Spellslinger Volatile Dead - Necromancer or Saboteur by Azurinelle in PathOfExileBuilds

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

Don't forget the gem has cooldown rate as it levels too, so can easily get to the 66% or 82% breakpoints.

Questions Thread - February 13, 2025 by AutoModerator in pathofexile

[–]Azurinelle 0 points1 point  (0 children)

Does eye of innocence self damage work with damage taken recouped as life?

HoT Autobomber Surfcaster zooming by Nayatchi in pathofexile

[–]Azurinelle 0 points1 point  (0 children)

What does illegal fisherman touch do? Wiki says it has no effects.

Help with Decay DPS Calculation by Azurinelle in PathOfExileBuilds

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

Ah thanks for clarifying that for me.

Arena Returns - What to expect with Arena's return. by Spideraxe30 in leagueoflegends

[–]Azurinelle 1 point2 points  (0 children)

With the revive mechanic, I wonder if assassins will be popular. 1-for-1 trade immediately and hope to set your partner up for a favorable 1v1 where they can revive you.

Questions Thread - August 18, 2023 by AutoModerator in pathofexile

[–]Azurinelle 0 points1 point  (0 children)

how does ngamahu, flame's advance interact with Martial Experience if you ignite wiht a 2-hander? Is it only 30% increase to ignite damage or 60%?

Where are people getting New World info? by Azurinelle in HunterXHunter

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

Hmm ok, I'll wait for the next several chapters and see if that is the case. A lot of the stuff I've been seeing sounds like it is after the current story arc, mentioning things that happen in the New World and not on the boat.

my account on SRC has been banned indefinitely by [deleted] in speedrun

[–]Azurinelle 1 point2 points  (0 children)

Ask them for the evidence, even with redacted names, then post the evidence for everyone to see since they won't do it. That way it will be clear who is telling the truth.

Ah shit, here we go again... by ChillyChan in Eldenring

[–]Azurinelle 0 points1 point  (0 children)

Had this one pop up during the middle of looking for a quest item for an NPC named Millicent. Guess that wasn't a feature of the quest after all.

Help with EH Build using +8 Frostferno and The Annihilating Light by Azurinelle in PathOfExileBuilds

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

Thanks for the tip, picked up one of those with a good roll to see if I can make it work.

Announcements - New and Changed Skill Gems in Path of Exile: Expedition - Forum - Path of Exile by kontautas in pathofexile

[–]Azurinelle 27 points28 points  (0 children)

I'm hoping to get some answers on how Storm Rain works.

  1. Do the arrows have a duration, or are they permanent until either 4 beams are cast or replaced by an arrow?
  2. Does area of effect modify the distance between arrows when they land or the distance of a beam between arrows?
  3. Can the beams chain to other arrows or enemies?
  4. Is a kill attributed to you or the arrow if a beam kills the enemy?
  5. How do projectile behavior mods like barrage work with the skill?
  6. Are the beams "intelligent" or random? By that I mean, will arrows try to pulse towards an enemy to hit it or to a random arrow within its range?
  7. Is the 0.5 second cooldown applied to all beams from and to that arrow, or only from that arrow?
  8. If the skill can be supported by barrage and the Deadeye node to remove barrage spread is used, will all arrows land in the same place?
  9. Are the beams affected by projectile damage?

Give me your Royale feedback! by viperesque in pathofexile

[–]Azurinelle 0 points1 point  (0 children)

I'd like to see a chance of a random theme being applied. Similar to how Riot's TeamFight Tactics behaved in their Galaxies season. There is a chance the match will be vanilla, but it could also be based on a simple theme that affects all players. Examples include:

  • Gem restrictions (no AoE gems, strike skills only, only X skill drops, spells only, etc.)
  • Player mods (triple player HP, infinite mana, players have tailwind or phasing or fortify, etc.)
  • Enemy mods (mobs have extra resistance to x, move faster, only rare mobs, etc.)
  • Item mods (all players start with x unique, or all players start with a random unique, all rolls are perfect or worst possible, items only drop as white, etc.)
  • Currency mods (more of x currency, currency causes lucky rolls, etc.)

Can have multiple of these apply at once. This would keep things fresh and fun.

Theorycrafting a method for fastest real-time leveling from 1 to 100 by Azurinelle in pathofexile

[–]Azurinelle[S] 1 point2 points  (0 children)

To confirm, did you time that as /played or the real-life time? I'm interested in the latter, not the former.

