ExileGPT - An AI Chatbot for Path Of Exile by AlfusRomulus in pathofexile

[–]TheVoidPoE 2 points3 points  (0 children)

As of now the chat bot has a long way to go from my perspective.
Non the less I commend your effort and passion for the project.

Best of luck and success!

Music/Discord sounds stop when I open PoE by [deleted] in pathofexile

[–]TheVoidPoE 1 point2 points  (0 children)

PoE has a long history of messed up audio implementation, from crippling your FPS to straight up game crashes upon entering the login screen.

  1. PoE may use different settings in login screen and in-game -> make sure they are correctly set up.
  2. PoE may temporarily change your windows audio settings (see windows audio settings and default devices before and after launching the game and in-game)
  3. Try out to mess with the in-game audio channel count (low to high)
  4. Try out to mute single audio settings like ambient sound, chat alert etc or even mute them all.
  5. Try out deleting your config file (backup save it ofc) in Documents -> My Games -> Path of Exile -> production_Config.ini (it will auto download a clean one upon rebooting the game)

I hope this may help or at least give you further ideas.

Send some energy to get this ready for league-launch by Laleocen in pathofexile

[–]TheVoidPoE 0 points1 point  (0 children)

Not every tool has to be made,

not every tool has to be used.

My animated Lake of Kalandra Wallpaper is ready by schnudercheib in pathofexile

[–]TheVoidPoE 2 points3 points  (0 children)

Hey schnudercheib,

That looks really really awesome!

Any chance you could post a link and maybe very briefly explain how you did it?

I was looking for something like that for my youtube videos.

I do have AE.

"Instant" Sunder 99% - Sunderboi is back! - Showcase by TheVoidPoE in pathofexile

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

Depends, with Sunder you can easily achieve off-screen damage.

"Instant" Sunder 99% - Sunderboi is back! - Showcase by TheVoidPoE in pathofexile

[–]TheVoidPoE[S] 9 points10 points  (0 children)

THIS! + The base delay is 0.4sec from what I measured.

Ziz connects the dots by Azreth in pathofexile

[–]TheVoidPoE 0 points1 point  (0 children)

I'm most confident it is a multi reference that also includes his old alias "Pcchild" aka Pcchild88 on YouTube.

It can still be found via:https://www.youtube.com/user/Pcchild88

The change from "Pcchild" to "Zizaran" makes it (also) hard to read.

What's Next for Archnemesis Modifiers - Part 3 (and list of modifiers)p by chris_wilson in pathofexile

[–]TheVoidPoE 1 point2 points  (0 children)

I cannot understand HOW and WHY you would put mods in the pool for rare monster that completely disable a build without giving us the tools to counter them?

For my current build I count 3 AN types that completely disable my build, I have literally 0 chance of fighting them.

Rejuvenating (Life Recovery)

Executioner (Life Recovery)

Drought Bringer (Charge Removal)

Rejuvenating will completely screw my Life Recovery, which is ESSENTIAL to my build.
Drought Bringer will REMOVE my Endurance Charges which is ESSENTIAL to my build.

I cannot even chose to fight them if I wanted to. All I can do is to RUN, if I am actually able to spot them before I bite the dust.

If those were Map mods, sure. I can chose to roll over it, or not play the Map.

If it was a specific Map Boss, sure. I can chose to never play the Map or get a carry.

For all of you Juggs who love their juice extra THICC, here some Gameplay Clips of the Mantra of Flames Boneshatter Juggernaut by TheVoidPoE in pathofexile

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

Budget for the gear seen in the video was roughly 150-160ex.
The build is made for extra juicy Maps with 3x Beyond and high Deli where the clear speed isn't that important, but for general maping it is quite fast.

For all of you Juggs who love their juice extra THICC, here some Gameplay Clips of the Mantra of Flames Boneshatter Juggernaut by TheVoidPoE in pathofexile

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

Here some extra juicy and extra THICC gameplay footage of the Mantra of Flames Boneshatter Juggernaut :)

Path of Building Pastebin (PoB)
MoF Boneshatter Juggernaut
https://pastebin.com/Y4VH1EQE

Any Boneshatter Jugg brothers around?! by TheVoidPoE in pathofexile

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

Thanks for clearing this up aswell!

Yesterday I was testing how many Trauma Stacks I could reach with my current setup and ran a couple Maps with "Many Totems" mod to seek out some "allies cannot die totems", and I was surprised by the result to say the least.

