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Path of Exile: Ultimatum

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  • Announcement Livestream - April 8th at 1pm PST (Countdown)
  • League Start - April 16th/21st at 1pm PST (Countdown)

Latest Info (updated daily)


Official News

Meta News


New League Breakdown

You will meet a new NPC, the Trialmaster

, who serves "The Chaos", a mysterious Vaal entity.

The Trialmaster presents a challenge, reward and three difficulty modifiers to select from. If you succeed, you must choose to either leave with what you have or risk it all in the pursuit of more. If you fail, you'll lose it all. Cycle can continue up to 10 trials that contain a "special encounter".

In the endgame, Inscribed Ultimatums specify an offering you must bring to the Trialmaster's domain. Succeed at his challenge and you'll be rewarded with a specified item of roughly double its value. These items can be traded with other players. Inscribed Ultimatums cannot have map mods, but they have several challenge modifiers from the regular Ultimatums at once.

Challenge Types

Modifiers

  • Random Projectiles: Projectiles fire in random directions
  • Choking Miasma III: Reduced Life Recovery Rate
  • Lessend Reach: Reduced AOE
  • Hindering Flasks: Using a flask removes other flask effects
  • Totem of Costly Might: Spawns a Totem that increases Physical Damage for allies and enemies but causes Physical DOT
  • Totem of Costly Potency:
  • Ruin III
  • Escalating Monster Speed: Monsters get faster the longer they stay alive
  • Bonus Chaos Damage
  • Stormcaller Runes II
  • Raging Dead II
  • Less Cooldown Recovery
  • Escalating Damage Taken: Players take more damage over time the longer the fight extends
  • Stalking Ruin III
  • Restless Ground III
  • Razor Dance III
  • Unlucky Criticals
  • Treacherous Auras

Rewards

  • Doubles sacrificed currency
  • Doubles sacrificed divination cards
  • Void Battery

GGG has designed this league to be very compatible with party play - each player gets their own rewards, can vote on difficulty modifiers and can choose whether they want to risk the next round or not.


Skill Gems

New

Active Gems

  • Petrified Blood
    - 35% Aura. Only flasks can recover life above 50%. Other life recovery sources only affect the lower half of your life. A portion of incoming hit damage that affects your lower half of life is spread out over 4 seconds instead of being instant (see Maw of Conquest). Image
  • Corrupting Fever
    - consumes some of your life and grants a buff that causes your hits to apply Corrupted Blood which stacks with each hit, causing more and more physical damage over time. When a certain amount of life is consumed to cast skills, the buff refreshes. Video / Image
  • Exsanguinate
    - uses life instead of mana to shoot tendrils of blood in front of you, applying a strong phys-damage hit and a phys-damage over time debuff which can stack up to three times. You can also support it so that its tendrils chain from one target to the next. Video / Image
  • Reap
    - conjures a bloody scythe that swings across an area, applying strong hit damage and physical damage over time. With each swing it gains a charge that scales its damage up and increases its life cost, up to five times. It's also quite potent against single targets. Video / Image

Support Gems

  • Cruelty Support
    : Increases hit damage, and grants a Cruelty buff which increased DOT damage and stacks based on the damage of your hits.
  • Bloodthirst Support
    : Adds % of life as physical weapon damage if on Low Life
  • Blood Magic Support split into 2 new gems
    • Arrogance Support
      : skills reserve life instead of mana; increased aura effect.
    • Lifetap Support
      : skills cost life instead of mana; grants a Lifetap buff upon spending a threshold of Life that multiplies the skill's damage for a duration.

Reworked

  • Vaal Skills - recharge faster against bosses. Various numerical rebalances.

