Path of Exile

Path of Exile Dev Tracker




24 Jan

Comment

Originally posted by MarsJupiter77

Would auto-attacking a hydrosphere not work for this? Seems like it could entirely replace worm flask since people use it already to do things like get rage. This assumes they don't nerf hydrosphere in a related way.

On-hit effects don't work on hydrosphere in general, this stat is not an exception to that.

Comment

EDIT: To avoid anyone misinterpreting this post, I'd like to clarify that I posted only to clear up some incorrect understandings about the new mechanic and how it works, so the community can discuss and theorycraft around the item more accurately. I didn't comment on the balance stuff or interactions with certain builds because that's not my area and I don't know enough about that side of things.

As it works now, with it equipped, any kill by any ally adds a rampage stack to you.

This is not correct. Only kills by you, your skills or your minions add to your Rampage. Allied players, etc do not. /nitpick This doesn't work the way I remembered, and I don't have time at the moment to do more thorough testing.

it gained the ability to have a 25% chance to generate rampage stacks upon hitting a unique enemy. This is important to remember when we look at the changes to the sword GGG has made. It was also a hidden...

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Comment

Originally posted by xlxlxlxl

That wasn't a myth. They specifically removed it in 2.2. https://www.poewiki.net/wiki/Rampage

No, your rampage used to grant stats that boosted your minions, and those were removed in 2.2. Minions have never been able to have their own rampage/gain rampage kills, and still cannot.


23 Jan

With the Siege of the Atlas full reveal right around the corner, we wanted to wrap up our recent favourite fan art from the past series by showcasing artwork based on the Echoes of the Atlas expansion! Check out these stunning Maven-inspired pieces below!

Maven fanart by Conqista

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    /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 g3shh

Ok guys im goin off, so new teaser should be up in 10 mins GL

Hehe, thank you for your sacrifice

Post




With the Siege of the Atlas full reveal right around the corner, we wanted to wrap up our recent favourite fan art from the past series by showcasing artwork based on the Echoes of the Atlas expansion! Check out these stunning Maven-inspired pieces below!

Maven fanart by Conqista

... Read more

22 Jan

Comment

Originally posted by Ogameiscrack

Can we have some content for not the 0.001 %?

Comment

Originally posted by sephrinx

Yes, I read that as well. It still doesn't make any sense at all.

Just because it's one modifier doesn't mean it grants half or a third the amount of attributes.

One modifier affecting two attributes still affects two attributes. This bothers me on a very fundamental level to an extreme degree.

30 Dexterity is a total of 30 attributes.

16 strength and 12 Int is a total of 28 attributes.

12 All Attributes is a total of 36 attributes.

I cannot brain on how function why this way it does.

Modifiers don't change how much they modify things based on how many things they are modifying.

A modifier giving +2 to level of socketed projectile gems will give +2 to the level of a projectile gem socketed in that item. If you socket a second projectile gem, that one will also be affected by the same modifier, and also get +2 to levels. The total amount of change you get is 4 gem levels (two on each gem), compared to 2 when there was only one gem, but that doesn't matter. The modifier applies a consistant modification to each thing it can apply to, regardless of how many such things there are. It doesn't start giving only +1 to each of the two gems to keep the total the same.

A modifier giving +10 to all attributes is similarly giving a modification of +10, and is applying to the value of each attribute. This item makes it stop applying to each attribute value, and start applying to omniscience.

Comment

Originally posted by xyzpqr

/u/Mark_GGG are Curtain Call's...um..."requirements on attributes" counted as attribute requirements in the context of this item?

Similarly, are they modifiers to attributes? What about the "+1 Life per 4 Dexterity" on Shaper's Touch?

It seems perhaps that these are attribute modifiers, but not modifiers to attributes, and the requirements are requirements on attributes, but not attribute requirements.

Curtain calls stats do not have requirements, they have a condition. Requirements are only the requirements to equip the item.

"+1 Life per 4 Dexterity" is not a modifier to attributes because it does not modify attributes.