Path of Exile

Path of Exile Dev Tracker




27 Jan

Post







We are excited to announce Path of Exile: Siege of the Atlas in our exclusive livestream on Twitch! Find everything you need to learn about this expansion in this news post.





... Read more
Comment

Originally posted by ZeusKabob

That's really interesting, now you've got me very curious about how that works internally. In my mind modifiers worked by taking an accumulator bucket for additions/subtractions, an accumulator bucket for increases/reductions, and then multiplying them with each more multiplier in order, optimizing to ignore each step if there's no modifiers to them.

You'd end up not having to create an accumulator for increases/reductions, but then have to do a product of a single more multiplier, which I'd have imagined would be easier.

Perhaps my oversimplified assumptions are what makes it different from what's actually been done.

edit: Oh perhaps the more/less modifiers have to be maintained as objects where increases/reductions can simply have its value added to each accumulator bucket that qualifies for its mods and then ignored from then on?

Stats have values, and those values can come from multiple sources. The value of the stat is fundamentally the sum of all the values contributed from things adding that stat - i.e. any given stat is fundamentally additive with itself. This makes sense, if boots give 3 value of something, 3 passives give 2 each, and a buff gives another 1, you expect to have 10 total value of that thing.

As such, only one stat is needed for standard increased/reduced [thing] modifiers, and each thing that needs to increase or reduce [thing] just adds some value component to the [thing] increase/reduce stat (positive for increasing, negative for reducing).

But each multiplicative modifier needs to be it's own separate stat and can't be re-used in any context where something could end up getting the same one from multiple sources, because they would stack incorrectly if that happened. And each of those stats needs to be implemented in the relevant calculation (instead of re-us...

Read more
Comment

By default:

  • Fire Damage from hits can Ignite
  • Cold Damage from hits can Freeze
  • Cold Damage from hits can Chill
  • Lightning Damage from hits can Shock
  • Hits always Chill
  • Critical Strikes always Ignite
  • Critical Strikes always Freeze
  • Critical Strikes always Shock

The "can" in those first four means that if the hit tries to apply that ailment, damage of that type is counted for determining how strong the ailment will be (a hit can't inflict an ailment at all if it deals no damage of a type that can inflict it).

The "always" in the second four means the same as having 100% chance to inflict the ailment - the hit will always check how much damage it does of types that can inflict that ailment, and attempt to inflict it (but will fail if it dealt no damage of approriate types, or not enough damage to the point the ailment would be insignificant and is skipped).

You need both things to m...

Read more
Comment

Originally posted by ddwdk

Hi u/Mark_GGG , I was wondering if "15% more projectile speed" from the projectile mastery work as a more multiper to speed and dmg or is it just a increased multiplier. Appreciate ur works :D

The mastery only affects increases and reductions to projectile speed, not "more" or "less" modifiers.

Comment

Originally posted by AssociationEarly

Yes absolutly ! Ill take my chances : /u/mark_ggg would you be gracious enough to clarify for the sake of the new bow mastery "arrow speed = bow dmg" if projectile speed counts as arrow speed or if you specificly need the stat "arrow" speed to benefit from the mastery ? Thx

The mastery stat in its final version actaully affects increases/reductions to projectile speed. There are very few sources of arrow speed modifiers in 3.17.0, but technically the mastery would work with them, because a modifier to arrow speed is a modifier to projectile speed that is further restricted to only arrows - the mastery makes this apply to damage with bows, but still restricted to only arrows. At least for now is still all damage dealt with bows uses arrows, so this extra restriction doesn't change anything.

Post
We are excited to announce Path of Exile: Siege of the Atlas in our exclusive livestream[www.twitch.tv] on Twitch!


[www.pathofexile.com]
... Read more
Post
We are excited to announce Path of Exile: Siege of the Atlas in our exclusive livestream[www.twitch.tv] on Twitch!

[pathofexile.com]
[... Read more

26 Jan

Comment

Originally posted by GKP_light

please change the "reduce" to "less".

for near all build, it would change nothing, and it would be mush more clear.

It changes a lot internally, adding overhead to the modifier that is unecessary.

On January 27th at 11AM PST, we'll reveal the full details of our upcoming Siege of the Atlas expansion and Archnemesis challenge league via an exclusive livestream on Twitch. This post contains everything you need to know before the livestream starts.

Before we get started, make sure you check out the teaser videos below!



What time does it start? The livestream will start at 11AM PST on January 27th. If in doubt, check out the countdown on the front page of our website.

What can I expect? We'll start the livestream by revealing the trailer for Path of Exile: Siege of the Atlas, followed by a deep dive into all of the new content and features that are b... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
Comment

Originally posted by Qipz_

Quick question, restoring unconditional rampage doesn't mean the rampage on hit will go away, right?

It will have both