Path of Exile

Path of Exile Dev Tracker




06 Mar

Comment

Not yet but we've created a fix for the problem and we're testing it to see if we can push it to the live realm. No ETA just yet.

Comment

Originally posted by pfSonata

In particular, you show the bags getting bigger in both 2 and 4, which is incorrect - these only affect the total recovery - multiplying how much blood is coming out of the combined tubes, they do not affect the actual sizes of the bags.

But the size of the bags is the total life gained, which does increase since you are increasing the leech rate per instance without decreasing duration. By necessity the bag would have to be bigger to sustain increased blood flow for the same period of time.

edit: ignoring the overall max rate cap, of course

This is the part where the analogy falls apart. In game terms, the bags do not get any bigger, but the bit where the pipes all connect up has more blood coming out of it than is going into it. Hence why I suggested the analogy would be a blood donor adding extra blood.

Post
We've just published the full patch notes for Path of Exile: Synthesis! We've also compiled all of the Passive Tree and Item Filter information you'll need to be prepared for the Synthesis launch this weekend!

Click here to read more![www.pathofexile.com]
Comment

Originally posted by toxicsnek

Mark, one thing I still don't understand (patch notes are out, so you can't spoil them)

Do leech changes cap instant leech from bloodseeker and such at 10% per hit as well?

Instant Leech is still leech, it's still affected by the maximum amount from a single leech.

Comment

This is useful as a guide for understanding the effects of these stats, but it's worth noting this won't hold up when you start factoring in other things. In particular, you show the bags getting bigger in both 2 and 4, which is incorrect - these only affect the total recovery - multiplying how much blood is coming out of the combined tubes, they do not affect the actual sizes of the bags. The only analogy I can come up with that fits is a blood donor who's promised to donate their own blood to match a % of what you're getting from the bags.

This is notably important in the case of The Retch, which applies a dot based on each leech instance - those stats aren't actually affecting the "bag size", so The Retch's dot is likewise not affected (stat 1, which does affect the maximum bag size, does affect the DoT).

Also the last panel is incorrect when it says ES leech is the same - the maximum total for ES (width of the opening in your analogy) is 10%, where for life and ...

Read more
Comment

Originally posted by Dantonn

What kind of plant is that?

I adore where your head is at. It's a peace lily.


05 Mar

Comment

Originally posted by [deleted]

[deleted]

We're not still writing them. It's 11,000 words in 7 languages. It takes a long time to simply prepare the logistics of the post.

Comment

Originally posted by Bex_GGG

Thanks for the energy everyone! It's working.

Oops, I meant this image

.

Comment

Originally posted by hurix

So, in 3.6, do you determine the leech recovery target for each network frame?

From the Wiki of Soul Tether:

The second example is when a player takes chaos damage while on full life, and partially full energy shield. In this situation, any previously-created leech continues to recover to energy shield, while new instances of leech are sent to life. This will have the appearance of both pools leeching simultaneously.

These two pools won't leech simultaneously, as previously-created leech will "swap back" to recover life? Basicly making sure, life is always full before life leech recovery is applied to ES?

So, in 3.6, do you determine the leech recovery target for each network frame?

No, that would be entirely unecessary. If you have Soul Tether, when the "on full life" stat changes, that causes the stats for total life recovery per second and total ES recovery per second to both recalculate - and one of them (but not both) will include the total recovery from life leech stat in that recalculation, based on whether you're on full life or not.

So not every frame, only when the "full life" state changes.

Comment

Originally posted by td941

Taking leech nodes makes it better.

if you want to invest in leech its not hard to just take the nodes and not worry about it.

All well and good to say "just take the passive node and see how it goes" but fact is that it costs you regrets to undo a choice.

The problem isn't working out which nodes buff leech. As you acknowledged, it's working out which ones to prioritise. If I have three points but there are five possible nodes I can take, which ones will help my build the most? It's impossible to know without understanding how the mechanic works, and it is a complex mechanic to try and understand.

And there will be some situations where in order to improve the leeching, what the player should be doing is not taking more leech nodes, but instead taking more damage nodes to increase the size of each leech instance.

I appreciate that u/Mark_GGG took the time to explain...

Read more

In his "simple" example, there are five input variables (Maximum Life, % increased Maximum Recovery per Life Leech, % increased total Recovery per second from Life Leech, % increased Maximum total Recovery per second from Life Leech, and % of Physical Attack Damage Leeched as Life) from which three leech-related variables are derived (Life Leech Recovery Rate, Maximum Recovery per Life Leech, and Maximum total Recovery per second from Life Leech).

This is because this example was fundamentally not intended to be "simple", it was intended to be comprehensive - it intentionally includes everything that could affect the leech calculation.

Comment

Originally posted by Dolandlod

Your Life Leech Recovery Rate is 20 Life per second (2% of max life per second). Each life leech instance will provide 20 Life per second.

Where does this even come from? It says it can be derived from the following facts, but I don't see any relation.

All leech instances use a recovery rate that's 2% of the maximum of what they're leeching.

Comment

Originally posted by ZiggyZobby

Can you confirm that

You now have six life leech instances, put together they grant a base total Recovery from Life Leech of 180. This is increased by 100% by the modifier stat, so total Recovery from Llife Leech is 360 life per second.

This value is subject to the Maximum total Recovery per second from Life Leech, which is 230. Since 360 is higher than this, you actually only gain 230 life per second in total.

this part of Mark's post is wrong and should read instead

You now have six life leech instances, put together they grant a base total Recovery from Life Leech of 180 120. This is increased by 100% by the modifier stat, so total Recovery from Llife Leech is 360 240 life per second.

This value is subject to the Maximum total Recovery per second from Life Leech, which is 230. Since 360 240 is higher than this,...

Read more

I think he mistakenly applied the 50% increased Maximum Recovery per Life Leech which does not belong in this calculation since it doesn't affect the rate in any way.

No, I just still had 180 in my head from when I decided to add a range to the damage of the hits to keep it reasonable and calculated the (uncapped) life per leech at the low end of that at 180. The correct number is indeed 120.

Comment

Originally posted by Cronax42

Thanks for the explanation. Does ES leech work the same or does it have its own mechanics?

ES Leech works the same except for the base value of Maximum total Recovery per second from Energy Shield Leech, which is 10% of max ES (Life/Mana use 20%)

Comment

Originally posted by GingerWithFreckles

Dear Bex, I do not believe you or the office is real. Can you take a picture for evidence? I would only believe you if it has the most recent Patch Notes.. say.. 3.6 in the background.