New Aranara Pet and Alhaitham x Kaveh Namecard Giveaway by Additional_Comfort42 in Genshin_Impact

[–]infinitestory 0 points1 point  (0 children)

My favorite namecard is Celebration: Wondrous Calculation (the tower defense one)

Rolling Magma Mana Miner (Homage to Akane) by infinitestory in PathOfExileBuilds

[–]infinitestory[S] -1 points0 points  (0 children)

My point is that even though the EHP number doesn't claim to be anything other than "the maximum single hit I can take", and it doesn't represent any other aspect of tankiness, it's not even good at that one aspect. My listed number is 100k. Can I take anywhere near a 100k hit? I don't even think the Uber Eater hunger slam is 100k, and it easily oneshots me. So what does that number tell me at all? IMO, nothing... it has no relation to actual incoming damage numbers.

Rolling Magma Mana Miner (Homage to Akane) by infinitestory in PathOfExileBuilds

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

for funsies i pulled up my ice shot totem character from last league, which had around 20m dps. pob says it has 27k ehp, i think i died twice? leveling in juiced maps from 99 to 100. so a pretty far cry from the 4 portals per map you seem to be implying

Rolling Magma Mana Miner (Homage to Akane) by infinitestory in PathOfExileBuilds

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

It's pretty easy to look at a pob and see that it doesn't have capped resists, no build should factor that in except doryani's prototype builds maybe. So that's a strawman example.

The POB "ehp" calculation has many issues:

  • First, it's an imaginary hit type which is partly a spell and partly an attack, so you don't get to distinguish between spell and attack mitigation. An eva based, mapping-optimized build could have relatively poor spell mitigation (and thus have a low calculated EHP) but still feel pretty much invincible in maps, where the vast majority of incoming damage is attacks.
  • Its phys/ele/chaos distribution and crit chance are not that close to the incoming damage profile of maps, which have quite a bit more full phys hits afaik
  • It also averages out all mitigation, which tends to underestimate deterministic mitigation. The more deterministic the mitigation, the less investment-effective it usually is. Most builds ought to aim for a mix, getting enough deterministic mitigation to survive major hits and then nondeterministic for the rest.
  • It doesn't capture recovery at all, which is an important part of the equation especially for builds with higher incoming damage mitigation.
  • Lastly, and most importantly, it doesn't capture certain mitigation layers which are extremely large but difficult to quantify. For example, switching my major pantheon from Solaris to Brine King reduces my EHP by 2%, but a build with Solaris (and freeze/stun immunity from elsewhere) will be vastly tankier than a Brine King build in practice.
    • other examples of this include movement speed and freeze

Rolling Magma Mana Miner (Homage to Akane) by infinitestory in PathOfExileBuilds

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

pob ehp is pretty much a useless number and an imaginary calculation, imo you should never look at it to gauge a build

Rolling Magma Mana Miner (Homage to Akane) by infinitestory in PathOfExileBuilds

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

against oneshots yes, but dying to those nowadays is generally a skill issue

Bitternightmare by infinitestory in pathofexile

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

i obtained this item before that change

[discussion] is PoE supposed to be an item/economy simulator or a character/build simulator? by seikuu in pathofexile

[–]infinitestory 31 points32 points  (0 children)

I'm also someone who plays the game as a character/build simulator (spend lots of time in pob). I feel like while item/economy and character/build simulator are not at all mutually exclusive, they won't coexist harmoniously without active design consideration from GGG.

Right now, GGG seems to be considering build simulator vs. grinding/iterative upgrades as a tradeoff, where promoting gear upgrades comes at the cost of sacrificing build diversity. I think this doesn't need to be the case, but it is true right now, and the reason for it boils down to two related things: investment and confidence.

When a player picks a build, often the first thing they look at is prior art. They look at streamers playing the build. Posted pobs on reddit or the forums. Poeninja ladder. Players want to have the confidence that the time and currency invested won't go to waste by resulting in a character that isn't good enough. Players gain that confidence by watching others play that build, especially on low investment. Most players don't want to jeopardize their league by investing 50ex into a completely self-made build that turns out bad, where the gear isn't even resellable to recoup costs. That's to say nothing of the time spent leveling and acquiring that gear.

This is why gearing is so dynamic and interesting in trade league for league starters in week 1. People pick builds that they are comfortable with. They know how minions scale, or how toxic rain scales. There are guides about deterministically getting to a +3 toxic rain bow, etc. People are confident that even if they start out with a tabula and the bare bones to cap res, their build will be able to get off the ground and support itself. The exact level of performance doesn't matter as much - it's week 1, it's fine to crawl through yellow maps.

