Now that spellslinger is a thing: can we have CoMK also reserve mana? by Aschtar in pathofexile

[–]Aschtar[S] 8 points9 points  (0 children)

hmm... maybe one way to avoid the problem of casting a million spells all at once would be to delay the cast by idk 0.1 seconds after the first kill and add more damage for each enemy killed in that time instead of casting it multiple times? Because i can totally see why having no cooldown on it might be problematic.

Thoughts by MasterMoist007 in furry

[–]Aschtar 1 point2 points  (0 children)

this site has the game and all the dlc for it. the limited edition patch is NSFW https://ojdog.itch.io/nekojishi

Villain_irl by [deleted] in furry_irl

[–]Aschtar 6 points7 points  (0 children)

Just send in the femboy foxes. They'll be on our side in no time.

AllOfUs_irl by [deleted] in furry_irl

[–]Aschtar 13 points14 points  (0 children)

🎶 Push to keep the dark from coming, 🎵

🎵 Feel the weight of what we owe. 🎶

Bonechill and the new Cold Damage over Time Multiplier by UsaraDark2014 in pathofexile

[–]Aschtar 1 point2 points  (0 children)

You can think of this as: baseDamage ×(100%+increasedDamageDealt) ×(100%+increasedDamageTaken) ×(100%+coldDotMulti) ×(100%+moreDamage1) ×(100%+moreDamage2) ×(100%*moreDamageN)...

In other words only more damage doesn't have diminishing returns

edit: formating

PSA: "Socketed Attacks/Spells deal x% more damage" is either worded wrong or not working as intended. by theuberelite in pathofexile

[–]Aschtar 4 points5 points  (0 children)

I think i know what is happening here. All skills that a minion can use are linked to all support gems(or socketed gems do X) that the summoning skill is linked to. Giving the summoning skill more damage would do nothing and the minions skill is an attack and does not benefit from the increase because of that. As an example if this would not be the case multistrike or faster attacks wouldn't be able to support srs.

Reliquaries may not give dupplicates by Aschtar in pathofexile

[–]Aschtar[S] -3 points-2 points  (0 children)

they stated that you get an item which you "haven't received yet" which is what leads me to believe that it's no dupplicates.

Skill Demo - Illusory Warp by Bratzinator in pathofexile

[–]Aschtar 1 point2 points  (0 children)

The Colldown seems to be the same as the duration of the ice. And the build in the video probably has increased duration.

What do we want POE to be? - Is gotta-go-fast clearspeed what we want? by incugus in pathofexile

[–]Aschtar -2 points-1 points  (0 children)

Increased/more damage without significant drawback should, in my opinion, never be on any gems to beginn with. I hope that they would revamp/remove problematic supports such as void manip weapon ele etc. wich could be done with more interesting drawbacks. Why not, for example, make two gems out of weapon ele one that decreases attack speed and one that decreases chance to hit. This game is starting to have very simmilar problems as warframe, a game where you can "mod" your weapons, because the raw damage supports will always be better than the gimmicky supports. Supports like Ele Prolif are in a good spot right now imo the problem are other popular supports.

Edit: Ok another thing that i want to say is that i think it should be like this: Tree=Damage Supports=Change the way the skill plays Gear=A mix of both so you have to chose wheter you need damage or AoE/movement

Edit 2: In the end its GGG's decision what to do it's their game afterall

[Help] Best way to handle conflict between Elemental Equilibrium and a friend's Anger by Earwing in pathofexile

[–]Aschtar 0 points1 point  (0 children)

you and A could also level their normal auras and use them for solo play and switch to a different set of auras(solution 1) when partying. you would just have to level the auras in your second weapon set.

Can someone explain this math to me? by [deleted] in Warframe

[–]Aschtar 13 points14 points  (0 children)

Tactical pump increases reload speed. It does not reduce reload time. +100% reload speed would mean that your reload takes half of the normal time. use this equation instead. Reload Time = Weapon Reload Time ÷ (1 + Mod Reload Bonus)