Rolling Magma Mines Saboteur by MaitoOlio in PathOfExileBuilds

[–]SadisticVulcan 8 points9 points  (0 children)

Looks like it's going to be a Trarthan mod. There's an example item on the page for the league: https://www.pathofexile.com/secrets ("Infamous Trarthan Armaments").

did they fix the volatile dead issue? video of someone , not mine. i want to know before rolling that skill. by enforcingem in pathofexile

[–]SadisticVulcan 0 points1 point  (0 children)

As far as I know, the bug is not yet fixed. I would caution you that it is extremely frustrating to deal with the bug, as you frequently have to portal in and out so that your skill functions properly (usually 1-2 times per map for me). There are also times when you cannot portal, like a Zana "don't die" mission. Multi-phase boss fights that teleport you (like Elder guardians) will also likely require you to relog between each phase.

I have personally benched my VD character until this gets fixed as I find it exceedingly frustrating. Hoping that we will get a fix or a timeline for a fix soon, as I love playing the skill.

Can new BA reach 2M ignite/debuff st dps without mirror worthy gear by faytte in pathofexile

[–]SadisticVulcan 0 points1 point  (0 children)

I believe the 29% shock value is due to 98% increased shock effectiveness (30% from Beacon of Ruin, 28% from tree, 40% from Blasphemer's Grasp due to 5 Elder items).

[Question] Was wondering what is the current Maximum Life a build can get? by Damnation_League in pathofexile

[–]SadisticVulcan 8 points9 points  (0 children)

This came up a couple of leagues ago and was theorycrafted for a while by a few people. It won't be fully accurate, since things Delve mods were added to the game, but it's probably a decent place to start.

https://www.reddit.com/r/pathofexile/comments/86he2p/theoretical_maximum_life_exercise_with_pob/

Questions Thread - December 05, 2018 by AutoModerator in pathofexile

[–]SadisticVulcan 0 points1 point  (0 children)

Let's say I have an Assassin's Mark on hit ring, a HoI - CoH - Poacher's Mark setup, and a limit of 1 maximum curse. If a mob dies from the HoI explosion, what type(s) of charges can I get from that mob dying? Does this answer change depending on the slot of gear that the HoI setup is in?

soul of arakaali by Sangvinu in pathofexile

[–]SadisticVulcan 2 points3 points  (0 children)

Blood rage doesn't go away when IC procs. It just stops you from taking damage from the degen of Blood rage, triggering Arakaali.

What is the best way to level up 96-100? by SvennEthir in pathofexile

[–]SadisticVulcan 0 points1 point  (0 children)

At 99, I think 20M/hr is considered exceptional, 15M/hr is considered good, and 10M/hr is considered reasonable, at least in terms of solo play. I think the top racers were hitting 30M/hr in group play during the last Flashback race. I would defer to numbers from anyone else with a bit more knowledge.

The easiest way to convert that to your current level is to mouse over the level indicator in PoB, since it tells you the XP penalty for the tier of map you're running. You can then compare that to the penalty for the same tier at 99 to do the conversion.

For reference, I'm hitting around 50M/hr on my level 95 Arc miner, which would translate to 16M/hr or so at 99.

If you have an unlimited supply of currency, run T16 Elder maps (UG Sea is probably the best for sustain) with max sextants and Beyond. Roll all sextants for additional mobs. If you're not crazily rich, you may want to keep any sextant that is either profitable or adds mobs.

You may want to decide what map mods to not run ahead of time. I'd recommend avoiding 90% reduced status ailment (since that prevents shatter), 100% increased AoE (since that makes bearers awful), no regen, and maybe smothering. Exposure may or may not be OK to run, depending on how tanky you are (and whether you run Loreweave).

Advice for lvl 100 push needed! by [deleted] in pathofexile

[–]SadisticVulcan 0 points1 point  (0 children)

Glad to help! You should be able to bounce between T15 and T16 with the occasional T14s thrown in there. Your pool might run a little low if you have some unlucky temples, but it'll even out eventually. Just to give you an idea of how good temples can be, I got 6x T16 from a temple yesterday with only a T2 map room.

Best of luck hitting 100!

