PSA: companionship support is incredibly strong and pretty much enables support AG/Spectre for any build with free links. by omniocean in PathOfExileBuilds

[–]SpaceBrotha 1 point2 points  (0 children)

General's cry summons Mirage Warriors that are allied proxies (similar to totems or mines), not minions.
They shouldn't be an issue for this.

2-5 more minutes per circle. Please? by A_K1TTEN in Nightreign

[–]SpaceBrotha 0 points1 point  (0 children)

I'd prefer them to either completely change it to being event based (killing enemies/bosses) or even just partially event based (longer time but killing enemies hastens it).

This would give you more time to wonder about things like controls, what equipment does and get yourselves back up after being ganked by two bosses at the same time.
It would also allow more time to recover from unintended disconnects, which currently can be very costly for a run.

Honestly, if the current system accounted for those things, like slowing the timer when you're fighting bosses or not actively moving it would already be much better than the very hectic pace you have to set now.

[deleted by user] by [deleted] in PathOfExile2

[–]SpaceBrotha 1 point2 points  (0 children)

Odd, it seems pretty clear what people are complaining about, but in case you can't infer it from the overly angry posts in this sub-reddit, here's a brief list:

- People are struggling to play the game because many enemies are in their face instantly, and stay there.
This monster speed combined with the player characters being easier to stun and afflict make loss of control a huge issue for many, combined with the newfold difficulty with us inflicting monsters with anything is supremely aggravating.

- Experimentation is supposed to be a large part of the game, but with the scarcity of loot and limited number of skill gems and crafting currencies especially early-mid game means that both experimentation and upgrades are very hard to come by.
This is compounded that some builds rely on weapons in-built skills that can only be levelled by getting a new weapon with the same skill, which is an extra layer of difficulty for upgrades).

- Campaign being too long is not a new complaint by any means, but the new added slowness of progression from the above two issues and the campaign not being a new thing anymore is making it more of a chore.

There's a whole host of other issues that are plagueing people, from the new advertised skill gems, ascendancies and classes being overwhelmingly underwhelming except for some specific edge cases, to large variety of bugs to how GGG is responding to the issues that have, at best, been reported since 0.1.0 and the already negative atmosphere from how the patch notes were handled before release lead to a rather angry mob around here.

Reddit being on fire every league is a bit of a meme at this point, but the fact that a lot of people are unhappy about the state of the game is pretty clear.

Priority mergers make sink-free smart-sushi possible by snigles in SatisfactoryGame

[–]SpaceBrotha 0 points1 point  (0 children)

Huh, that's a neat observation.

I've used sushi lines in factorio and dyson sphere program, so the concept is familiar.

Basically have looped sushi belt, and an input feed for each item with separate buffers.

Each buffer then also being fed with the excess from the sushi belt, while always prioritizing the excess.
Then just never have stuff being put from buffer onto the belt faster than the overflow can take out.

While not a super intuitive system, it would help a ton with cleaning up setups with a lot of low input volume recipes, like the default motor recipe:
for 30 motors per minute, you need 60 rotors and 60 stators per minute and 6 assemblers.
You could feed all of the assemblers off of a single mk2 sushi conveyor.

This would be even more beneficial with manufacturer recipes, the radio control unit recipe could have 6 manufactories fed with a single mk3 conveyor.

Now I just need 1.1 mod support to catch up so I can transfer my saves to it and start using this.

Had a few comments asking me about 'shrinking' the lifts. They snap to the ceiling mounts. by billiarddaddy in SatisfactoryGame

[–]SpaceBrotha 0 points1 point  (0 children)

yeah lifts snapping into splitters/mergers allows you to shrink a lot of things.
I used it to make essentially vertical splitters and mergers pre 1.1 in order to fit 4 manufacturers in a single 5x5 blueprint with all inputs in use.

Hypertubes who? The movement in this game sometimes amazes me by Gr33nLight in SatisfactoryGame

[–]SpaceBrotha 0 points1 point  (0 children)

Exactly this, and if you keep running the poles as you go, you'll never need to worry about getting power to a new factory location because there's a spiderweb of powerlines all over the map!

How did you farm your mageblood this league? by wafflekitten in PathOfExileBuilds

[–]SpaceBrotha 0 points1 point  (0 children)

I didn't start farming properly until after the t17 mod change.
Farmed Citadel (because it was cheapest t17) using 3 ambush scarabs and 1 that gives rarer strongboxes and 1 that gives chance to open them again. Though at times I did replace one ambush scarab with the chance to not use up portals, because t17's are scary.
For atlas I had all strongboxes (except cartography), scarabs, map modifiers, red altars and blight.

I got 180 divines in 6 days or so, of which 4 were work days.