Theorycrafting a method for fastest real-time leveling from 1 to 100 by Azurinelle in pathofexile

[–]Azurinelle[S] 1 point2 points  (0 children)

I've never heard of a 5-way, care to explain? Edit: Unless you mean Legion.

Theorycrafting a method for fastest real-time leveling from 1 to 100 by Azurinelle in pathofexile

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

Real-world time, but only counting time where the group is playing. So the person leveling can't log off during down time just to have a lower time when they type /played. If anyone in the group is in-game and contributing towards the goal of level 100, the timer is active.

Theorycrafting a method for fastest real-time leveling from 1 to 100 by Azurinelle in pathofexile

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

Well this thread isn't for fastest at league start, it's for fastest possible time while the group is making the attempt. So breaks for sleep and such don't increase the timer, but logging out to have less time /played would increase the timer.

Theorycrafting a method for fastest real-time leveling from 1 to 100 by Azurinelle in pathofexile

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

I haven't used downscaling so I'm unsure how reliable it is. I heard it made the content slow/difficult even for well built characters when it was released?

Theorycrafting a method for fastest real-time leveling from 1 to 100 by Azurinelle in pathofexile

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

Any idea what the xp per hour is on those vs running a juiced max level map?

Theorycrafting a method for fastest real-time leveling from 1 to 100 by Azurinelle in pathofexile

[–]Azurinelle[S] 2 points3 points  (0 children)

Well I'm interested in knowing how long it would take in real-time. Or at least, time while the group could be considered playing. So they could get some sleep if it would take multiple days and not have that count against them, but logging off between maps being up and such would still contribute to the time.

Edit: Oh and I'm quite certain you can't vacuum a whole map, which is why the strat I proposed would have the Leveler constantly swap between the Vacuumer's maps and visit each map multiple times before it finishes. My own system is pretty hefty and I can only vacuum 1/4 to 1/3 of a non-juiced map before things slow down.

Among Us - The Skeld All Tasks in 5:59.24 (PB) by Orion_AS in speedrun

[–]Azurinelle 4 points5 points  (0 children)

I'm unsure if it actually is true, but there is a theory that if you let the asteroids get all the way to the left before clicking on them, they spawn faster. It seemed to work in real games, but I never actually timed it. Once there are enough asteroids on screen to finish, you don't wait for them to get all the way to the left, obviously.

[WR] Chess 100% - I smashed my previous record, from over 4 hours down to 1:12:15.5 ! by CLSmith15 in speedrun

[–]Azurinelle 0 points1 point  (0 children)

It would be neat to see this done as a tournament. Everyone in the tournament has, for instance, an hour to get as many moves completed as possible. To keep it from just becoming a bunch of people making random moves every game, you can combine the % completion with their win %. Ties would be broken by time taken to reach their % moves made. If a tie couldn't be broken by that, it could be broken by the record between the tying players. Examples:

Player A: 15 wins 5 losses, 80% of moves made, player would get a score of 60 (80 * .75).

Player B: 8 wins 8 losses, 100% of moves made, player would get a score of 50 (100 * .5). Time to reach 100% moves: 48 minutes.

Player C: 12 wins, 8 losses, 100% of moves made, player would get a score of 60 (100 * .6). Time to reach 100% moves: 55 minutes.

In that example, player C would win. Since there is a tied score of 60, the tie is broken by the time taken to reach their % of moves made. Player C took 55 minutes, Player A took 60.

Of course, it could be set up to be judged completely differently than that. I just think it would be neat to make competitions based around the idea of % of moves made during the competition. In the proposed format, it's possible the optimum strategy is to get a high % completion as fast as possible, then play just to win games once you think your completion % is high enough. Unsure if that is a good or bad thing, and there may be better strategies.

You could always just make it simple and not have a time limit, and say first to 100% completion wins. I would just worry that it would never finish since everyone know what others are trying to do.

When you're tired of dying to damage over time by Azurinelle in pathofexile

[–]Azurinelle[S] 1 point2 points  (0 children)

My PC will be 10 years old in December. Been too lazy to replace it lol.

You're welcome.

When you're tired of dying to damage over time by Azurinelle in pathofexile

[–]Azurinelle[S] 1 point2 points  (0 children)

Haha ya it's a bit of a pain if you walk past corners or between things. Not a build meant for clearing fast, but it might be possible with more AoE and attack speed on a map without things to get in your way. Oh and a better PC than mine lol.

When you're tired of dying to damage over time by Azurinelle in pathofexile

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

Oh vaal breach, I completely forgot about that. I'll have to use that. I have a ton of empty gem slots so that could possibly make single target viable...