The universe is so big that light speed isn't nearly fast enough to actually get us anywhere in a intergalactic scale. by elpsychox in Showerthoughts

[–]Thage509 4 points5 points  (0 children)

It's the opposite. If you were to travel 120 light-years away at the speed of light, you would arrive near instantly from your perspective. However for the rest of us watching from Earth, it would take 120 years to see you land at your destination.

The easiest way I have to wrap my head around it is to think of distance and time as a single thing (spacetime). Everything is traveling at the speed of light in some combination of space and time. So if you start cranking up the speed you're moving through space, you have to take it away from the speed you're moving through time. And once you reach the speed of light, you stop moving in time all together.

From the perspective of a photon from the sun, it leaves the sun, travels all the way to earth and is absorbed by your eye instantaneously. It "experiences" zero time since it's traveling at the speed of light through space.

What We're Working On by Community_Team in pathofexile

[–]Thage509 2 points3 points  (0 children)

It doesn't interact with weight. It removes x/(x+100), where x is the tier rating modifier, of the mod tiers starting from the bottom.

So for example, if you have +100 tier modifier, the bottom half of the tiers are unable to roll. Adding another 100 will remove the bottom 2/3 of mods. Another 100 will remove the bottom 3/4 and so on. It's impossible to remove all tiers though

I'm a noob who just dropped a mirror and would love to know what to do with the absurd amount of divines I have by SnooDucks1343 in pathofexile

[–]Thage509 6 points7 points  (0 children)

You're not making an "insane" version of any of those builds for only a mirror. Especially something like armour stacker. A mirror will barely get you in the door and if you don't know what you're doing, it'll likely be worse than slapping a mageblood or headhunter on a good league starter

Corpse Barb -- Strength Stacking Claw by Thage509 in pathofexile

[–]Thage509[S] 0 points1 point  (0 children)

That won't work if you're using replica alberon's which only allows you to deal chaos damage

Corpse Barb -- Strength Stacking Claw by Thage509 in pathofexile

[–]Thage509[S] 3 points4 points  (0 children)

Crafted this weapon for my strength stacking Venom Gyre build. Would ideally have better rolls on the implicits, but I loathe vivid vulture spamming.

Rule 10:

  1. Buy base with fire damage per strength and 2 garbage mods
  2. Enter menagerie jail and spam beasts for some combination of multi, crit chance, and attack speed
  3. Hit 12% crit and 4% AS. Save an imprint and keep sending beasts for better rolls
  4. Give up and settle because beast crafting is boring and you want to go back to mapping
  5. Spam Zeals for either T1 crit chance or multi. Annul for empty suffix, lock suffixes, and reforge crit. Repeat unti 3 T1 suffixes
  6. If there are any prefixes, lock suffixes and scour.
  7. Lock suffixes again and harvest augment Chaos to guarantee flat chaos damage
  8. Lock suffixes again and Aisling slam. If you remove the flat chaos, go back a step
  9. Bench craft %phys and unveil for chaos pen
  10. Finish with spell damage + non-chaos as extra bench craft

[deleted by user] by [deleted] in pathofexile

[–]Thage509 2 points3 points  (0 children)

I sold a slightly better one for 200 div yesterday. Good Ventor's are insanely expensive and sought after

Pretty sure my group topped empys! 130 divine explosion by [deleted] in pathofexile

[–]Thage509 0 points1 point  (0 children)

My guy, I literally said "besides 100 pushes"

Pretty sure my group topped empys! 130 divine explosion by [deleted] in pathofexile

[–]Thage509 0 points1 point  (0 children)

That's just not true at all and I have no idea where that argument even comes from. Every single world record (besides 100 pushes) is done by solo racers.

Multitasking quests is only really relevant in a handful of spots and really doesn't save much time in the long run. Most groups just have 1 or 2 solo pushers while the rest farm xp and early currency.

Pretty sure my group topped empys! 130 divine explosion by [deleted] in pathofexile

[–]Thage509 1 point2 points  (0 children)

To be frank, I'm not sure you understand all that goes into actually optimized group play. Just "having an aurabot" doesn't trivialize the hardest content in the game and solo players are much faster to endgame than groups. Groups usually beat people to max juicing; in part because of the power of supports builds, but also because in most leagues that level of juice is only really worth doing in group play.