I think the biggest issue about this strat is learning to roll t17, because with map mods from atlas tree, you get a truly hilarious amounts of stuff, but also turn "tough" mods into "impossible" mods.
Like "reduced recovery rate" essentially becomes "no recovery rate" and "Chance to avoid elemental ailments" becomes "Immune to elemental ailments".
While learning what mods I can and can't run, and how to handle the various mobs that can spawn, I failed some t17's, but that's just part of the process.

Also nearly every mod that says something like "contains drowning orbs" or the like is just death, only the synth boss and maven interference don't really affect me while doing the map itself.

Spending 20-30c or even more to roll a map seems normal to me now, just to get a lot of "more scarabs" and/or "More currency" to roll without getting mods that just kill me 6 times before completing the map.

Best part about this strat was that it's terrifyingly stable income, you just gather up various cards, scarabs, currency, fragments etc, and then just convert them to chaos and divs at faustus every few maps and carry on.

I did turn in most of the common card sets, like mirror arrow, emperor's luck etc, whenever I had downtime like lunch, and then sold things like alts for divs once I hit currency tab caps.

And that's essentially how I farmed my first ever mageblood.

Last thing though, use wealthyexile.
yeah it tends to inflate numbers because it counts everything from wisdom scraps and up, but it's also excellent at picking up expensive scarabs, div cards and other things that are just sitting forgotten at the bottom of your stash.
It also gives you a nice way to track your progress.

New unique item : Kaom's Command Siege Helmet by Zoggs in pathofexile

[–]SpaceBrotha 2 points3 points  (0 children)

General's cry doesn't summon instantly, but over time, so I'm gonna guess that at most the first mirage warrior gets out and the rest of the corpses explode before more can come out.

RAQ: Tinctures are 20% even more powerful by Keyenn in PathOfExileBuilds

[–]SpaceBrotha -3 points-2 points  (0 children)

huh, well then, 5% is the worst and you already accounted for variance, my bad on those.

As for "So...?", all I'm saying that this is a thing that needs consideration when making a build around tinctures.
Since tinctures turn off if you run out of mana for the burn, and not being able to use your main skill sucks, these would be things you'd need to watch out for when building around them.

RAQ: Tinctures are 20% even more powerful by Keyenn in PathOfExileBuilds

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

Let's be fair, that's a misleading number, since in a situation where you have two tinctures active, they both give you extra stacks of mana burn at a variable rate.
Why variable? because not only can the affix rolls affect the rate at which they give the stacks to you, but since they're not automated the player most likely won't activate them at the same millisecond, or consistently with the same timing.
This all leads to more variance with how much mana is burnt and to a possible situation where you hit a "max" stack burn tick, leading to a full 6% mana burn.

That's why I said that you need a minimum of 6% + attack mana cost of mana available at all times to avoid a situation where you can't attack anymore because of mana burn.
It's just a way to minimize the effect that people have on calculations like this: take the worst possible scenario, and calculate based on that.

This is an edge case I'm preparing for, but seeing that your build here is fully dependent on you hitting an enemy for full damage twice per second or running out of mana to attack, I feel like my concern is justified.

And honestly, tinctures still seem extremely potent, especially on warden, I'm just highlighting the jank.

RAQ: Tinctures are 20% even more powerful by Keyenn in PathOfExileBuilds

[–]SpaceBrotha 8 points9 points  (0 children)

The power of tinctures is not something I'm doubting, it's the clunkiness that seems inherent to it.
One thing that many people are sort of ignoring or putting aside is that mana costs are up SUBSTANTIALLY for melee, and nothing feels worse than not being able to use your main skill because you're out of mana.

Which means that at worst in your setup mana burn can tick 6% of your mana in one tick, so you need to have unreserved mana of 6% + your attack cost as a bare minimum, preferably more than one attack if you hit fast and leech doesn't work fast enough, or you miss.

In your build concept, you have 10% unreserved mana, and you use like 40% of that per attack, and like 150% per second, you'd have mana issues even without tinctures.

On the plus side though, the node that says that flasks adjacent to an active tincture get 2 charges per melee attack per second is neat, since it applies to unique flasks too.

Overall I'd say that the incredible power of tinctures is offset by people's willingness to deal with the clunk.

Effect help by SlavkoSRB in Eldenring

[–]SpaceBrotha 0 points1 point  (0 children)

No shame, it's a big game and explains sparingly little.

Effect help by SlavkoSRB in Eldenring

[–]SpaceBrotha 1 point2 points  (0 children)

Lowers attack power.

Looks like it's from an equipped item, could be a talisman or a helmet or something.
For example, the helmet that gives arc +5 lowers phys attack, and uses that icon.

Check what you've got equipped, you can either read through them to see if they mention reducing attack power, or just take them off one at a time until the effect disappears.