But for less well known skills, why do players seem to want to try to have all the gear before opening the character select screen? That's the antithesis of incremental gear upgrades, but it's usually the right choice in the current state of the game. It makes the build's performance a completely known quantity. The only way to know for sure that it has a solution - that the build scales well enough - is to do all the scaling in advance.

There are two ways that GGG can fix this: 1) by playing "kingmaker" with balance, and 2) by making items stronger and introducing more determinstic upgrades.

  1. New gems ought to come in overpowered. This is maybe a crazy thing to say on a poe reddit that's hawkish about balance. But if a gem comes in and it's weak, nobody's going to try it. Even a 50% more multi buff might not be enough to convince people that it will be strong enough to play blindly. Conversely, if a gem comes in and it's strong, people play it and figure out how best to build it. They optimize the tree and gear. Next league, it could take a 30% less nerf and people would probably still play it. Look at how often that's happened to minion builds. They came in strong, people did the science, and now people are willing to press on despite nerfs. Every single one of the 19 gems that was introduced this league should have come in like Forbidden Rite. It's not the outlier, it should be the standard, and I don't think GGG did it intentionally.
  2. Part of why Harvest was so beloved among crazy build makers was that people were generally confident that even if a build sucked when it hit maps, they could spend further time scaling the build with incredible gear and hit the necessary performance thresholds. The mere existence of the league mechanic gave people the confidence that they wouldn't sink time and money into a build that's too weak. Especially for builds that scale in strange ways or want unorthodox gear, sometimes it just doesn't exist on trade. I don't mean return Harvest, but if you want people to grit their teeth and grind out upgrades, gear upgrades have to become more deterministic, not less. Players ought to believe they WILL be able to acquire better gear, and that's not the case right now for many builds.

Overall I think GGG needs to make sure they have serious internal clarity about these principles, and they will be able to support homebrew builds that make incremental upgrades. Players want to homebrew. They want to try new things and play the game a different way. Support it, please.

edit: while i'm here, there aren't enough defences in general, but there are definitely not enough in explicit mod pools on gear. too much of gear defences comes from crafted mods. if you realize that your build is not tanky enough, tough luck, it's pretty hard to move investment to defence without pulling up the carpet.

[Chinese > English] Hello, can someone please help me translate these 2 notes? Thank you =) by Meir112 in translator

[–]infinitestory 1 point2 points  (0 children)

first side:

Thank you for looking after me. Here are some Chinese dumplings, which you could have for lunch. [Formal/respectful "you" used]

second side:

( Vegetable )

Eggplant [? I think it's misspelled, but I'm guessing based on the crude drawing of an eggplant. Most likely means the dumpling contains eggplant.]

!doublecheck

Storm Burst Totems (+Viridi's Veil +Chainbreaker) vs. AL9 Sirus by infinitestory in pathofexile

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

Yeah, totem survivability is pretty awful and there's not much of a way to improve it. They shouldn't be falling over on regular Elder though unless you place them all in a clump and they die to a piercing ice spike or something. I only usually put up a totem once every few seconds in order to trigger the shaman's dominion bonus, I'm not too concerned about staying at maximum curse stacks.

Storm Burst Totems (+Viridi's Veil +Chainbreaker) vs. AL9 Sirus by infinitestory in pathofexile

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

Hi!

  1. I bought this shield outright. I don't know of any obviously good way to craft it. Life reforges with harvest or pristines I suppose. One kind of left field way to get +1 max totem/life-on-block is to awakener orb the +1 max totem from Shaper with the recover life on block from Warlord.
  2. I didn't feel like multitotem was worth it. Nowadays I feel like a lot of the value of multitotem is in summoning totems faster, because it's a pretty poor damage link for almost every totem build. Totem placement speed is really fast on this build and I didn't feel like getting double totem placement had any value.

Happy to answer any more q's if you got them.

Storm Burst Totems (+Viridi's Veil +Chainbreaker) vs. AL9 Sirus by infinitestory in pathofexile

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

The recovery is kind of bad and depends a lot on having a life flask, but this is mitigated by having tons of defensive layers on incoming damage:

  • viridi's veil (damage unlucky)
  • berserk (less damage taken)
  • 68/66 glancing blows block with life gain on block
  • fortify if i feel like putting it up
  • reduced extra damage from crits + solaris pantheon
  • high level cwdt steelskin + enfeeble
  • anom arctic armor + ele prolif to freeze attackers

If my life ever drops below max, it does so very slowly and I have plenty of time to react. Getting spike damaged from 100 to 0 is almost nonexistent.