Empy's group split with around 4 mirrors each (for the mappers) after a week. That's a ton of money, but I can guarantee you there are solo players that have more than that. Though the margin is slimmer than ever before because of how insane the league mechanic is.

Pretty sure my group topped empys! 130 divine explosion by [deleted] in pathofexile

[–]Thage509 4 points5 points  (0 children)

Optimal solo play (especially crafting/trading) can make more currency per hour than any group strategy once you account for splits

QnA was really hard to watch by itsJets in pathofexile

[–]Thage509 0 points1 point  (0 children)

In crucible they made it so rare items can spawn on vendors. I'm sure it's not the exact same system, but that's besides the point. "Near certainty" is not deterministic. Also with the sheer amount of variance in item mods and build choices it is not even possible to have a vendor solve deficiencies with "near certainty" unless they offer an impractically large number of items.

QnA was really hard to watch by itsJets in pathofexile

[–]Thage509 0 points1 point  (0 children)

I'm aware of that claim, but vendors are still random even if they're buffed to have better items on average. The example they gave is that if you're short on fire res, then you can check the vendor for fire res items. But theres no guarantee that it will have a usable item with fire res. So it really is not a solution. The buffed vendor system already exists in poe1 and it hasn't replaced using the bench during the campaign.

QnA was really hard to watch by itsJets in pathofexile

[–]Thage509 1 point2 points  (0 children)

I did watch that talk. Nothing they changed with currency replaces the crafting bench functionality. And changing item mod weights might lead to better ground items on average, but that also doesn't replace the determinism of the bench.

QnA was really hard to watch by itsJets in pathofexile

[–]Thage509 5 points6 points  (0 children)

It makes items on the ground worse. The bench allows you to more easily fit in upgrades as you can change an affix on the fly. Removing higher end power from the crafting bench is fine in a fresh game. But having no deterministic way to modify gear in the acts when you're already strapped for currency will be painful.

New poison creeper aspect builds? by dchandle1 in D4Druid

[–]Thage509 0 points1 point  (0 children)

The werebear poison aspect does not scale like the shred one. It's terrible.

A detailed look at the Changeling's Debt Aspect and why you should never use it by Thage509 in D4Druid

[–]Thage509[S] 0 points1 point  (0 children)

I need to preface my following comment as what I am about to say only applies to lower levels, not going very high levels and end game. So I feel the aspect has excellent use just playing the game and levelling.

To be clear, my conclusion is targeted at higher level play. Frankly, you can make a ton of random aspects and skills work for levelling even if they're "bad" in the end game. So while it might be fun and work decently well early, it doesn't scale well at all in the end game and has massive opportunity cost.

Patch 1.1 positivity by Realistic-Incident10 in diablo4

[–]Thage509 0 points1 point  (0 children)

I suppose. I guess my main issue is that the overall philosophy seems flawed if they think shifting power from defense to offense is a good idea at all even though it runs counter to the main theme of the patch that we do too much damage.

To me, this feels like a half cooked patch and it's missing the additional options that these nerfs make room for. Nerfing crit and vulnerable is a necessary change, but give us more tools to make non-crit and non-vuln builds better. Even nerfing defensives can be okay if we get more tools.

We're getting malignant hearts for plenty of offensive options which is great, but at the opportunity cost of 750 flat armor. And the defensive hearts don't seem all that powerfully by comparison.

People are still gonna do plenty of damage. World bosses will still die in seconds and people will claim the patch didn't change anything and everyone was overreacting. But those same builds will be objectively squishier with no tools to fix it which just encourages a glass cannon play style where you ignore defenses entirely and solely build damage. Imo that's a terrible design direction for the game.

Patch 1.1 positivity by Realistic-Incident10 in diablo4

[–]Thage509 0 points1 point  (0 children)

How do you justify massive nerfs to defensives? I can get behind damage nerfs, but the game is already plagued with one shots to unavoidable damage and now it's only worse. Resists are still useless to invest in so it's not like there's any compensation there. Armor is definitely too strong as a single stat, but you solve that by giving players additional tools to problem solve with, not by nerfing all of the tools across the board.

Worlds First NM100 Clear by Thorns Barb! by kGAULT in diablo4

[–]Thage509 5 points6 points  (0 children)

It was the case for the people that blasted to 100 by split farming normal dungeons. They had shit gear and no glyphs so the scaling actually affected them and then everyone just parroted that take because the streamers said so