New Uniques

  • Glimpse of Chaos - can have several Vaal Implicits (e.g. +2 Socketed Gems, Nearby Enemies are Crushed), or turn into another Unique Helmet retaining implicits. Increases Life/Mana/ES but reduces Fire/Cold/Lightning Resistances.
  • Mahuxotl's Machination - allocates 6 Vaal Keystones (including 1 new one) - Corrupted Soul, Divine Flesh, Eternal Youth, Everlasting Sacrifice, Immortal Ambition, Vaal Pact
  • Scales of Justice
    - Labyrinth Chest Drop; grants Shock/Ignite Immunity and adds Flat Fire damage based on balancing Life/Mana
  • Unreleased Labyrinth Unique
  • Cane of Kulemak - Catarina Boss Drop; three Veiled mods + % effect of Veiled Mods
  • Tecrod's Gaze Murderous Eye jewel - Abyssal Lich Boss Drop; mainhand crit chance/offhand crit multi
  • Ulaman's Gaze Searching Eye jewel - Abyssal Lich Boss Drop; lets projectiles chain on terrain
  • (Rework) Atziri's Splendour
    - Uber Atziri Boss Drop; New Implicit - +1 to level of All Vaal Skill Gems
  • Atziri's Rule - Atziri Boss Drop; triggers two special Atziri themed spells
  • Unreleased Atziri Boss Drop
  • (Rework) Atziri's Reign Jewel
    - Now causes Vaal Skills to have 20% chance to regain consumed Souls when used

New Div Cards

Reward System Improvements

Misc

  • Low Life threshold now 50%.
  • Player Character Size is now capped.

POE 2 Announcements

Unique Monsters:

System

  • Different sprinting/running animations
  • Improved monster patrol AI
  • Dynamic environment interactions
  • Split-route pathing during campaign

New 7 Act Campaign

  • Act 1:Island of Ogham
  • Act 2: Vastiri Desert - Being chased by the Faridun.
    • NPC: Sekhema Asala
    • NPC: Risu, Faridun Defector
    • Town: Ardura Caravan - split route progression
    • 1. Mastodon Badlands
    • 2. Lost City of Keth

New/Reworked Weapon Classes

  • Unarmed Skills can now be used with Claws
  • New weapon types likely won't be dropped in Campaign 1, but usable in endgame

Spears

Grants a mobility skill via Implicit.

Basetypes:

  • Winged Spear - Grants Engage/Disengage

Uniques:

Skills:

  • Skill: Storm Spear - fires lightning projectile that splits on contact
  • Skill: Blazing Lance - leaves fire on the ground; throwing second spear fans the flames
  • Skill: Engage/Disengage: Grants a damage buff when engaging (dashing towards enemy).
  • Skill: Whirling Slash: AOE increases the more you attack in the AOE circle; explodes when you leave AOE. Synergizes with Disengage.
  • Skill: Spear Field - causes bleeding when enemies approach spears stuck in ground.

Crossbows

  • Grants an attack skill via Implicit modified by socketed Bolts.

Basetypes:

  • Power Shot Crossbow - Power Shot skill
    (1 Proj + Shrapnel)
  • Siege Crossbow - Siege Cascade skill (Ground-targeted arrow)

Bolts:

  • Armorpiercing Bolts
  • Permafrost Bolts
  • Incendiary Bolts

Misc

Media Coverage

External link →
almost 4 years ago - /u/Mark_GGG - Direct link

Originally posted by magicallum

/u/community_team /u/Mark_GGG

Could you answer if Leech effects end when hitting 50% life using the new Petrified Blood skill? Or will you always be "overleeching", and it will kick in once you dip below half life?

Nothing removes leech effects on reaching 50% life. Petrified Blood just stops recovery from applying at that point, it does not remove leech.

EDIT: If you reserve 50% of life, that will stop leech at 50%, because leech stops at the effective maximum, rather than the actual maximum. Petrified Blood doesn't change that interaction.

almost 4 years ago - /u/Mark_GGG - Direct link

Originally posted by magicallum

Thanks for the clarification!

Follow-up, does the Trickster's Patient Reaper or Soul of Arakaali's "10%/5% reduced Damage taken from Damage Over Time", apply to Petrified Blood's staggered damage? Or is the "Life Loss" of Petrified Blood separate from "Damage Taken" and is thus not mitigated in any way?

