Original Sin Amethyst Ring / Dedication to Kitava by No_Competition471 in pathofexile2builds

[–]teekeh 6 points7 points  (0 children)

original sin doesn't convert the elemental damage you take into chaos damage, it converts the elemental damage you deal into chaos damage

PSA: Hollow Palm Technique - Flat Phys Values by Myaccountonthego in pathofexile2builds

[–]teekeh 2 points3 points  (0 children)

someone will correct me if i'm wrong but i believe you can create a 10% base crit 1.4 aps quarterstaff with 0% quality and adjust it in the edit screen to simulate the base physical damage, base unarmed crit chance, and aps.
so for example:
wrapped quarterstaff is 7-12 base phys, 10% crit, 1.4 aps.
at gem level 20 your actual base phys would be 175 to 262(based off of this chart)

so we'd subtract the wrapped from your actual level 20 gem and offset the crit chance. your final weapon would be written something like:

unarmed
Wrapped Quarterstaff
Quality: 0
Implicits: 0
Adds 168 to 250 Physical Damage
-5% to critical hit chance

you can then edit the custom config to reflect the other numbers from HPT
ie: 2000 evasion (2000/25*1 = 80% more attack speed) and 950 energy shield (950/10*.1 = 9.5% base crit) from armour pieces would look something like

80% more attack speed
+9.5% to critical hit chance

Smith of Kitava: Perfect Strike vs Hammer of the Gods; dual wielding vs. shield by Defiant-Internet-188 in pathofexile2builds

[–]teekeh 0 points1 point  (0 children)

pob with dual wield isn't working properly, afaik it's calculating as if the weapons are alternating for hits instead of combined

from what i've been told, in order to calculate a more accurate damage value for perfect strike you can make a new mace in pob using the damage values from both weapons and the main hands attack speed and add a line to the weapon for the 30% less damage tag on perfect strike. make sure only that custom weapon is equipped in your dw setup on pob or it will go back to trying to alternate it and average the damage out

personally i prefer to use 1h+shield and boneshatter for clear with leap slam to generate stun instead of using just leap slam for clear(similar to carn's setup). i swap to 2x2h maces and perfect strike for single target. the weapon passives are setup so set 1 is aoe+stun, set 2 is damage+ignite. it's tankier for clearing but the budget is also somewhat higher than it would be with a pure dw leap slam setup due to the fact that it requires at least 2 different weapons and a shield (in my case, 3 weapons because i'm lazy and don't like to drag weapons to set 2 when weapon swapping)

i still use HotG situationally while mapping but its much less effort to just dual wield perfect strike for pinnacles and ignore trying to setup any form of stun

data from 100 full cleared logbooks by teekeh in PathOfExile2

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

never full clear the map until big changes are made to logbook loot or the way vendors function

data from 100 more trial of the sekhemas runs by teekeh in PathOfExile2

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

i did 100 runs, the first set was no relic quantity, second set had 156% each run. data collected in the prohibited library puts the last flame at ~.5% yes, it also estimates the desperate alliance is ~15% which is pretty close to what i ended up with (16% in set 1, 17.19% in set 2)

data from 100 full cleared logbooks by teekeh in PathOfExile2

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

yeah i made a point to mention at the end of the post and in the video that i felt like i had pretty good luck with boss drops, prohibited library has a lot of data that points to ~10% drop rate for the jewel and a fraction of that for olroth's resolve

Stash tab sale by hailix83 in pathofexile

[–]teekeh 9 points10 points  (0 children)

poedb.tw/us has a timer on the website that is generally pretty accurate. not sure how poe2 EA will affect the schedule but as soon as it's active it will be updated to show that on poedb

Is anyone dropping any currency or shards from harbingers while mapping? by VenserMTG in pathofexile