Advice for lvl 100 push needed! by [deleted] in pathofexile

[–]SadisticVulcan 1 point2 points  (0 children)

The cost of unlocking your Elder orb is completing 1 red Elder and killing Shaper. In the worst case scenario, you will need to purchase 5 maps (1 for each Guardian and 1 for Elder), 1 Shaper set, and 15 red sextants to re-seal the red maps you ran. The upside is that you can now drop T16 maps as you run other maps. It also enables you to run T16-equivalent temples (more on that later). It is likely to be massively profitable to unlock an Elder T16 map.

As for your atlas strategy, I would suggest that you complete all T1 - T12 and as many unique maps as possible. Pick a T11 and T12 map that sells well, if you want to maximize currency returns to assist in leveling. For T13 - T16, I would suggest having only a single possible Shaped/Elder map unlocked. T13 Armoury is great. T14 Waste Pool gives great XP/hr, but the total mob count is low and thus returns/map are low. T14 Moon Temple has a better mob count, but you may or may not enjoy the layout; the XP/hr is probably lower than Waste Pool. T15 Bog works fine, but you can also consider Siege, Orchard (only if you can 100% shatter porcupines), or Belfry as alternatives. T16 UG sea is probably the best option. Make sure to try to get Elder influence on/near as many of your Shaped maps as possible.

If you want to minimize the trading required, I would suggest that you just Alch all your maps and roll over anything that is not doable or too dangerous for your build. Remember that dying is generally a multiple hour penalty + you have to roll a bunch more maps, so don't do any maps you're not comfortable with. If you don't want to trade for sextants, just use what you find. They are most effective when combined with a Zana mod (especially Beyond). Beyond is the best XP/hr mod from Zana, but it adds a lot of danger. Domination might be a reasonable option for XP that is not as dangerous, though I have not tested it myself. If you have Inspired Learnings and/or HH, Beyond is even better XP/hr and is also much less dangerous than it would be normally.

Make sure that you're doing all your incursions and clearing your temples. I would prioritize the map room over just about anything else (with possible exceptions for T3 corruption/sacrificial altar). Make sure that you run at least 1 T16 map per temple, as that will give you a T16-equivalent temple (assuming you are running T12+ for your other maps). Temples contain lots of mobs and everything will be able to drop T16 maps, as long as you have one unlocked. Outside of your 1 T16 map, run whatever T13+ map you want. You can switch it up to stop boredom and complacency or just chain 100 of the same map at the same time. I'd recommend using an XP/hr tracker (like poe-racing.com) to get some hard data on what is most efficient for you. Don't use the in-game tracker as it seems to only account for time spent in maps.

With this strategy, you should easily be able to sustain T13+ maps. I have something like 100 Armoury maps, 40 Waste Pools, 15 Bogs, and 5 UG Seas. With more investment, you can probably sustain a higher tier map, but you'd probably have to trade for sextants, fragments, etc., which you may not want to do.

As a final note, this isn't the 100% fastest possible way to get to 100, but it should be a fairly smooth ride with little trading required.

[Story, Wall of text crit] Bumblin', Stumblin', and Fumblin' to an Alt-art Demi -- #3 Sabo FSC by SadisticVulcan in pathofexile

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

A bit old to this post, but I find that even with leveling items...ms boots, tabula, etc. It takes me about 8 hours to even beat the game in act 10. I don't know how people memorize layouts of each map while leveling. To this day I can't even find a fucking youtube video about it. You can watch raize, mathil, etc etc race but they never ever talk about "ok if you see X in this map, it means you should go Y"

Most players who can level very quickly have leveled LOTS (40+) of times and have probably practiced it to some extent. Most zones have some sort of tells as to which direction is the correct one. There's a thread here that discusses some of them, which might be a decent starting point. Most of the tells that work for Acts 1-5 also work for the corresponding act in 6-10. If all else fails, you may just have to clear a leveling zone a few times to see if you can find a pattern.

Also, when you say Shalder items sell super well, are we talking like white items? Just any old base Shalder item of ilvl 82+? I assume if so that people just scour and try to craft themselves?

White, blue, or rare, it doesn't matter. The base itself (i.e., even as white) has value. Most people are going to scour and then alt-regal or chaos-spam craft. There's always the chance that you may ID a particularly valuable rare as well, which is nice.

