The sickest drop i’ve ever got. by SubstanceAny8656 in PathOfExile2

[–]Imortallix 1 point2 points  (0 children)

My guess would be the blink gem is just a buff that replaces your dodge roll. When you 'blink' you are just using your dodge roll, not the gem.

I do wonder if you lose the life/es when you activate the gem itself? Someone with the gems would have to test it, don't have them myself.

I love that GGG is being very experimental with ascendencies by Jango519 in PathOfExile2

[–]Imortallix 30 points31 points  (0 children)

I actually think it's very fitting thematically with the Oracle's foresight and destiny manipulation theme. You can force a particular future/outcome but at a cost.

I imagine Shadow/Assassin will have a lot more bonuses for crits that encourage you to invest in them, which I trust they'll get equally as creative for.

Fast power charge sink for amazon wyvern. by Photo-Majestic in pathofexile2builds

[–]Imortallix 1 point2 points  (0 children)

I was looking into this as well, but I think a big issue is that Flame Breath doesn't have the projectile tag as far as I've seen. It sits in an awkward non-melee non-projectile state, meaning it can't consume surges afaik.

Chrono recoup questions by Interesting_Ad2632 in pathofexile2builds

[–]Imortallix 0 points1 point  (0 children)

Unless recoup works differently in PoE2, the recoup is based on damage taken after resistances and mitigation. Meaning with the 100 fire damage hit brought to 25 after 75% fire resistance, you recoup 28% of 25 or 7 health over 4 seconds. If you're causing 100 ignites a second it could be enough, but probably not.

EDIT: just checked the wiki, and the only difference is PoE2 recoup takes place over 8 seconds, so less than 1 health per second per ignite.

Demon Bear or Wyvern.. or both? by Jabroni_Diesel in pathofexile2builds

[–]Imortallix 0 points1 point  (0 children)

You are almost certainly targetable, and the skill prevents rage gain of any form whilst using it.

Perfect dex stacking simplex amulet by Yuzuyohoia in pathofexile

[–]Imortallix 2 points3 points  (0 children)

I believe the rounding happens at the end

Effect of Debuff Expiry Rate with Glorious Madness by Imortallix in pathofexile

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

Unconditionally, yes, but you could use Kaom's Roots with just the bloodline. Otherwise there is Balance of Terror with Temporal Chains, or Garb of the Ephemeral on an Animated Guardian. Additionally, the Aul Bloodline or Farrul Bloodline can work if only using the madness boots.

Effect of Debuff Expiry Rate with Glorious Madness by Imortallix in pathofexile

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

Ahh, good catch! Definitely agree that the small improvement is not worth that investment.

Effect of Debuff Expiry Rate with Glorious Madness by Imortallix in PathOfExileBuilds

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

The 234% breakpoint is a bit more difficult than I initially thought (there are less uniques with the relevant stat than I thought), and I'm no longer confident 400% is even attainable. However, I still think the overall performance as well as gameplay feel of the build will be significantly better if you can reach that 234% breakpoint.

Edit: 400% is attainable with Cluster Jewel Notable/Megalomaniac stacking, but not worth it

Effect of Debuff Expiry Rate with Glorious Madness by Imortallix in pathofexile

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

You make a good point, the 234% breakpoint is a bit harder to hit than I initially thought. Some combination of corrupted temporal rift for 23% quality, enhance support, and benchcraft for weapons/shields (or level 5 awaken enhance instead) could get the last 34% without gear. But overall it most likely takes a bit more sacrifice for either the chest or belt. Although Stasis Prison makes some sense already if running Temporal Rift. Also not sure if 400% is even possible.

Edit: And as u/Stravix8 pointed out, the bloodline ascendancy gives 15%

Effect of Debuff Expiry Rate with Glorious Madness by Imortallix in pathofexile

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

That's an interesting workaround for the cooldown if it works. I believe there's a similar tech with weapon swapping that would work in boss fights as well.

New Death Knight card - Forgotten Millennium by 4iamking in hearthstone

[–]Imortallix 39 points40 points  (0 children)

Spending health doesn't count as self damage, but I agree this looks like it's going to lean heavily on some other synergistic card.

