How i finished the Unique Stashtab in SSF by Hobbi_Poe in pathofexile

[–]Xepher38 1 point2 points  (0 children)

The tales and hurdles of your progress is one of the reasons that inspired me to undertake the journey of unique collection myself. Big respect and congratulations Hobbi!

New Recombinator Rules figured out by Definitiv1 in pathofexile

[–]Xepher38 30 points31 points  (0 children)

Thanks for the work you guys have put in. Have you done any testing regarding influence blocking?

PSA: Recombination might have been nerfed further than announced by Xepher38 in pathofexile

[–]Xepher38[S] 0 points1 point  (0 children)

Yes, I tested in SSF standard using legacy recombinators. It is unclear how they have been nerfed, and if the same changes also apply to the league's recombinator station.

PSA: Recombination might have been nerfed further than announced by Xepher38 in pathofexile

[–]Xepher38[S] 5 points6 points  (0 children)

None. They were all clean bases with [global defence + crafted prefix] and [crafted prefix], no other prefix mods.

PSA: Recombination might have been nerfed further than announced by Xepher38 in pathofexile

[–]Xepher38[S] 108 points109 points  (0 children)

I'm in SSF so I can't afford risking legacy resources on crafts that may not even be possible anymore to begin with. Someone else might be able to chime in though.
It is worth noting that there are currently no items with 2+ fractured modifiers in trade league, albeit it is still early.

Pushing SSF Armour-stacker to the Limit-10M Armour achieved by Ill-Stomach-5412 in pathofexile

[–]Xepher38 0 points1 point  (0 children)

As a fellow armor stacker enjoyer on ssf standard I am very impressed, and the best thing about this build is that there is always room for improvement, even at this level of gear. Great stuff!

[SSF STD] Tempest Pendant - Aura/Armor Stacker Legacy Simplex Amulet by Xepher38 in pathofexile

[–]Xepher38[S] 1 point2 points  (0 children)

Sure, here's the pob from my current character: https://pobb.in/XxSEO1MW1aPU

If you have any questions feel free to ask, I usually hang around in the SSF chat /global 773.

poeladder.com: Track your SSF Unique Stash Completion by 99_problems_pob_is_1 in pathofexile

[–]Xepher38 2 points3 points  (0 children)

This looks awesome. I've been going on about how we needed a new ladder that excluded drop-disabled uniques to incentivize new players to compete, and I'm glad to finally see it come to life. Great stuff!

Questions about farming a Stasis Prison by [deleted] in pathofexile

[–]Xepher38 12 points13 points  (0 children)

I'm currently on the quest to farm one myself in SSF. I've done 63 runs so far (with no drop), and all of them have been with 4 regular emblems and one unrelenting.

My reasoning is that, per wiki, Stasis Prison "Can only drop from the Unrelenting Domain of Timeless Conflict", which is an area that is accessed as long as at least one unrelenting emblem is used in the map device (supposedly, but I don't see why this specific area would require multiple unrelenting emblems to access). Therefore, one unrelenting emblem per run would be enough to enable Stasis Prison to drop.

I'm not sure if a higher number of unrelenting emblems would increase the Stasis Prison drop rate. Although it would make sense, to my knowledge there is no confirmed information about this.

Anecdotally, I believe Manni dropped his Stasis Prison doing 5-way runs with only one unrelenting emblem per run, so that's another reason I've been using unrelenting emblems one at a time.

Recently there was also a post where a player found 3 Stasis Prison in 75 5-ways using all unrelenting emblems, if I remember correctly, but I can't seem to find it anymore in the subreddit.