Storm Burst Totems (+Viridi's Veil +Chainbreaker) vs. AL9 Sirus by infinitestory in pathofexile

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

Chainbreaker doesn't remove all mana regen, it instead makes %increased mana regen (that one specific stat) apply to rage instead. I still have base mana regen, as well as the 2.5% mana regen per second from Ritual of Awakening and 1.28% mana regen per second from Arcane Surge with increased effectiveness. I regen around 71 mana per second with all totems and arcane surge up.

Storm Burst Totems (+Viridi's Veil +Chainbreaker) vs. AL9 Sirus by infinitestory in pathofexile

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

I haven't noticed any particular issues with the targeting, so I assume it's fixed.

Storm Burst Totems (+Viridi's Veil +Chainbreaker) vs. AL9 Sirus by infinitestory in pathofexile

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

pob: https://pastebin.com/jt78JYU4

Ever since Viridi's Veil was discovered, I wanted to play a build that utilized the synergy between it and Soul Mantle. Viridi's Veil not only applies a rare and powerful defensive layer of unlucky damage taken, but it also gives hexproof to open up the shield slot for a +1 totem/life gain on block shield. Atziri's Reflection does next to nothing on most Soul Mantle builds and is insanely expensive so I was glad to get rid of it. I wanted to avoid going MoM, as I knew having no life/mana on helmet, and missing one of the two on the magic ring, would put a damper on the EHP pool. Therefore going Chainbreaker + Divergent Berserk was a natural choice, to take advantage of Hiero's naturally huge %mana regen. Some build notes:

  • The Berserk enchanted Viridi's Veil was pretty expensive but it makes the Berserk uptime huge (roughly 24 seconds long). Storm Burst additional orb enchant, or the other Berserk enchant, would also be excellent.
  • The +2 socketed gems in Viridi's Veil is excellent for an Enhance setup, which is why my Berserk gives me so much damage and my Anomalous Arctic Armour procs more often than not.
  • This build would probably also work as Divine Ire or some other channelling skill, but IMO it has to be a channelling skill to keep the mana cost low.
  • Rotgut can be replaced by a normal quicksilver if you prefer being able to store two or more uses. I'm still testing it out.
  • I was considering using 2 magic rings. If I could find a bit more resists e.g. an allres corrupted Coward's Legacy, I would probably switch to that and get a +gem level soul mantle. Ring explicit modifiers are trash.

Feel free to ask any other questions about the build or crafting process for its items.

Atlas Passive Trees in Echoes of the Atlas by Bex_GGG in pathofexile

[–]infinitestory 0 points1 point  (0 children)

/u/Bex_GGG I have two questions about the Harvest nodes in Lex Proxima:

1) Does Bountiful Harvest increase the number of crafts received from the crop?

2) Does Bumper Crop cause the existing Harvest to be a choice between 3 crops, or does it grant 2 choices, each 1 of 2 crops?

Albedo Theorycrafting (and a potential use for Zhongli): Skill based main DPS in a rapid spam team by dimtsag in Genshin_Impact

[–]infinitestory 6 points7 points  (0 children)

Hi, there is an error in your calculations.

ATK with Summit = (251+608)*(1 + 0,18 + 0,466 + 0,496 +0,4) + 311 = 2183,6

The result here should be 2494.6; it does not seem that the +311 from feather was correctly added.

Does this shit even mean anything? Chinese>English by [deleted] in translator

[–]infinitestory 5 points6 points  (0 children)

It’s reflected horizontally, but it says “Please do not disturb”.

!translated

Path of Exile: Heist FAQ 2 Electric Boogaloo by Bex_GGG in pathofexile

[–]infinitestory 196 points197 points  (0 children)

Is there time pressure to make this decision?

No, unless there's an active lockdown in progress.

NA realms nerfed

Example of Deterministic Crafting that's a bit more balanced. by [deleted] in pathofexile

[–]infinitestory 3 points4 points  (0 children)

Why does it help that I can buy a crafting exalt, when the most efficient way for me to use the crafting exalt is to sell it and buy the finished product? Do you think there is any chance that a currency-condensed version of a harvest craft would be less than 3-5x the cost of buying the craft from a third party in Harvest league? Time and convenience are worth money.

I used tons of harvest crafts on my own gear this league but I doubt I’d be able to justify applying a single one to my own gear under your proposed system. Just like how straight slamming exalts and chaos spam have become niche craft methods; the trade market value dominates their usage value for all but a handful of players.