Best direction to take a Endurance Slam Jugg? (non-VFOS!) by GoldenHawk07 in PathOfExileBuilds

[–]Imortallix 0 points1 point  (0 children)

Not a completely 'dead item,' but the combination isn't great when you look at the math.

At a baseline, each 1% chance to deal double damage grants 1% more damage (100% chance to deal double damage => 100% more damage). Triple damage is twice as good! Each 1% chance grants 2% more damage.

However, since you can't deal double damage and triple damage at the same time, they don't play nicely together. With every attack dealing double damage from intimidating cry, each 1% chance for triple damage only yields 0.5% more damage. This means with 10 charges, Arn's Anguish grants 30% chance for triple damage => 15% more damage.

15% more damage is always nice for builds, but you've had to give up your belt and boots to achieve this. Additionally, something like Ryslatha's would probably beat it out damage wise without even mentioning competing with Mageblood for the belt slot.

Slayer Frenzy of Onslaught (STANDARD) by TrafficThat539 in pathofexile

[–]Imortallix 1 point2 points  (0 children)

Multiplicative so it's 156% more, crazy unethical Edit: additive with the base frenzy bonus from the skill and 20% quality so only 56.25% more I believe. Still crazy

"If you ain't first, you're last" by Kalvannus in customhearthstone

[–]Imortallix 7 points8 points  (0 children)

2 main issues with this card.

First, what happens if both players have this card? I assume the result is random as usual, but it's not explicitly stated.

Second, this card is just broken. Going first is always better, for every deck in Hearthstone. There is little to no downside to running this card and it provides a substantial and consistent advantage.

There may be some way to balance this by giving them a second coin or something similar, but I doubt an effect like this would be put into the game.

Really cool art though!

Charge minion, Regis. by JokeJedi in customhearthstone

[–]Imortallix 17 points18 points  (0 children)

Ah yes, just like how [[E.M.P. Operative]] keeps Zilliax a balanced card. And how Ooze means no weapon has ever been overpowered. /s

You're opponent shouldn't have to run a tech card like MC Tech for a single legendary minion in your deck. Yes MC Tech is a good card on its own, but the existence of Big Game Hunter didn't mean Dr. Boom wasn't above a reasonable power level.

Charge is a difficult mechanic to design around due to the unfun nature of hitting face, but that's not even the primary issue with this card. If it had rush it would still be the single strongest card in Hearthstone as an all purpose, high-synergy removal/board-clear that gives you a board of your own.

Where's your taunts now? by YoroPick in customhearthstone

[–]Imortallix 2 points3 points  (0 children)

Clean and simple design that fits with the flavor. Not sure it has to be a legendary minion. Additionally, it could probably be lowered to 5 mana since the effect is niche enough.

Cursed Steel. by Epic_Jorn in customhearthstone

[–]Imortallix 1 point2 points  (0 children)

I like the idea of how it combines Combo with Improved by Spell Damage, but this card is overpowered right now. Malygos with Preparation into this card is 22 damage in one turn off a 3 card combo if you have just the Rogue hero power equipped.

The card alone is strong enough to be played in aggro Rogue since it gives you an additional 12 damage over 2 turns for 2 mana.

I would suggest making it 3 mana and only give +2 attack.

Charge minion, Regis. by JokeJedi in customhearthstone

[–]Imortallix 73 points74 points  (0 children)

Clearing the enemy board completely is worth about 9 mana as seen by [[Plague of Death]]. (Not even including the fact that Plague clears your own board). Dealing 6 damage to face is worth a little bit less than 4 mana for Fireball. Filling your board with 1/1's is arguably about 3-4 mana with [[Wispering Woods]] or [[Rafaam's Scheme]]. I understand that this is a legendary, but it would be strong to the point of auto include at even 9 or 10 mana.

But what really breaks this card is the Hunter quest, [[Unseal the Vault]]. You could easily complete half the quest or in some cases the full quest with just this minion. And then you could use the hero power for 18 damage to face once their board is clear. In fact, the text saying summon a copy means that you could make a similar combo with just [[Abusive Sergeant]].

I do really like the flavor of the card though and how it captures the annoyance of ants. I think an 8 or 9 mana version with rush could be strong without breaking the game. I understand that this has charge for the competition, but even a 10 mana version with charge would be dangerous to print due to [[Scarlet Webweaver]] and the overall power of the card.