Path of Exile

Path of Exile Dev Tracker




07 Mar

Comment

Originally posted by XZlayeD

Hey Rory! - How does Spell Cascade interact with Purifying flame? does the 2 extra attacks, if they don't overlap with the original attack, create shockwaves on the mob being hit by one of the other attacks?

It doesn’t, traps are better if you’re trying for that interaction, though the consecrated ground has a slight delay so it isn’t that reliable.

Comment

Originally posted by EnderBaggins

How many seconds does it take to channel to max stages against a single boss target?

Cast time x 10, because you’d get 2 stages per cast.

Comment

Originally posted by viperesque

Area damage still works for ground effect DoTs like CA or Vortex. Just not debuff-based DoTs.

Ah yep, it’s all coming back to me now.

Comment

Originally posted by alt266

Will increases in area (such as the Inc AoE support gem) increase the area that applies the DoT?

Yep!

Comment

Originally posted by Raixor_Osu

do "I" also count as an ally of myself? do I also get permanent fortify and all the other stuff?

Nope, only your allies.

Comment

Originally posted by adzicents

Late to the Bane train, does the more damage per curse scale with level?

Yeah, 1% per level.

Comment

Originally posted by shaunika

and does the "50% less damage while channeling" affect just the skill itself or any other damage you might do whilst channeling?

Just the zaps from the skill

Comment

Originally posted by Japanczi

Let's assume I've already applied a curse independent of Bane (for Despair on Hit sake) and I'm going to use 3-curse setup with another Despair, how much damage multiplier will the Bane get from linked curses? Max 3 curses applied on an enemy.

It’s about how many Bane could apply, so even if you wouldn’t be overwriting any curses, it’ll get damage as if you were.

Comment

Originally posted by TachyonsIsAvailable

Weird question but how does Divine Ire interact with decay? It's worded pretty much the same way as incinerate and incinerate applies the "25% more Damage with Hits and Ailments for each stage" to decay damage for some reason.

But then with charged dash' "Final wave deals 75% of Damage per stage" doesn't apply to decay but the "Deals 150% more Damage while Channelling if Illusion has finished moving" does.

The damage while channelling would reduce decay, but the beam stage multiplier specifies hits and ailments, so overall not very good at all!

Comment

Originally posted by pro185

If there is only one mob, eg. boss fights/shaper, does soulrend pierce and keep going or does it hover around the one target until the end of its duration?

The projectiles can’t turn back the way they came, so it’d pierce through and fly off.

Comment

Originally posted by HoldMySoda

I cannot, at least not now. I'm at work for another ~3 hours minimum. And I won't get home until ~4-5 hours. However, I can check again when I get home and report back. It's probably fixed by now. It's something I notice on the regular, though. Every first new patch breaks something (e.g. last league it was Minion mods missing), then it's magically fixed in the patch or two afterwards.

By the way, I just remembered something else I wanted to report (if that also doesn't work again already): Last night, once again right after the first patch, Wither didn't work. I couldn't select any Wither stacks in the config. And when I used an attack skill with Withering Touch, I could select Wither stacks as normal, however, the bonus damage taken would not apply (e.g. Essence Drain didn't get any bonus damage, for example).

For the Wither skill, you need to select the skill in the sidebar in order to set the stack count (rather than in the Configuration tab).
As for Withering Touch, as far as I can tell it is working fine.

Comment

Originally posted by HoldMySoda

I used Discipline in PoB and then wanted to grab Influence and Sovereignty to see how much ES they give. Didn't do anything. This was only the case after updating the first time to 3.6. I dunno if you updated it again since, because I'm now at work and can't check.

They're working for me; could you send me your build?

Comment

Originally posted by HoldMySoda

No offense, I appreciate your work, really, but it'd be really nice if it wouldn't automatically replace the tree every time. I had several builds planned and now I can't compare them with the new tree. The only thing I know is that my Occultist ended up with 21% missing ES for 4 more nodes. Would be nice, thanks.

PS: I'm not sure if you are aware yet, but last night when I checked, the aura passives didn't work.

It would take quite some effort to support multiple passive tree versions; I do want to do that eventually, though.
I can't find any problem with any of the aura passives; which ones in particular are you referring to?

Comment

Originally posted by BublyWater

You really think they hired the POB developer and are not giving him time and resources to develop POB. I'm sorry but that's absolutely a ridiculous proposition to make.

It is true, though. PoB certainly looked good on my resume, but I was hired purely to work on the game itself.

Comment

Originally posted by Corsica96

Thanks u/Openarl! Random question...have you asked GGG to consider adding some form of Path of Building in PoE itself + and/or the website? And being a new employee there, any idea on the status of these features that were in the 3.0 patch notes but then omitted?

  • Added a Passive Skill Tree planning system
  • This tool allows you to package multiple passive skill trees into a "build" that can be imported into the game, or viewed here on the website

I would love that to be added, hopefully sooner rather than later. It would be ultra nice to just know where to allocate my points by popping open my tree, rather than alt-tabbing or looking at another screen to see where I'm supposed to go. Ditto goes for importing the build and having the tree planned for you in-game. I wouldn't be surprised if this was already a thing in the China realm version, but would be nice if we could get snippets of it at least. Mayb...

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I can't really comment on any of that, sorry!

Comment

Originally posted by FuckThatNewDesign

Did GGG actually give you time off to update PoB?

Nope; I have too much to do on the game itself.

Comment

Originally posted by elkcaps

This will be my second season using POB, and so the first time going through an update/tree change. Do I need to worry about my passive tree on existing builds breaking? For example, if the build paths through Nullification, which is now gone, will any allocations starting where Nullification was be gone?

That's correct. I do want to add the ability to preserve old trees at some point, though.

Comment

Originally posted by SmaugtheStupendous

Is the lvl20 Gem stats release before league start not considered public yet for purposes of having all the gem info in PoB?

Will the info be available basically at launch or can it only be worked on after launch? Not demanding anything but I'm curious how stuff will work going forward.

That will come after the patch.

Comment

Originally posted by Akalamiammiam

Does it contains at least the changes for ED/Blight damage ? I understand that the skill gems for Bane and Soulrend are not public (yet), but for these ones maybe ?

That'll come after the patch.

Comment

Originally posted by CannedPears1

That's really interesting, I'm suprised the balance people dont use a dev version of POB to run numbers

No need for PoB when you can just create a build in-game in 2 minutes...