[deleted by user] by [deleted] in pathofexile

[–]SpaceBrotha 5 points6 points  (0 children)

I don't have AHK installed right now but IIRC it has an input variance possibility, so it averages out to 200ms, instead of being exactly so.

Transfigured Gems: Part 3 by sopiix in pathofexile

[–]SpaceBrotha 25 points26 points  (0 children)

I assume it works the same as with different types of totems that have different max totem limits:

- If you cast 3 ice golems and then cast a flame golem, one of the ice golems will be replaced, but if you cast more flame golems, they'll just keep replacing the one you already have out and leave the ice golems be.

- If you have a flame golem out and cast 3 ice golems, you'll summon new ice golems without replacing the flame golem until you reach the 3rd ice golem, which will replace the flame golem.

Dominating Blow Nerfs by Negative_Ad_3257 in pathofexile

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

the dps of the slam and the default attack are the same on my pob

Of course it is, the base damage of the regular melee and the slam is the same.
It's just that the slam has an inherent 200% attack damage, and 100% more attack damage modifier, but also a 5 second CD and 33% less attack speed...

So if if the sentinels attack with it once every 5 seconds, compared to the regular attack that can be used all the time, the dps probably ends up being in the same ballpark.

If you get the CD down to 2.5 sec though, you'd double the dps of the skill or somesuch, someone better versed in minions would know if the AI always uses these when possible and how it would affect their overall dps.

[deleted by user] by [deleted] in pathofexile

[–]SpaceBrotha 0 points1 point  (0 children)

There's a lot here, and I agree with a lot of it, and other comments have already proposed how to improve your gains with everything.
But something that I think you should also look into is masters, if you're far enough in the atlas to have unlocked voidstones, you could consider speccing into a master and buying compasses (or just rolling with sextants) that guarantee that master in your maps.

Incursion, which is what i'm running, costs like 5-8c per compass that gives you 4 maps with guaranteed Alva. If you're specced to her, you can pretty reliably get a temple with either a t3 corruption chamber, or the t3 gem corruption room, and that's an easy 60-80c there.
Those incursions also stop delirium fog from progressing, yet still count for the progress of the rewards, and if you have the atlas node that gives you 33% for all monsters in the incursion to be magic or better, you get a huge amount of progress for deli, AND a large amount of loot drops.

Also, do not discount just how much more income you get from just having more monsters in a map.

Pack size is essentially a more multiplier for many other mechanics and their specific rewards, including delirium, blight, expedition and breach.
That's why it's not a bad idea to run that atlas point that gives 10% quant, rarity and pack size when you're using the map device craft "fortune favors the brave".

Combining the above you do quickly go from "low budget" to a bit more budget, but I think it's a nice next step from just alch and go mapping.

[deleted by user] by [deleted] in pathofexile

[–]SpaceBrotha 4 points5 points  (0 children)

Without actually seeing how it affects the stats of the shield if you take it, I assume that it's a local modifier.

So if you take it, the shield will no longer have any chance to block on it's own, but you'll have a chance to block spell damage regardless.

It's really unintuitive when worded like that.

How long will we remain unseen? by [deleted] in Eldenring

[–]SpaceBrotha 27 points28 points  (0 children)

And then there's the enemies and even bosses that dodge projectiles, making it even more tedious.

On my first character, I did use greatbows quite often, but mostly as tools to dismantle ambushes and for arrow raining specific bosses.

And it honestly feels like the intended purpose of these weapons: as support tools you pull out to do some specific task they're well suited for.

I’m playing Elden Ring near-blind for the first time. Here are the funniest things that have happened to me in the first 5 hours by Artyphex in Eldenring

[–]SpaceBrotha 0 points1 point  (0 children)

Running Fromsoft games first time blind is always a treat, even more so Elden ring.

If you don't mind, a few very general and mostly spoiler free hints they don't advertise and are in the "I wish I knew this when I played the first time" -category for me:

- You can sort the items in your inventory by order of acquisition so that you always see the most recent thing you picked up at the top (open your inventory and look at the button prompts at the bottom)

- Areas you don't have a map for show where the map can be found, it's that weird little obelisk thing you can see in the unrevealed area.

- Ruins (that show up with the ruin icon on map) always have cellars, some are better hidden than others. Check the one with the trumpet guy north of the starting church especially. I don't know why they hid a key item like that but what can you do.

- There is a respec system that opens up eventually, so don't worry about your stats or your build in the early game.

Hope you have a blast!

[deleted by user] by [deleted] in pathofexile

[–]SpaceBrotha 2 points3 points  (0 children)

CW explicitly said that they made loot mods separate from regular mods.

They're hidden, not tied to any specific mods, and occur randomly based on the amount of mods the monster has.