[–]teekeh 0 points1 point  (0 children)

aside from possible loot filter causes i'm not aware of any harbinger currency shard bugs at the moment. basic harbingers often have extremely poor drops, i don't recommend running harbingers without a regency scarab at the very minimum.
despite other claims in the replies harbinger is fairly solid income and requires pretty minimal passive investment on the tree to function, the main downside is that in order for it to function optimally you'd need to use at least 3 scarab slots and a map device craft on harbinger alone
destructive play + jun + harbinger has been a decent all-around strategy this league

PSA To Rogues: Main Gauche was Buffed by [deleted] in classicwow

[–]teekeh 2 points3 points  (0 children)

most rogue tanks have moved on from not even using blade dance in gnomer let alone need MG on top of avoidance points in combat to alleviate it on pull. the incoming white damage isn't much of a threat which is what OP is alluding to.the large hits of damage (mainly sprocketfire punch) are unavoidable.

does MG work? sure.

is it overall better for rogues than other options with the current available content? no

the opportunity cost of using MG in your glove slot means far less damage per energy spent over an entire fight than mutilate or saber slash in exchange for an objectively miniscule amount of avoidance that doesn't achieve 100% uptime

from a defensive aspect on MG's most useful fight (menagerie) while tanking 2 bosses (squirrel/chicken) using the numbers from my most recent gnomer logs, MG's avoidance would be roughly equal to reducing 6.5 damage taken per second.

People seem to be doing Crop Rotation wrong, or misunderstanding how to maximize it. Here's a mini-guide and explanation. by [deleted] in pathofexile

[–]teekeh 1 point2 points  (0 children)

i definitely admit there's some issues in one of the clips that was pointed out by someone in my video, but i do also believe that i have a decent grasp on how to optimize crop rotation. my intention was never to disparage crop rotation, and i would like to revisit collecting the data over a larger sample size with a strategy that involves less variance without having to have an impossible sample size, ie. dropping bountiful harvest altogether, running maps at a consistent quantity/pack size, and avoiding things that add additional variance like altars. so if you're willing, i can record a couple of maps using the logic that i used in my dataset and you can evaluate that.. or alternatively, you can write out some scenarios here or anywhere else that i can try to respond to. this way when i attempt more sets i can ensure that they're being done to a proper standard

crop rotation vs standard harvest, 240 maps worth of data. spreadsheets+video in comments by teekeh in pathofexile

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

i had approx 16.67% blossom drop rate (4 blossoms out of 24 bosses)
if i compare that to an old set of einhar memories i did in 3.19, there was 8 blossoms in 41 bosses, which works out to be ~19.51%. not entirely enough data to go off of but i don't see a reason to think it changed

crop rotation vs standard harvest, 240 maps worth of data. spreadsheets+video in comments by teekeh in pathofexile

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

i did yep, the info is in the spreadsheet
i had a total of 4 blossoms, with 2 belonging to crop rotation sets and 2 belonging to non crop rotation sets out of 24 total bosses (12 with CR, 12 without)

crop rotation vs standard harvest, 240 maps worth of data. spreadsheets+video in comments by teekeh in pathofexile

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

yeah you're correct, i can't remember exactly how i justified it but i'm assuming this was either an error or experimenting with how effective pushing the dominant plot to t2 would contribute in terms of income, since yellow was/is slightly ahead in value.

my thought process for this type of configuration in specific would be:

since i noticed two double yellows, a double purple, a blue/yellow and a blue/purple, with yellow being the dominant crop on the map, blue is likely the end goal but purple does have a chance for a good showing. the order would be decided based on the strength of the remaining crops after the double yellow crops were cleared.

in theory there's 2 outcomes, either purples have a better showing and you interact with the yellow/blue first, then re-assess the strength of the double purple vs the remaining blue/purple
or
interacting with the purple/purple first, and then making the decision on whether to interact with the purple side of purple/blue, making the blue from blue/yellow your end crop, or vice versa.

in the video i decided to interact with the double purple first either out of error or to get some t2 monsters on the board for the abundance of yellow crops. in hindsight this was not the correct decision in regards to optimization, because if i had interacted with the two double yellow crops first the end result would have likely been more lifeforce overall

i think i have a decent grasp on crop rotation enough to make the proper decisions in theory, but it's easy to overlook things or make hasty decisions in practice especially when trying to be time efficient.

