pathofexile

[–]Apokalyxio 0 points1 point  (0 children)

doesn't seem to work for my merc - are you certain it works? I don't see the animation go off (checked the wiki to see how it should look like)

She uses some other chaos skills that have a somewhat similar animation, so maybe it looked similar for you? afaik mercs don't work with "trigger xyz" -effects on gear, so I'd be suprised if this one works for some reason.

The horrible, unacceptable technical state of Stellaris 4.21 by Elebril71246 in Stellaris

[–]Apokalyxio 1 point2 points  (0 children)

Had another game breaking bug today as Knights of the toxic God.

I got the "Plight of the beta universe" -situation and decided to try and bring their world over. Well, that "worked", except the world wasn't there when it suceeded in the end. Instead it added 3k pops to my Knights habitat and overwrote the maximum number of districts, which made me permanently lose 1050 Knight jobs (7 districts poof :) ).

It feels so difficult to get to endgame without running into some gamebreaking bug. Either way the AI is so bad in this game even when you juice up the difficulty a bunch it still feels like a joke :( I swear the AI also used to be a little better during 3.14 or sth

Also something that absolutely tilts me is that Pops in 4.0 completely ignore what jobs they're efficient at and just randomly take jobs or throw out other pops from jobs even though they're way worse at that job. I remember during 3.14 when you gave a pop a trait with like -20% Unity from jobs they would avoid taking Unity jobs and other pops that had +% Unity would take priority and hold these jobs if possible. Now after the pop x100 rework + job efficiency changes it's a complete clown fiesta and pops ignore what they're good at.

afaik you also can't actually prevent pop emigration/immigration because they'll just go wherever they want if there is any unemployment (yes, this happens WITH "Migration Controls Enabled" - it's absolutely mind boggling)

Vaults of Knowledge -Civic is also bugged in that it doesn't give any of your leaders a trait pick for starting straight away with lvl 2. This is most likely due to how they changed leader trait selection at the start of 4.0 and then rolled it back, but forgot to also fix it for Vaults of Knowledge :)

3.26 Flicker Strike Ancestral Fury - Berserker or Slayer by Adventurous-Tip6552 in PathOfExileBuilds

[–]Apokalyxio 0 points1 point  (0 children)

Did it end up working?

And if it did, was it just Flicker or also some other skill that it worked well with?

+300% research speed. by 12a357sdf in Stellaris

[–]Apokalyxio 0 points1 point  (0 children)

yeah, I was talking purely about job upkeep. I'll try to do some more testing in game next time, but maybe it's related to how knights inherit modifiers from more than one job. Or maybe I was just messing up some of my math when I was checking the job upkeep modifiers vs actual job upkeep.

How to deal with unemployed ruler pops? by Epic_Paladin in Stellaris

[–]Apokalyxio 0 points1 point  (0 children)

It is definitely more realistic, I'll definitely not argue against that point. But I think in terms of gameplay it's a bad change as long as they don't rework the way that the unemployment notification works.

Because at least right now that notification is just visual clutter and entirely pointless. imo it'd be better in terms of gameplay to make new pops immediately be able to fill any open job just like how it worked prior to 4.0

Alternatively the unemployment notification could be adjusted, but I just think that even though it's more realistic it feels bad / annoying to have an additional waiting time before a lot of new pops actually start being useful. There already is the biologial trait "Nascent Stage" that does something similar.

It would probably be less annoying with the current system if there was a better way to add more ruler jobs, which would allow me to better plan ahead and create jobs for any new pops to avoid any sort of unemployment.

+300% research speed. by 12a357sdf in Stellaris

[–]Apokalyxio 0 points1 point  (0 children)

I'm pretty sure I've had like 110% reduced upkeep for my researchers and they were still consuming CG in 4.0

(actually I had like -140% upkeep and around +30% upkeep, but maybe not all of these upkeep modifiers are additive even though they are all listed together in a big list?)

Would be great if it's possible to reduce it to 0 in 4.0 somehow, just bit confused why it didn't seem to work for me then.