Losing life from petrified blood is not damage over time. If it was, it would be described as such (and would double-dip with damage taken modifiers, which obviously would be silly)

almost 4 years ago - /u/Mark_GGG - Direct link

Originally posted by Erreconerre

It always stops recovery at 35%, right? Since the line is "Life recovery other than flasks cannot recover life to above low life".

Also, how would that interact with Coward's Chains, "You count as low life while affected by vulnerability"? Would recovery then apply normally up to 100% life, or does it still halt at 35%?

Low life is now defined as 50% life or below.

almost 4 years ago - /u/Mark_GGG - Direct link

Petrified Blood - 35% Aura

Petrified Blood is definitely not an aura. Letting you apply those downsides to teammates would be a bad idea.

almost 4 years ago - /u/Mark_GGG - Direct link

Originally posted by SingleInfinity

I understand, but not everyone is going to get that distinction intuitively.

Explicitly stating it's not damage over time will go a long way in preventing confusion.

Bringing up the concept of damage over time on the gem, when it isn't relevant to what that gem does is just as likely to add to confusion as to prevent it, because it brings up that association for players who wouldn't have thought of it.

Skills describe what they do, not what they don't do.

almost 4 years ago - /u/Mark_GGG - Direct link

Originally posted by Mythkiller

So, am i correct that if I reserved 49% of my life, leaving 51% unreserved, I would effectively have overleech as all recovery would stop at 50% leaving me with 1% unrecovered?

Until you use a flask, yes.

almost 4 years ago - /u/Mark_GGG - Direct link

Originally posted by tempoltone

I get that but all other skills with "chain" tag has a chain count, it should at least get a chain count of 1.

Exsanguinate is the same as Storm Brand or Orb of Storms in that it's beams can chain, which is the requirement for the chaining tag, but the gem does not inherently have a modifier that causes them to chain.

Adding the chain support, or having +chain modifiers on your character will cause them to chain, just like with those skills.

almost 4 years ago - /u/Mark_GGG - Direct link

Originally posted by TheDigitalSherpa

How will petrified blood interact with The Agnostic keystone? Will your mana constantly be drained as you're always seen as not at full health?

Only while you actually are not at full life - if you use flasks to recover to full, Agnostic will not be draining anything. But just because you stop benefitting from the recovery at 50% won't stop it giving you that recovery.

almost 4 years ago - /u/Mark_GGG - Direct link

Originally posted by thatsrealneato

Hi Mark, is it safe to assume that all damage mitigation calculations occur before the losing life over time occurs?

So for example, armour would NOT be made more effective by using petrified blood (since the overall damage taken from the hit is lessened) because the mitigation calculation occurs before the life loss effect, correct?

since the overall damage taken from the hit is lessened

This is untrue. Petrified blood does not change how much damage you take.

It changes what happens to your life as a result of taking that damage, which fundamentally can't happen until you actually take it and the amount of damage taken is finalised.

If, without petrified blood, something would hit you for 100 damage, and that damage would remove 100 life (because you have no ES and aren't using guard skills/ES/whaterver), the only part of that petrified blood can change is how much life is lost. That hit would still always immediately deal 100 damage, you just might not immediately lose 100 life (and might lose more life over time after the hit).

almost 4 years ago - /u/Mark_GGG - Direct link

Originally posted by ploki122

While we're on the topic, will the damage mitigation (well damage staggering) apply only on low life, or is it at all time? could you technically just run it on a Pathfinder flasking up to 100% life at all time to get 40% extra tankiness against burst?

The life loss prevention (petrified blood does not mitigate or modify damage taken in any way) applies all the time, but only prevents losing life from the lower half of your life.

If you are on full life with 1000 max life, and take a hit of 1000 damage with petrified blood up (assuming all the damage goes to life due to no ES/MoM/etc), you will still take 1000 damage (which matters for anything counting damage taken), but instead of that damage taken removing 1000 life, petrified blood prevents some of that.

Only 500 of that life loss would be from the lower half of your life, so the prevention only applies to that half. The other 500 life loss is unaffected.