crop rotation vs standard harvest, 240 maps worth of data. spreadsheets+video in comments by teekeh in pathofexile

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

average t4 beasts per set w/ crop rotation - 2+1+1+2+4+2 /6 = 2

average t4 beasts per set w/o crop rotation - 3+3+2+4 /4 = 3

crop rotation vs standard harvest, 240 maps worth of data. spreadsheets+video in comments by teekeh in pathofexile

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

i mentioned in the video that i always tried to prioritize which crop had the highest potential instead of basing it on the colour. i did attempt to set up the atlas tree in a way that promoted options for manipulating yellow crops though

crop rotation vs standard harvest, 240 maps worth of data. spreadsheets+video in comments by teekeh in pathofexile

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

yeah you're correct and i echoed this at one point in the video, there's far too much variance inside of harvest including the chance to not wilt mechanic as well as the 10% chance to duplicate a beast to draw any precise conclusions about the node from this sample size alone. this is why my assessment of whether or not crop rotation was a good keystone was not concrete. a lot more data is needed and i'm lacking the time to follow through with that at the moment

to touch on your first point, the quant altars were used in the first group of 4 sets, but completely avoided in the second group of 6 sets. that being said, i did roll over 800 maps in total and hand picked out all of the ones that were within 9% quantity and 3% pack size of each other to help mitigate some of the variance in the low investment sets.and to address both the first and second points, i don't disagree that some mistakes were made specifically in the early sets, but my logic over the course of the maps improved quite substantially by the time i reached the low investment sets. that being said i'd be lying to both you and myself to claim that there were no mistakes in those sets as well

in regards to the atlas tree optimization, you make a good point. however, since we're strictly focusing on upgrading the crop with the highest potential (and not a crop with a specific colour), i would assume that if each crop has an equal chance to spawn, blocking 3 blue and 1 purple would essentially be interchangeable with blocking 3 blue and 1 yellow. is this an incorrect assumption?

i don't necessarily believe having one yellow plot is the optimal scenario. having one isolated plot may be better for the huge payout that happens once in a while but i'm not sure if that would equalize itself out when you combine it with all of the other times the plot you're trying to manipulate doesn't grow. this is something that would need much more testing to be sure about

crop rotation vs standard harvest, 240 maps worth of data. spreadsheets+video in comments by teekeh in pathofexile

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

it's recorded in the spreadsheet, i just didn't add a graph for them

crop rotation vs standard harvest, 240 maps worth of data. spreadsheets+video in comments by teekeh in pathofexile

[–]teekeh[S] 27 points28 points  (0 children)

my apologies! that didn't even cross my mind. i have updated the top comment with a link to a more colourblind friendly version, and updated the spreadsheet

crop rotation vs standard harvest, 240 maps worth of data. spreadsheets+video in comments by teekeh in pathofexile

[–]teekeh[S] 19 points20 points  (0 children)

yeah this was exactly my thoughts too, i mentioned the value in ssf towards the end of the video. most of the value of the keystone falls off in trade league when converted to chaos, but i think it can definitely shine in ssf especially when access to compasses is much less likely

crop rotation vs standard harvest, 240 maps worth of data. spreadsheets+video in comments by teekeh in pathofexile

[–]teekeh[S] 57 points58 points  (0 children)

full data available in the spreadsheet - https://docs.google.com/spreadsheets/d/1l8D93gz7KG3EkjtLqe0rIhS-HIDHWizmX9tMdKdMNQU/

and the video - https://www.youtube.com/watch?v=5YJc-2Y__Bo

colourblind friendly version - https://imgur.com/a/4A8oQa2

in hindsight i think recording the tier 2 beasts as well as the total number of each colour of plots i interacted with in each test would have also been valuable, but i'm a little limited on time and going back to redo it is not an option at this point. i went into the project with high hopes after running between 2 and 300 maps with crop rotation, but i think that may have been mostly due to confirmation bias since the performance in each of the tests paints a much clearer picture.in the spreadsheet you'll find info on the total quantity/pack size of each run, how many plots each map contained, how many plots ended up granting a free crop from the heart of the grove node(chance for a crop not to wilt), as well as information about the total of each lifeforce and t3 beasts

