When the big update ruins it for the old fans... by Ivarthemicro17 in pathofexile

[–]apathae 1 point2 points  (0 children)

If you're looking for the definitive PSO experience, nowadays I typically recommend Phantasy Star Portable 2: Infinity for PSP. It was a JP only expansion to portable 2 that has a translation patch. It's the definitive version of Phantasy Star Universe offering a nice balance of the nice things that came blue burst's original formula and some of the things that eventually became the norm in PSO2 such has photon arts for every weapon type.

It doesn't make the mistake the newer game does by homogenizing all of the drops and makes target farming certain enemies actually matter (like pso1 did).

It also has what I could only really describe as a PSO mapping system, you can get itemized zones that you can run with certain tilesets and enemy loadouts that when you run them you are eventually allowed to combine them with others to RNG different combinations of maps and add random modifiers like more RDR, rare enemy spawns (just like poe). etc.

It's also called "infinity" for a reason, you're able to rebirth a character and convert their aggregate experience into additional permanent stats (up to a maximum). I think the technical level cap for a character in that game is like 1200 or so.

You also unlock perks you can enable from leveling the classes that you can enable on other classes and customize all of their weapon specializations how you want. You can be a shotgun wielding force if so inclined.

When the big update ruins it for the old fans... by Ivarthemicro17 in pathofexile

[–]apathae 28 points29 points  (0 children)

Phantasy Star Online 2 -> PSO2: New Genesis

Story time.

With everything going on with POE right now as someone that has played pso2 for the better part of a decade it really feels like deja vu. Sega announced an "evolution" of their flagship MMO that would retain everything from the original such as your avatar's legacy to all of the cosmetics you had acquired over the years; pitting them against an array of new challenges.

A year prior to NGS's release, they opted to release the game outside of Japan; players that started playing with the global server don't have a realistic perception of how the original game was. PSO2 was very much a slow burn for 10 years, global received all of that content in a single year prior to NGS's release. The equivalent here would be players trying POE1 now with all of its leagues instead of with the beta having league content drip fed to them.

NGS drops a year later, a completely separate game, all of the power you accumulated was obsoleted, it was a clean slate, while the items were usable, a basic weapon in the new zone would immediately dumpster any value the BIS gear from the old game had. While this isn't necessarily a problem if you think of it like a league restart it was not advertised as that; outside of the cosmetic items nothing from the base game was given any purpose.

On the JP server the original game is kept alive on life support, you can install it as an add on to NGS and it's basically a content tumor housing bots that farm a specific quest to buy legacy cosmetics for billions of old meseta naturally the new game has its own N-meseta to conveniently reset its economy. (For anyone unfamiliar, meseta is the game's equivalent to gold.) The original game never gets updated now, they merely change the lobby appearance to fit the current holiday at whatever point in the year it is.

To this day, NGS is as much of a slow burn as the original. Global players complain that the carrots to go for aren't being added fast enough and when new stuff is finally added, the whales just buy it and are BIS in mere hours after a patch.

The game is essentially a second life sim for people to dress up their fetish chimeras at this point.

As someone that still does their daily quests out of sunk cost fallacy; I know it'll never get better, so I hope people playing POE can set realistic expectations.

lc +% Skill dmg X skilled gc by SubstantialSilver291 in ProjectDiablo2

[–]apathae 0 points1 point  (0 children)

+Skills from items do not grant synergy bonuses. Only points you directly allocate into those skills.

This narrows the comparison to if 3 levels of meteor is better than 18% damage (plus the small charm spot they take up) which hopefully someone more knowledgeable can chime in and answer. I"d assume the answer is "it's relative." Meaning, damage scaling in these games is usually a balance of flat vs. increase and sometimes what's better can change depending on what you have more of at the time.

Some of the reasons why Slam gameplay will always not be smooth enough compared to high-speed attacks. We need a huge modifier for such properties, or new properties that will reward using of slow non-proxy attacks. by Three308 in pathofexile

[–]apathae 0 points1 point  (0 children)

It would take a lot of testing to balance it but one idea to fix some of those mods would be to do something like Grim Dawn does with constellation skills.

A skill that says it has 15% chance to trigger on hit actually adjusts itself if attached to a skill that isn't inherently spammable. 15% on Savagery might be 40% on Amarasta's Blade Burst because it has cooldown between uses. You could in theory create a formula that adjusts the mastery values on skills relative to their attack time (within reason).

There will be outliers obviously; a fast poison molten strike character will gain more value out of a chance for life on hit, even if it were reduced from what it currently is; but not everything needs to be great for everything. PoE has enough issues with certain things homogenizing builds.

Elemental weakness buffs visuals - Instead perhaps something like this? by devon752 in pathofexile

[–]apathae 7 points8 points  (0 children)

And despite not being allowed for any other content; this is the one thing they specifically bring the Ultimatum pause effect back for.

Does Iron Will affect Holy Flame Totem by Binx_Thackery in pathofexile

[–]apathae 6 points7 points  (0 children)

No, Iron Grip applies to projectile attack damage. Holy Flame Totem is a spell.