A level 1 petrified blood prevents 40% of that loss, which is 200 prevented life loss - so in this case you take 1000 damage, but only lose 800 life immediately. Then it makes you lose 100% of the prevented life loss over 4 seconds - so you'd lose 200 life over 4 seconds, or 50 life lost per second for 4 seconds.

almost 4 years ago - /u/Mark_GGG - Direct link

Originally posted by thatsrealneato

Sorry, one more quick question. How does "damage taken gained as" (aka recoup) work in conjunction with petrified blood? Maw of conqust for example gives "20% damage taken gained as life over 4 seconds when hit". Assuming a hit of 100 damage, if 60% is lost immediately and 40% is lost over 4 seconds, do you recoup 20% of the initial 100 damage or 20% of the 60 damage portion as life?

You took 100 damage. How much life you lost as a result doesn't affect the recouping.

almost 4 years ago - /u/Mark_GGG - Direct link

Originally posted by ammo--

How would that example play out if Mind Over Matter was present?

30% of the damage (300) is taken from mana before life. Assuming you have at least 300 mana, you're only losing life from 700 damage, so only 200 life would be lost from the bottom half of life, and 200 * 40% = 80 of that loss is prevented.

You immediately lose 620 life and 300 mana, then lose 80 life over 4 seconds.

almost 4 years ago - /u/Mark_GGG - Direct link

Originally posted by parzival1423

Please please reply, I'm theory crafting an Exsanguinate build: Will Fury valve work, and more importantly, will general convert mods work to fully convert the DoT aspect to something else, like Cold via Hrimburn gloves, plus Watcher eye mod etc.

There is Very few sources to amplify a pure Phys dot thats not a bleed (besides general spell damage %) so I'm theory crafting an Occultist who converts it all to cold damage first. Also, we've never had a spell-based non-bleed built-in-like-TRain Phys DoT, i think

Edit-WHOOPS can’t convert DoTs. Rip that. I think Fury would still work though

Edit 2-And screw me, Fury probably doesn’t either. I just saw the +7 tendrils and assumed it worked like that, that they were all projectiles.

Damage over time cannot be converted.

almost 4 years ago - /u/Mark_GGG - Direct link

Originally posted by Regisle

To confirm, something like [[Coward's Legacy]] doesnt boost this to 100% as the effect doesnt apply for "low life" but specifically the bottom half of the pool regardless of the state your in

(as cowards doesnt change the point that you are lowlife it just sets whatever flag for lowlife to true)

but DOES "increase the threshold" for regen/leech? (while on "lowlife" you can recover from regen/leech/lgoh etc...)

Coward's Legacy]] doesnt boost this to 100% as the effect doesnt apply for "low life" but specifically the bottom half of the pool regardless of the state your in

Correct.

but DOES "increase the threshold" for regen/leech? (while on "lowlife" you can recover from regen/leech/lgoh etc...)

No. The rule is not that you benefit from those while on low life, which is what coward's legacy pretends you are but that recovery from those sources can't change you to the state where you aren't in low life any more. Coward's Legacy doesn't affect this.

almost 4 years ago - /u/Mark_GGG - Direct link

Originally posted by Praetorian_MK-II

Is this requirement applied to non-projectile skills only? Because otherwise a lot of skills are supposed to have the chaining tag:)

Projectiles can inherently chain, they don't need a separate tag for it because the projectile tag encompases that.

almost 4 years ago - /u/Mark_GGG - Direct link

Originally posted by Luxa_Gwenhwyfar

Is the phys dot that these new skills apply considered an ailment?

No.

almost 4 years ago - /u/Mark_GGG - Direct link

Originally posted by yusayu

How does this gem interact with Cast when Damage Taken? Since it modifies the Life Loss "after" taking damage and not the damage that is taken directly, it would stand to reason that the full damage is counted for CWDT and the life loss resulting from that damage is then reduced by Petrified Blood and redistributed as Life Loss over Time, correct?

Assume I'm at 50% life and I take 1000 damage, my CWDT gets 1000 damage counted, then you would lose 1000 life but Petrified Blood prevents 400 of that to be taken over time, or do only the 600 non-prevented life loss get counted toward CWDT?