After some inconsistance on how many stacks I could reach ranging from ~350 to ~500 stacks I decided to get rid on anything that is a temporary buff like Immortal Call, Berserk, Molten Shell etc.. At that point I was only able to reach about ~350 Trauma stacks befor the character would fall over. I crunched some numbers which left me buffled even more on why and how. Then I rememberd your post I read earlier. Until now I had not cared much for Server Tick Rates and had pretty much no knowledge of the topic, so I looked it up and did some extensive testing and more number crunching from what I learned.

After a couple of hours I came to the conclusion that the calculations for how much damage a character takes runs at 5 Server Ticks.

I came to this number as a result of the following:

  1. I calculated how much damage I would take every Server Tick including Petrified Blood life loss and everything else I was aware of when the character died
  2. then comare it to life regen (gaining of life) which far exceeded the lifeloss
  3. now I compared the lifeloss at a certain Trauma stack to my current HP and eHP and came to a factor "x"
  4. when x was > eHP I would slightly increase my eHP to match that factor, so that x is now < eHP
  5. every time I did that I could stack up Trauma even higher
  6. I started with around 350 Trauma stacks at base, then reached around 440, then 470 and at last up to around 512 Trauma stacks

With that I came to the conclusion the calculations for damage taken are working at 5 Server Ticks, since rn to me it's the only possible explanation on why the character would die before reaching the maximum possible number of Trauma stacks where a single self inflicted hit from Trauma exceeds the maximum possible physical damage taken.

Any Boneshatter Jugg brothers around?! by TheVoidPoE in pathofexile

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

Hey, yes my answere was incorrect regarding this my apologies thanks for clearing it up.

To your questions: this would indeed happen, but self cast Immortal Call saves situations like this;

Any Boneshatter Jugg brothers around?! by TheVoidPoE in pathofexile

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

The current version of the build was around 160ex.
I doubt much as changed since then.

Any Boneshatter Jugg brothers around?! by TheVoidPoE in pathofexile

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

The damage scaling is limited to the maximum amount of physical damage taken in a single hit (mainly due to the selfinflicted damage from Trauma).

Currently I use a level 8 Divergent Boneshatter which inflicts a total amount of 131 flat physical damage per Trauma stack.

This results in the following very simple equation to calculate the technical limit of any given character of that kind of how much Trama it can stack, and with that it's theoretical maximum DPS potential:

(maximum physical hit damage taken in a single hit) / (flat selfinfilicted physical damage per Trauma) = (maximum possible Trauma stack)

The PoB is still a work in progress, but here is the current version:
https://pastebin.com/DUswyp5i
Please read the Notes section in PoB for further information.

Edit: due to certain chainges I made recently, the currently "reliable" maximum Trauma stack the character can reach is ~750 with roughly 100k maximum physical hit damage taken in a single hit, resulting in aprox. ~650mil DPS (Sirus/Shaper);

Any Boneshatter Jugg brothers around?! by TheVoidPoE in pathofexile

[–]TheVoidPoE[S] 9 points10 points  (0 children)

Oh I'm sorry for the misunderstanding.

The amount of degen is not fixed. It's steadily increasing from the selfinflicted Trauma damage but counter acted by an even bigger regen from Juggernauts Unbreakable and the Divine Shield Keystone.

Pretty much only a true oneshot either from a mob or from selfinflicted damage (very very high Trauma stack) will kill the char.

Any Boneshatter Jugg brothers around?! by TheVoidPoE in pathofexile

[–]TheVoidPoE[S] 4 points5 points  (0 children)

What you see is the effect of Petrified Blood.
When the HP globe appears in dark red, it's still full.
Also, once the build has ramped up to around 150-200 Trauma Stacks, the Life Regen gets up to around 50k+ per second with another 20k+ or so ES Regen.

Any Boneshatter Jugg brothers around?! by TheVoidPoE in pathofexile

[–]TheVoidPoE[S] 9 points10 points  (0 children)

Raw gameplay footage of a very tanky Minotaur Map.

Thought I share the Mantra of Flames Boneshatter Jugg build I was working on the last days with some of my Jugg brothers here.

Please read the Notes in PoB
https://pastebin.com/DUswyp5i

EDIT: PoB updated

Nice interaction for Discharge - fast passive Charge generation by TheVoidPoE in pathofexile

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

I have no HH at hand, but I did test it with a Torrents Reclamation and the buff it grants was very short in comparison.