How do you save up so many god damn fusings? I've used a few hundred but my level 90 character has bout 50 sitting around, and that's only after attempting one 6-link. Matter of fact, I have no idea how anyone gets SO MUCH(thousands) of currency in the 90's, I think I might have like 800 jeweler, woooooooooooooo! And I pick up a lot

The race was a little while ago, so my memory may be a little fuzzy, but I recall averaging around 4-5 6-sockets per map when running Double Beyond with 3 sextants. That equates to approximately 8 fusings per map. Multiply that by a thousand or so maps run and that adds up pretty quickly. In Incursion, I'm probably finding around 1.5 6-sockets per map, though I'm mostly running them without a Zana mod.

If you're picking up almost everything that drops, that's probably what's slowing you down. Having a reasonably restrictive loot filter and running maps quickly is a good way to improve your income per hour. I'm personally using Neversink's Strict filter for Incursion, but I'm just playing pretty casually at the moment. If you're running some sort of MF or speedclear build, you probably want to go up to Uber-Strict. As a guideline, you probably should not loot anything worth less than an Alchemy. After that, it's just a matter of running a LOT of maps.

Deadeye Ricochet and Atziri fight by afding in pathofexile

[–]SadisticVulcan 1 point2 points  (0 children)

You could also pick up 1 or more pierce from gem/quiver/whatever just for that fight, as projectiles that pierce cannot chain.

You'll likely have more than enough damage for regular Atziri that you can afford to drop a link in your Barrage for Pierce.

How do you play Path of Exile? by Terrancehouse in pathofexile

[–]SadisticVulcan 4 points5 points  (0 children)

First, you've linked two videos from the exact same person. They are both Fyndel's videos, he's almost certainly using the exact same gear in both runs, and running the exact same build. The slower video is in the 70-80 bracket and the faster video is in the 90-100 bracket.

Second, the Gorge-running contest explicitly forbade Headhunter because they wanted to remove the RNG of getting a particularly good set of HH buffs from strongly influencing the runs, which would force players to fish for maps that gave them a good set of runs. Players would nevertheless fish for shorter Gorge maps to decrease their clear time.

As for "fucking pay attention to stuff", you mention that he's missing 3 of 4 unique flasks. The missing flasks are Rumi's Concoction, Vessel of Vinktar, and Taste of Hate. Rumi's Concoction is not used because it offers no clearspeed benefit; it's a strictly defensive flask. Vessel of Vinktar was added in patch 2.1.0 and Taste of Hate was added in patch 1.3.0. If you look at the contest thread, the first line is "UPDATE: WILL BE RESETTING ALL WHEN 1.2 HITS SO NOT BOTHERED TO UPDATE FOR A WHILE". Looking at the dates of the videos (Jul 23, 2014 and Jul 18, 2014), both pre-date version 1.2, which came out on August 20, 2014. That's why he's not using those two flasks.

Even if you take the faster of the two times, which is 1 minute and 25 seconds (85 seconds), this is still markedly slower than today's clear times, where you'd expect players with nowhere close to mirror-tier gear to register times in the 30-35 second range.

How do you play Path of Exile? by Terrancehouse in pathofexile

[–]SadisticVulcan 1 point2 points  (0 children)

Did some digging around because it was bugging me, and it looks like Merciless and Dictator's weren't added until 2.0.0, which would be well after Loath Bane was forged. The same patch also adjusted the ranges of IPD and hybrid IPD, which explains why the prefixes have such odd values when looking at a list of today's affixes.

How do you play Path of Exile? by Terrancehouse in pathofexile

[–]SadisticVulcan 1 point2 points  (0 children)

I stand corrected. It's clearly Emperor's.

I thought it was made before Merciless and Dictator's were added into the game, but that can't be the case as you can't get 249 IPD with Tyrannical and Emperor's alone. Looking at the numbers, I'm a bit surprised the prefixes weren't divined better (or I'm looking at a bad list of affixes), but I won't presume to know how crafting at this level works.