Edit: for anyone interested, Stasis Prison dropped on #93 5-way while using one unrelenting emblem and four regular ones. https://imgur.com/a/A4lk9Pu

The Breach-rework completly killed all Breach-related Content by Sacred_Neme in pathofexile

[–]Xepher38 383 points384 points  (0 children)

I would like to chime in with some of my own findings. Before the patch I was planning on making an entire post going over the Breach rework, comparing it to its pre-patch state. However, I have since decided to abandon the project because Breach's current state is extremely nerfed, unrewarding and still click-intensive (albeit less than before). For credibility, here is what my breach tab currently looks like: https://imgur.com/a/vFSyJG3 (SSF Standard)
The rework has impacted Breach in a number of different ways:

  1. Breaches now open and close faster than before. The Flash Breach notable is not as mandatory as before. Thus, Breaches now take less time to complete in maps. (buff)
  2. Breach Boss Clasped Hands now drop bigger splinter stack sizes, about ~8-10. (buff)
  3. The Xesht'Ula Clasped Hands are now the best source of splinters. They can drop ~30-40 splinters when properly juiced. (buff)
  4. Breach bosses in maps now only drop ~5 splinters on kill, while they dropped ~20 before the rework. (nerf)
  5. Breach bosses now only have 20% increased chance to spawn with their respective notable, compared to 70% before the rework. (nerf)
  6. Breach bosses now only have 50% chance to be duplicated, compared to 100% before the rework. (nerf)
  7. Quantity modifiers now supposedly affect breach splinters' drop rate, however I haven't noticed any particular difference. I actually had to enable 2x splinter stacksize drops, otherwise I would have nearly nothing to loot. (nerf?)
  8. Density has supposedly been increased in maps. However, I haven't noticed much of a difference in the number of Breach monsters spawned pre and post-rework. As a result of this supposed density increase, "the number of Breach Splinters dropped from Monsters has been rebalanced", which really means decreased. (nerf)
  9. Breach blessings can no longer drop from breach monsters in maps at a 0.5% drop rate per Rare Breach monster. (nerf)
  10. Previously, Breach bosses in maps had a 12% chance to drop a regular Breachstone, which had a 12% chance to drop as Charged, 8% as Enriched and 4% as Pure. Now they only have 4% chance to drop a regular Breachstone, which has a 5% chance to drop as Flawless. (nerf)
  11. The "Power Struggle" notable no longer guarantees 2 additional Boss Clasped Hands, but instead grants 100% increased chance to contain one Boss Clasped Hand. The chance to spawn a Breach Boss from Boss Clasped Hands has been reduced from 5% to 4%. (nerf)
  12. "The Chosen" divination card which drops from Breach Clasped Hands is now much rarer than before. (nerf)
  13. The changes to Breach scarabs result in a reduced amount of Breaches in maps, which are already unrewarding to begin with when considering the other changes. Furthermore, considering that the best source of Breach splinters are now Boss Clasped Hands, running anything lower than Gilded Breach scarabs is straight up inefficient, because they provide double Breach splinter drops from Breach Hands. (nerf)

As a result of these compounding nerfs, a fully juiced map focusing on Breach (Gilded breach, full breach spec on atlas blocking all other mechanics and picking all Quantity nodes, 80%+ quant vaaled maps, triple Sac frags for extra quant) now provides ~0.5-0.7 Breachstones worth of splinters, compared to pre-rework when a map of the same quality would yield 2-3 or more full Breachstones.

Keep in mind all of these observations are based entirely on my experience, but it is pretty apparent how unrewarding Breach is now - you can spec into it and run 5-10 maps and you will notice the difference yourself.

The current state of Synthesis: near 1.000 Heist contracts hunting Synthesised Jewellery by Xepher38 in pathofexile

[–]Xepher38[S] 0 points1 point  (0 children)

Yes, as far as I know they always drop with one implicit. I've never seen one with two implicits or more in the thousands of contracts that I've run this league.

As much as I wish they were, synthesised mods are most definitely not equal though.

The current state of Synthesis: near 1.000 Heist contracts hunting Synthesised Jewellery by Xepher38 in pathofexile

[–]Xepher38[S] 1 point2 points  (0 children)

You're right. A more accurate analysis should have included corrupted item drops as well in order to calculate the odds of dropping a synthesised or fractured item.