Yes. That is one of the things I was referring to when I said "you will still take 1000 damage (which matters for anything counting damage taken)". Petrified Blood doesn't mess with damage at all, only the change in life.

almost 4 years ago - /u/Mark_GGG - Direct link

Originally posted by culexdd

i am having a discussion with a friend about this, and neither of us wants to give up on it, because your example is only at max health, so maybe you can clarify what would happen instead if you were at 500 hp, 50% of the total of 1.000, when you take that hit of 1.000?

i am telling him that if you take a 1.000 hit, and you are already at 500/1000 hp, you would take 600 instantly, and 400 as degen at gem level 1.

While he is saying that if you are already at 500/1000, and take the 1000 dmg, you would still take the 800 instant, and 200 degen, like you showed as example on 1000/1000 hp.

which is correct? or are we both wrong?

If you're at 500/1000, then all of the life you'd lose from the hit is being taken from the bottom half of the life, so all of it is subject to the prevention. 40% is prevented, so for the 1000 damage hit you'd try to lose 600 life immediately, but only actually lose 500 because that's all you have. Then you'd not actually lose any over time on account of being dead.

almost 4 years ago - /u/Mark_GGG - Direct link

Originally posted by eggirus

What about projectiles from a skill like Molten Strike? They can chain?

Yes. Under normal circumstances they never encounter the situation in which they would do so, but that's not the same as being unable to.

almost 4 years ago - /u/Mark_GGG - Direct link

Originally posted by dotasopher

Kinda unrelated, but can you explain why I die to any dmg as CI + EB, when I have both Molten Shell up and MoM.

Molten Shell takes 75% dmg before life or ES, and MoM takes 30% dmg before life. Are these two stats not additive (additive as in applied at the same time, therefore diverting 100% of the dmg away from life)? Various sources of MoM-like effects (hiero, cloak of defiance, watchers eye) are clearly additive, so what in the wording of Molten Shell indicates that its not additive with MoM?

What about Molten Shell + Frost Shield + Jinxed Juju, are they additive effects? Can I survive damage while being CI + EB ?

No those are not and cannot be additive. MoM is before life but not before ES, so inherently is happening later in the process of working out how the damage causes you to lose stuff.

almost 4 years ago - /u/Mark_GGG - Direct link

Originally posted by Regisle

To clarify, becouse I am on lowlife with cowards my regen will let me reach 100% life as it at no time stops me being lowlife anymore?

also another question, can you clarify if I am correct in that the extra damage I take that would have made my life negative counts as being "below half", for example say I have 5000 life and I take 6000 damage after mitigation, 2500 of this is above half life, and 3500 is below half life, so I endup taking 2500 * 1 + 3500 * 0.6 = 4600 damage instantly leaving me on 400 life, and 3500 * 0.4 = 1400 life over 4 seconds

To clarify, becouse I am on lowlife with cowards my regen will let me reach 100% life as it at no time stops me being lowlife anymore?

No. You count as currently on low life. Anything that tries to ask whether you are currently on low life will get an answer of "yes".

Petrified Blood 's recovery restriction is not asking that. It is asking whether a particular source of recovery would move your life to from below to above the low life threshold - coward's legacy does not and can not change this.

almost 4 years ago - /u/Mark_GGG - Direct link

Originally posted by Ajido

Does Petrified Blood affect the player getting savage hits? If I were to be hit for 15% of my maximum life (A savage hit), but I only take 9% upfront due to Petrified Blood, does that still count as a Savage Hit?

Savage Hits are determined by how much life you lose to the hit, which is what petrified blood modifies. It can change a hit that would have been a savage hit into one that is not.

almost 4 years ago - /u/Mark_GGG - Direct link

Originally posted by thatsrealneato

Could you clarify how "damage prevented from hits" works in the context of Juggernaut's Unbreakable node? I assume this refers to only prevention of damage taken, not prevention of life loss, but petrified blood does use the word "prevent" and the wording on the Unbreakable node makes it a little unclear as to how the two would interact.

Petrified blood does not prevent damage. It prevents loss of life from damage. preventing damage happens earlier than that.