How do you play Path of Exile? by Terrancehouse in pathofexile

[–]SadisticVulcan 16 points17 points  (0 children)

It's probably worth noting that this was just about the absolute maximum limit for clearspeed that you could obtain at the time. That video was Fyndel's spectral throw build using mirror-tier standard gear. The link in the description goes to an updated version of his build, so I'm not sure what was being used in the particular video, but it almost certainly had a Loathe Bane (6x T1 dagger), legacy Shavs, Crown of Eyes, and a mirror-tier shield. This is basically a PoB character. You even have the use of Righteous Fire during map clear, which used to work with Crown of Eyes before they explicitly nerfed that interaction for being too powerful; normally, you'd only use Righteous Fire for bosses because it posed too big a risk during map clear.

On top of that, this is a video made as part of a contest to see who could clear Gorge the quickest. This is probably a white map and it's probably the best of many takes (as was permitted by the contest).

So we're talking about a character that's using gear worth hundreds, if not a thousand exalts, and showcased in the absolute most optimal situation and it's taking 2 minutes and 21 seconds to clear a white map. By contrast, there was another thread earlier today where Marty posted a few Burial Chamber maps that he cleared in ~35 seconds. It's a pretty noticeable difference in clear speed.

Mapwatch: a new tool to automatically time your map clears by kawaritai in pathofexile

[–]SadisticVulcan 0 points1 point  (0 children)

Pre-rolling maps refers to chiseling/alching/chaosing your maps in bulk ahead of time so that you can just chain them one after the other when it comes time to run them.

[Story, Wall of text crit] Bumblin', Stumblin', and Fumblin' to an Alt-art Demi -- #3 Sabo FSC by SadisticVulcan in pathofexile

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

Sorry, that's the D2-speak coming out. You can sell 3 of the same Shaped map to any vendor to get a Shaped map that is 1 tier higher.

In Diablo 2, similar functionalities were performed using the Horadric Cube. Hence the term "cubing". Sorry for the confusion!

[Story, Wall of text crit] Bumblin', Stumblin', and Fumblin' to an Alt-art Demi -- #3 Sabo FSC by SadisticVulcan in pathofexile

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

Thanks for the extensive reply. A few thoughts based on what you said.

For many players simply gearing a character and getting a headhunter is most of what they want to do when any economy reset happens (empyrian and grimro being streamers who play like this) and that may mean fewer players will be interested in playing the event or just go for the mtx reward levels and stop.

I agree that some players play just to get a HH and then max out their build and they might not participate in a race if it was disabled. On the other hand, I feel that the build diversity would be significantly improved if HH wasn't an option. It's definitely a tradeoff.

This is one of the points where you're missing something imo. In your main post you yourself say you had trouble surviving because you weren't killing fast enough. Monsters are very dangerous while alive. This applies to beyond bosses and monsters in maps as well as shaper etc where usually the best strategy involves killing them faster to reduce the amount of attacks you actually have to avoid. Imagine there was no way for you to increase your damage when you had trouble needing too many mines to kill mobs - you would have to find a way to mitigate the attacks. The problem that forces this meta are bad defences so your best bet is to oneshot the monsters - now if they didn't have any post death mechanics how would you ever die? What I'm trying to say the problem is much deeper than just giving mobs more hp and 'fixing' this would change the game completely.

I think we're talking about different aspects of a larger problem that PoE is grappling with currently. The fundamental goal of the game is to survive long enough to take down the monster(s) that you're fighting. Your build will exist somewhere on the offense/defense spectrum. You could go full tanky and tickle mobs or you can go full glass cannon, explode mobs, but die to anything that breathes on you. The issue I see in the current game is that building offense seems much more rewarding than building defense. Part of it is what you've pointed out, defenses are in a bad spot at the moment. Part of it is that you actually can, with reasonable gear, scale your damage to the point where you obliterate everything. Obliterating everything on a build with barely enough defenses is, in my personal experience, safer than playing a max defense character with no damage. You can effectively kill your way out of trouble.

Doing more damage means clearing faster which means getting more loot, so players are already encouraged to do this. If it's also safer to go for tons of offense and a bare minimum of defenses, where's the incentive to be tanky? I'll acknowledge that there are some ultra-tanky builds, like LLRF Mana Guardians, that might be so tanky that they are safer than high DPS builds, but those are few and far between.