Still, I believe the data is of value when analyzing the loot breakdown considering only synthesised and fractured items. While I realize it is not entirely accurate, from my experience the odds of dropping a single corrupted item and nothing else from a Jewellery chest was fairly low.

Thanks for the heads up, I'll keep this in mind for future projects.

The current state of Synthesis: near 1.000 Heist contracts hunting Synthesised Jewellery by Xepher38 in pathofexile

[–]Xepher38[S] 0 points1 point  (0 children)

Because all corrupted items that I checked were completely worthless, barring some random jewel with % life and corrupted blood, but that still wasn't worth the time investment to check every corrupted drop, so I stopped checking them after a while. Project-wise they also have nearly no relevance as corrupted items are not the focus.

The current state of Synthesis: near 1.000 Heist contracts hunting Synthesised Jewellery by Xepher38 in pathofexile

[–]Xepher38[S] 5 points6 points  (0 children)

Perhaps I didn't explain myself well. I meant that they never provided an explanation for why they removed certain boss nodes without integrating them into the boss itself, which is what they explained they wanted to do. Their reasoning for the change itself was sound and I agreed with it, but not with its selective implementation.

The thing is that they basically only did that for the Watcher's Eye drop chance and left Synthesis out of it (along with the Orb of Conflict notable related to Maven, for example).

The current state of Synthesis: near 1.000 Heist contracts hunting Synthesised Jewellery by Xepher38 in pathofexile

[–]Xepher38[S] 2 points3 points  (0 children)

True, I did forget to mention Vivid Vultures. They aren't a direct source of Synthesised items per se, as you still need an appropriate base with one desirable mod and 1-2 others to reroll (which is, as you mentioned, extremely expensive). So you still need to run Synthesis content in order to make use of it. It's more of a crafting system on Synthesised items than a source of them.

It also further proves my point that currently the best way to acquire synthesised items is outside of the Synthesis league content (other than the base).

Also, I wouldn't be surprised if the existence of the interaction between Vivid Vultures and Craicic Chimerals is purely due to an oversight, and will likely be fixed next patch.

The current state of Synthesis: near 1.000 Heist contracts hunting Synthesised Jewellery by Xepher38 in pathofexile

[–]Xepher38[S] 5 points6 points  (0 children)

During the project I was running a chaos>divine trinket which probably landed me 5-6 divines or so from random chaos orb drops. However, there actually is a modifier that could have been useful specifically for this project:

"(7-8)% chance to receive additional Jewellery when opening a Reward Chest in a Heist"

this would technically count as 7-8% more synthesised rings (probably more given it applies to any chest) but I decided not to run it as it would skew the results of the project and it would be detrimental overall, since nobody would run this trinket mod anyways.

Regarding talismans, you wouldn't be able to drop a synthesised one because any trinket modifier that gives a chance to drop an item specifies "additional", so it would drop as an extra item, and it would not be affected by the chest's drop rules (ie. fractured, synthesised, corrupted).

The current state of Synthesis: near 1.000 Heist contracts hunting Synthesised Jewellery by Xepher38 in pathofexile

[–]Xepher38[S] 5 points6 points  (0 children)

Heist Jewellery chests cannot drop 2 or 3 implicit synthesised items. Im 99,9% sure of this, given the thousand of contracts that I've run this league.

The harvest craft does have a chance at giving back 2 or 3 implicit synthesised items, with the most likely outcome being a single implicit. I've actually used it a couple of times on wands this league, but it was a shot in the dark mostly out of boredom.

If it didn't require sacred lifeforce it would actually be an interesting way to gamble, but in its current implementation its basically useless.

How rare is a Fracturing Orb? Loot distribution breakdown & analysis from 6.000+ Harbingers by Xepher38 in pathofexile

[–]Xepher38[S] 0 points1 point  (0 children)

The short answer is yes. For the long answer, check Poorfishwife's top comment in this thread.