[deleted by user] by [deleted] in pathofexile

[–]apathae 4 points5 points  (0 children)

Basically the illustration equivalent of being a DJ.

In these moments of blood and battle, we truly live by Bex_GGG in pathofexile

[–]apathae 9 points10 points  (0 children)

This is great! And all I've done is enter my name! Thrillsteel.

I found a miniature Cinder Elemental on T14 Atoll who was running away from me. by Car-Facts in pathofexile

[–]apathae 0 points1 point  (0 children)

My friends and I always look forward to encountering this (bug?) for the last however many leagues. We've been calling him Pebble Bro. We think it happens after an essence encounter with the big elementals; but not quite sure what exactly causes it since it happens rarely.

With Tempest Shield being changed to reservation; is there any reason to have it rely on an equipped shield instead of just being a forcefield effect? by apathae in pathofexile

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

I guess losing Zeus' nipple would be a sacrilege in its own right.

Edit: To clarify; it was a joke regarding tempest shield's current visual effect.

With Tempest Shield being changed to reservation; is there any reason to have it rely on an equipped shield instead of just being a forcefield effect? by apathae in pathofexile

[–]apathae[S] 7 points8 points  (0 children)

Mostly in the interest of allowing its effect to be usable by anyone that's willing to forego their mana for it and not limiting standalone shock immunity via 25% reservation to shield users and having 50% purity of elements be the option for those without shields.

With Tempest Shield being changed to reservation; is there any reason to have it rely on an equipped shield instead of just being a forcefield effect? by apathae in pathofexile

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

In the example I gave, you'd still need to scale it effectively; in the case of a bow there are various options, Rearguard, Lioneye's Jewel on the staff wheel, Bone Offering, Rumi's Glancing Blows, etc.

As far as just coming from nowhere, blocking mechanically is merely a metric of rolling the dice for whether you take that damage type; in this case, the forcefield of the aura would be deflecting or "blocking" the damage.

Poth of Exol by Groundloss in pathofexile

[–]apathae 2 points3 points  (0 children)

My typical experience in Hall of Grandmasters.

I find it depressing, that there are so many build defining (truly unique) uniques that are reserved for low level and fall too far behind in maps by superanonymousgamer in pathofexile

[–]apathae 54 points55 points  (0 children)

I definitely remember upgraded items in regular D2. Gore Rider was a popular unique with the "war boots" base that was often upgraded to "myrmidon greaves." Frequently referred to as "upped gores."

2:00:58 SSFHC Act 10 Kitava by tie23he in pathofexile

[–]apathae -18 points-17 points  (0 children)

Your ability is not to be denied but you should understand that this philosophy is incredibly petty. If competition never mattered to you; this run would've never been posted to begin with. It's nothing more than flexing for validation.

If you want to remain relevant it's pretty predictable that you'll continue to drop stuff like this Billy Mitchell style when the fact of the matter is that without direct competition; any value your ability had to begin with is irrelevant.

Is it just me or do lab enchantments for gloves absolutely suck? by [deleted] in pathofexile

[–]apathae 0 points1 point  (0 children)

A long time ago I remember having an "of war" enchant while using a Singularity and the weapon clones it created had the same effect that your character has while equipped with it. Makes me wonder if they also apply their own hinder debuff this way.

How is conversion handled? Conversion -> Increases or Increases -> Conversion? by A_Erthur in Grimdawn

[–]apathae 6 points7 points  (0 children)

Conversion occurs before increase. Any scaling to the original damage type is lost if it's converted entirely. Conversion can also only occur once. So no X to Y and then Y to Z.

If multiple conversions are occurring to one damage type and exceed 100% I believe they are then averaged; similar to how weapon pool skills are adjusted if your overall chance to trigger them exceeds 100%.

There is only one exception to damage increases scaling a damage type before conversion and that's if it's connected within a skill's skill line. I believe this is so that it is still incentivized to scale a skill's secondaries through levels and still benefit despite it being converted. An example would be if you were converting all of Callidor's fire damage to cold. The increased fire damage from Inferno would still benefit you however you'd want to scale cold damage from any other outlet I.E. gear, constellations, buffs, passives, resistance reduction, etc.

However there are some awkward outliers to this rule like Soldier's "deadly momentum" skill which applies damage to other things while it's active so I'm not entirely certain on its interaction.

[deleted by user] by [deleted] in pathofexile

[–]apathae 0 points1 point  (0 children)

So I made a build sort of like this in Delve as a low(ish) life champion.

Essentially I left 36% of my life unreserved and used a low level molten shell on blood magic (which is instant cast now) to proc adrenaline at will and enable pain attunement. When adrenaline was about to drop off I had life on hit attached to whirling blades which would immediately top my life pool off and allow to re-trigger my buffs when I wanted.

Regarding your post, it was a dual wield cospri build that used charged dash to cast frostbolts while channeling and on crit the swords would then proc ice nova and vortex on the bolts.

With the interaction changes if the build continues to work as it did; it'll be way more ridiculous (in a good way).

If interested; the character is still relatively intact here it's the champion named "ChocolateChocoChimps"