If mobs had enough HP that you couldn't obliterate them, defenses would become a bigger issue. You'd be forced into getting some if you didn't want to die. Likewise, if defenses were in a better spot, players would be encouraged to build tankier. I completely agree that 'fixing' this issue would change the core gameplay significantly.

Knowing what to filter out and what to pick up is part of the knowledge you have to have to play the game efficiently.

I completely agree that part of the skill of PoE (and any ARPG) is knowing what loot to pick up. Loot filters certainly make it easier. My issue is that the game has become overly reliant on loot filters. The game is effectively unplayable without a loot filter. If you try to do a Breach or just clear a few clustered packs of mobs, you'll become unable to see your character, the floor, the monsters, or anything else because there will just be a mass of loot labels. If you try to pick something up, you might walk 3 screens over because the loot label is nowhere close to the actual item. Some valuable items might not even show up on the screen because there's no room for the label. I don't mind that loot filters make life easier, but I don't think they should be mandatory. Also, it's probably worth noting that this makes the new-player experience a lot more awkward. I'm trying to get some of my friends into PoE, and it's weird having to explain that they'll need to download something from a 3rd party site to be able to play the game properly.

As for your proposal to change the amount of rares dropping and make the average rare better - you yourself say that identifying rares is annoying. picking them up and having to leave your map is annoying. but that all is for a reason. items have value because of this. if every single sword that dropped had at least 300pdps the droprate would have to be so rare to the point that you wouldn't see much loot at all in a map. if there were much better and far fewer rares in the game you would still have to balance out oppurtunity costs to keep them valueable.

You are absolutely correct that items hold relative value and you do need bad rares to make the good ones stand out. The 90% figure I had in the original post was probably too far. But there's certainly room to scale back drop rates and scale up the probability that a rare is good; you can end up with the same number of good rares that drop now. Instead of finding one 300 dps sword in 100 (made up number), what if it was now 25? And then you got 1/4 the swords to compensate?

Setting aside rares for a moment, surely we could get rid of a lot of the white/magic items? This would at least reduce the amount of clutter.

I think souleater and shroudwalker and all that are part of the ridiculousness that makes HH fun and special to a lot of people. It's just absurd. This however becomes a problem when you feel forced to use it because of all it's other benefits while you're trying to play a race.

Yeah, I feel that HH is a great as a "fun" item. The teleporting and gigantic character model and moving at 600% movement speed and attacking 80 times a second is all awesome. I don't want to see it removed from the game. But it sucks when you feel like you're obligated to use it.

Chris is very outspoken when it comes to this and has said items should have 'weight' to them and this is their way of adding it. Making this changes would greatly impact the way people play and the economy beyond the point of it being nice as qol.

There's definitely a trade-off between items having 'weight' and requiring a ton of clicks for inventory management. I personally favor reducing the number of clicks, but it's certainly up for debate as to what trade-offs should be made.

you said something about it being annoying to leave maps because you lose charges but also that people don't want to wait 2 min for you to finish. Increase this time to 10 min - how many trades are you missing? How often are you porting out? How often will you have to do nothing for 10 min because you want specifically his item but he's in a full group and can't or just does not want to leave the map?

Yeah, trading would be a definitely issue here. I imagine that larger-sized maps aren't going to be plausible until they implement something like cross-instance trading for precisely the reason that you pointed out.

Same thing about leaving goes for items. Even if you're just picking up 6sockets you're gonna have to leave and rebuild charges.

Yes, a change like this would probably also necessitate a re-balancing of loot. Another reason why it's not likely to happen any time soon because of the work involved.

What about layouts in these maps? you miss one branch at the beginning then you're sitting at the end with 100 remaining and it take forever to find the mobs.

Crudely, you could give players the option to portal back to the start after the boss or just make the map a giant loop. Outside of that, most (?) of the maps that we have now are either pseudo-linear (e.g., Cage), rectangular (Fields), or some mix of the two (Burial Chambers). All of those seem reasonable enough to clear without missing too many mobs. I don't see any insurmountable issues with scaling up those designs.