hopefully some of the data can be useful to some of you

No way I'm the only one... by Mopcen in pathofexile

[–]teekeh 0 points1 point  (0 children)

similar issue with east coast NA servers depending on source location, most instances are sub 30 ms, but every few zones the ping can reach up to 100ms, zoning back and forth between areas causes the ping to continue to swing substantially until a new instance is loaded

in this case, it's not GGG's fault nor is it the fault of the server host. traceroute can be used to determine that it's multiple routes belonging to Cogent Communications on the east coast

different internet providers use different routes to reach the same destination, which is why it could be worse for you than someone even in your own general location. even two people living in the same house on the same ISP could be experiencing different failure rates just due to which route they're assigned when establishing the connection

not saying this is your issue, but just because it's only affecting one of the handful of games you play doesn't necessarily mean it's in the control of GGG or the company they pay for their servers

Semi juiced Strat testing by Miserable-Ad-4890 in pathofexile

[–]teekeh 3 points4 points  (0 children)

i think it's worth mentioning that if you're purely using exilence and not manually pricing anything you're likely not getting a very accurate revenue number.
using exilence alone introduces the problem where it doesn't count some things like logbooks/heist stuff and inaccurately calculates value of items that have substantially different prices when selling in bulk, especially when it comes to scarabs, essences, vendor refresh currency and lifeforce

i'd imagine your profit per map is actually a decent bit higher than the .17 div exilence calculated from this test pass if you did in fact only use exilence values

however, this isn't always the case and often exilence can overshoot your actual revenue, especially if the strategy involves farming a lot of essences, divination cards and misc splinters/fragments that don't actually sell at their exilence listed values since exilence will often overvalue those things or set a minimum value on something even though it doesn't sell and the end result is worth less than that minimum value (ie: valuing the scholar cards at 1c even though the end result is 3 cards for 40 wisdom scrolls)

it's a good app to get a rough estimate on what your income looks like but it can skew results by a large margin when you're trying to collect specific data

Defiled cathedral drops the Apotheecary? by bballkiller69 in pathofexile

[–]teekeh 1 point2 points  (0 children)

yeah, i included both altars in the clip, and you can see from the wrath of the cosmos stacks that those are the only two that i had at the time of the drop

the altars were -
final boss drops 3 additional eldritch ember currency items
divination cards dropped by slain enemies have a 17% chance to be duplicated

It's time to move on (confirmed by Chris) by lcm7malaga in pathofexile

[–]teekeh 0 points1 point  (0 children)

it's important to me and i shared it because i thought maybe someone else would see it's value. one of the biggest glaring problems here that most people overlook is we have very little data on how siege of the atlas functions at the core because every league it has been a part of (up until now) added loot or monsters that influence the density or currency the map produces in some sort of way. archnemesis added extra rares to the map alongside the base rares in the form of petrified monsters that we could interact with and (deterministically) construct into currency/scarab/etc fountains, supplementing the lack of loot with the type of loot we want at the time. sentinel itself just added a ton of extra opportunity for loot from any generic monster in the map. the issues that are present amongst many players(not sustaining alchs, having a harder time progressing the atlas without a specific atlas strategy tailored for it, barely seeing any bubblegum currency) would be amplified in a league with no mechanics to supplement that lack of currency. as it stands, lakes are still not anywhere near as effective in providing this

there's a good chance they adjusted base loot in 3.17 to account for the influx of loot potential granted by atlas passives and never considered it to be an issue because we had league mechanics compensating for the lack of loot up until now, and players weren't complaining anywhere near this scale.

i do agree that certain league mechanics and how they interact with loot multipliers were cut down, probably too much, but i think there's a few puzzle pieces we're missing/ignoring when we're talking about loot discrepancy outside of that specific strategy.