Path of Exile

Path of Exile Dev Tracker




11 Dec

Comment

Originally posted by digao94

does the base damage of the weapon gets converted to fire damage? that is a question i have, because it can chance the way i'll build it (because if it converts to fire, it can mess up EE for example), thanks!

Nope, we wanted people to still be able to do EE shenanigans.

Comment

Originally posted by Captainamorgan

Are the explosions affected by projectile damage modifiers?

Is the arrow component affected by area damage modifiers?

Sorry if this is a dumb question.

Explosions are affected by projectile damage modifiers.

The arrow is not affected by area damage modifiers.

This is similar to something like Fireball, where if it pierces instead of exploding, it won't count as area damage, only projectile damage. However, when Fireball explodes, the explosion is both area and projectile damage.

Comment

Originally posted by xaitv

So if I have a bow that deals 10-10 phys damage per hit, a ring with 10-10 fire damage to attacks and a weird innervate buff that gives 10-10 lightning damage globally. Will the explosion deal extra:

  • 5 phys
  • 10 fire
  • 10 lightning

Or will it be:

  • 5 phys
  • 5 fire
  • 10 lightning?

The first one is correct!

Comment

Originally posted by hazens1

Does EA have a technical limit of how many arrows "charges" can be attached to a single object? I ask this because VD was recently reduced for performance reasons and I can see nutty builds using mines or traps putting out hundreds of arrows. Thanks!

We're going to put a cap on the ignite multiplier, but currently there is no object cap. We'll have to add one if someone does some crazy server breaking build, but we don't want to limit that kind of build space if we don't have to!

Comment

Originally posted by SilverReynard68

Another thing I noticed was missing from the patch notes was a Galvanic Arrow note, I remember it being teased at one point that it would be able to shotgun i.e. something like "multiple projectiles can damage the same target" similar to ballista skills. Is this still the case or was it removed?

We tested out this change, but it made the skill pretty lackluster unless you were right up in an enemies face. It really didn't feel right to have a bow skill have a lower useful range than many melee skills. We might bring the functionality back at some point with an optional threshold jewel if you really want that mechanic! However, the Barrage Support has a pretty similar effect on your damage.

Comment

Originally posted by Rubik87

what about the opposite? to pick any item that does not have any influence can i write
HasInfluence False

It can only match the true case.

Comment

Originally posted by ActuallyItsJustDuck

While you are here, there is a bug with "Quest Items" class. If I put it with other classes, it doesn't work. If I use it alone, then it does. Also IIRC someone mentioned before that there was gonna be a way to define exact match rules. Is it added or will it be? Thanks!

I'm not sure on the Quest Items thing sorry.

The exact match is what the == is for and it should also be usable on item classes. It was added a little while back.

Comment

That portion of base damage is still there, just not described in the patch notes. I'll have someone add it in. It is, however, only 50% of base damage (giving the skill 150% total base damage effectiveness if you combine the arrow and the explosion). Added damage, however, is applied with full effect on the explosion hit, giving added damage 100% on the arrow and 100% on the explosion.

Post




Our Conquerors of the Atlas expansion launches in just two days! In order to help you with your builds, we've prepared gem data at level 20 with 20% quality for all the new and reworked gems in 3.9.0. Check them out below:

New Gems



Skill Gems





Support Gems




Awakened Support Gems
















... Read more
Comment

Originally posted by Ajido

HasInfluence Shaper Elder Crusader Redeemer Hunter Warlord

So this would completely replace the need for "ElderItem True" or "ShaperItem True" in our filters? Would "ElderItem True" still work or is that being retired?

They'll still work in 3.9.0.

Comment

Originally posted by Dissolator

Will this also work to cover all influenses?

HasInfluence "r"

No you'll have to write them all out. Each Influence is a single match unlike the BaseType rule.

Comment

The old ones will still work in 3.9.0 at least.

Comment

Originally posted by Cinnabarit

Hi, ppoelzl here. By an oversight, I missed the new implicits some bow bases got. This affects the updated uniques, as they are not included in the game client and need to be added to PoB manually. I've gone ahead and made a new PR here already https://github.com/Openarl/PathOfBuilding/pull/1782, so they should be updated correctly in the next release. Sorry for the inconvenience!

No need to apologise! I've merged your PR now.

Comment

Originally posted by Shimaran

So, where is the installer ?

The new installer version will be uploaded shortly.

Post

The 1.4.153 update for Path of Building is now available, containing the passive tree for 3.9.

This update also includes a large number of unique item updates (including from 3.9), thanks to the hard work of ppoelzl.

Other changes for 3.9 are still to come; note that skill gem additions and changes won't be coming until the patch is released as I won't have access to the necessary data.

For existing users, the update is available via the usual update system; click "Check for Update" at the bottom left if the update hasn't already been downloaded.
For anyone interested in trying the program for the first time, head to the releases page to get the installer.

If you'd like to give me ...

Read more External link →
Comment

Originally posted by phoenix_nz

If you're talking about the old 3x shock stacking it was revealed at exilecon that shocks never actually stacked past 1 due to a bug in code. I think I remember that comment correctly

Not quite. The original implementation of shock was 20% increased damage taken, and stacked up to 5 times. It was in the game for something like I think 8 months or so before I found the bug, which wasn't that it didn't stack, but that it didn't actually do anything (or more correctly, it did grant the correct stat, but the increased damage taken stat didn't do anything and shock was the only source of that modifier at the time). In the intervening time, several players had complained that shock was OP and needed a nerf.

Comment

We've uploaded a fixed version and updated the post. Character classes were duplicated due to internal 4.0.0 stuff sneaking in (no spoilers!).

New files: https://web.poecdn.com/public/news/2019-12-11/390_V2PassiveSkillTree.zip