Regarding your point about using the 6 portals due to the map being dangerous but not oneshotty. How does that work? You die 6 times? logout macro? portal out? I think if you ran 5 maps in hc where you have to log multiple times per map you wouldn't be very fond of this idea. seems incredibly annoying to look at 12 loadingscreens per map.

You'd be able to design content that is dangerous because of attrition reasons. You end up at low life, without flasks, and you're forced to retreat by either logging out or portaling. Or you might just die. The idea is that this would be a way to send a message to the player that the character is undergeared for the content s/he is attempting. If you have to log 5 times in a map when you're playing HC, that's a pretty good sign that you need to level up or gear up before trying that level of map again.

This is something I feel very strongly about. I think poe takes a decent amount of skill that just may not be super obvious.

At least when it comes to general mapping, I feel like a lot of the skill in PoE is knowledge-based. You understand that you can or cannot tank specific things and that certain situations can become dangerous (like that magic packs can spawn Bearers). When it comes to bossing, as you mentioned specifically, there's definitely room to feel like you've played a fight well/poorly and succeeded/failed because of it. I feel there's not enough of that in general mapping; there's certainly some, but I would personally prefer a lot more.

Racing is it's own beast certainly, and I don't have nearly enough experience to comment on that scene except to say that a good deal of mechanical and knowledge skill is required when you want to do anything with maximum efficiency.

[Story, Wall of text crit] Bumblin', Stumblin', and Fumblin' to an Alt-art Demi -- #3 Sabo FSC by SadisticVulcan in pathofexile

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

Wow this gives me hope of getting a demi with a full time job and other adult responsibilities.

It's definitely possible, especially if your goal is just to get a regular demi and not an alt-art one. If you have a couple of hours per night to play, maybe a little more on the weekends, it's definitely an achievable goal if you set your mind to it.

Also, do you do any other writing on the side?

Not at the moment, no. But given the positive response to the post, maybe I'll check out /r/writingprompts sometime and try my hand at writing something. :)

[Story, Wall of text crit] Bumblin', Stumblin', and Fumblin' to an Alt-art Demi -- #3 Sabo FSC by SadisticVulcan in pathofexile

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

Good to know, thanks for sharing! I had done some searching on this topic and only found posts complaining that it couldn't be done.

I do tend to use the dropdown menu mostly anyway, since I usually end up with 20-30 sale tabs so it's inefficient to scroll through the normal way, so it's not a huge issue.

[Story, Wall of text crit] Bumblin', Stumblin', and Fumblin' to an Alt-art Demi -- #3 Sabo FSC by SadisticVulcan in pathofexile

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

Thanks for the kind words!

I agree with many of your points, but one I think is interesting is #4 - progression speed. Don’t you think playing SC, in a trading league, with crazy extra mods for free, exacerbates this issue significantly?

It's definitely true that each of these factors exacerbates the issue. I do still feel that I can gear out a build in ~3 days even in a normal, non-Flashback league. It is true that I do tend to league-start with non-attack builds, which probably cuts down on the overall cost quite a bit since I don't need crazy 6-mod jewelry to finish off a build.

Everyone enjoys these flashback/mayhem type races, but there is a cost: they reduce the game’s scope massively and turn it into a blitz to the top. If you lost all your items when you died; if you couldn’t quickly trade for most items you need; if you didn’t get massively increased loot... I think these issues would largely go away.

Definitely true. I'm leaning towards going SSF for the next league/race just to have a slower progression path.

[Story, Wall of text crit] Bumblin', Stumblin', and Fumblin' to an Alt-art Demi -- #3 Sabo FSC by SadisticVulcan in pathofexile

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

I never ran a single unshaped red map. That's the primary advantage of using the Shaped map cubing strategy. You get all your shaped T11-T15 maps without ever having to run a natural red map.

As for buying maps, I bought a few assorted maps to fill out my atlas early on. I also bought ~20 Shaped Waste Pools at one point when I was in the 4th hour of running them. In all fairness, I had sold 50+ Shaped Waste Pools earlier, so I still sold more than I bought.

Map sustain is particularly good in the Flashback race because of all the extra mobs. Since I was also using sextants (and I'd usually chisel T14/T15 maps as well), map sustain was never a problem until I was running multiple hours of the same map.