Path of Exile

Path of Exile Dev Tracker




09 Aug

Comment

Originally posted by hotakaPAD

its less, not reduced. reduced means a fixed % subtracted. less is a multiplier. if the enemy originally has 50% hit chance, theyd have 25% hit chance while blinded ( instead of 0% which is what reduced would mean)

That is not what reduced means in PoE. Reduced and Less work the same way if there is only one modifier - they are only different in how they interact when you have multiple reduced/less modifiers.

It is relevant that Blind is less, because there is at least one other modifier to hit chance in the game for it to stack with, but unless such a second modifier is in play, they will achieve the same thing.

Subtracting directly from the chance would be described as "-x%".

Comment

Originally posted by Belerophus

it's not always entirely clear if a stat is local or global. And that's why it feels like it breaks the rules.

My rule of thumb for all but unique items for this is:

  1. If the item can have the stat locally then the increased/reduces/added is also local. Example: a white Vaal Regalia has 163 ES. With Unfaltering suffix will have 328-342 ES. The 101-110% increased ES from Unfaltering is added locally to the ES of the base.
  2. If the item cannot have the stat locally then the increased/reduced/added is global. Example: a white Onyx amulet with Unassailable suffix will have its 20-22% increased maximum Energy Shield added globally because a white amulet base cannot provide ES directly.

The only affixes (that I can think of) that do not follow these 2 rules are the Shaper/Elder Gain % of something as Extra something. I don't know why they are not local on weapons and IIRC initially we all thought they would be local. Ma...

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There is no concept of local damage conversion, and adding it would introduce a huge amount of complexity and unintuitive interactions to the system, and remove part of the point of using conversion mechanics in the first place (modifiers to both types applying - because a theoretical local conversion would be entirely on the weapon and only affected by local modifiers, and the player just gets the resulting totals for each damage type).

Comment

Originally posted by dfiner

Not related, but something I've been curious about lately, I was wondering if you could clear it up Mark.

Assuming the enemy has 100% chance to hit me, if I have unwavering stance (in my specific case via Kaom's roots, but I doubt that matters) and the enemy is blinded, do they have a 50% or 100% chance to hit me (ignoring other variables).

Practically, 100%, but technically neither. You cannot evade, so no chance to evade/chance to hit value ever gets calculated in the first place.

This is distinct from just having no Evasion Rating, which would not prevent you from being able to evade, but would mean the calculated chance to evade would usually be 0%. In that case the enemy chance to hit is 100%, and if they're blinded then that would affect that chance, which inhernetly brings up your chance to evade.


08 Aug

Post
There are just over three months left until ExileCon, the Path of Exile convention we're holding in Auckland, New Zealand. We plan to kick off the convention with a keynote announcing both December's 3.9.0 expansion and the future 4.0.0 mega-expansion. Attendees will be able to play demos of both announced expansions, watch talks given by GGG developers, meet their favourite streamers and invited guests, buy Path of Exile merchandise, and celebrate Path of Exile with over a thousand other community members.

Today we're excited to announce the star-studded lineup of past and present Path of Exile Streamers and content creators attending the convention, including Kripparrian, NeverSink, Engineering Eternity, Quin69, Rhykker, Zizaran, Mathil, Raiz, Nugiyen, Havoc, Tarkecat, ZiggyD and Amie. Also attending ExileCon are many other invited guests, such... Read more
Post




We're finishing this week by introducing the Celestial Lightning Trap Effect! In addition, this weekend we're bringing back the Apocalypse Mystery Box to the store.

There is a new Celestial Skill Effect to be added to your collection, the Celestial Lightning Trap Effect, which replaces the standard visual effect of the Lightning Trap Skill Gem with a cosmic one, and also leaves a purple and white trail. Check it out by watching the video below or click here to get yours.



Additionally, t... Read more
Post




There are just over three months left until ExileCon, the Path of Exile convention we're holding in Auckland, New Zealand. We plan to kick off the convention with a keynote announcing both December's 3.9.0 expansion and the future 4.0.0 mega-expansion. Attendees will be able to play demos of both announced expansions, watch talks given by GGG developers, meet their favourite streamers and invited guests, buy Path of Exile merchandise, and celebrate Path of Exile with over a thousand other community members.

Today we're excit... Read more
Comment

Originally posted by AngryFace4

The rule is that all "increased" (and "reduced") modifiers to the same value are additive with each other.

When you use the word 'value' in the above statement, I am inference that 'fire' and 'attack' and 'bow' are examples of separate values that will multiply against each-other after their increase values are individually tabulated additively. Correct me if I am wrong.

That is not correct. Those are restrictions to what kinds of values those modifiers will apply to.

For example, the damage of your Fireball spell is Fire Damage, but not attack damage and not bow damage. "increased fire damage" would apply to it, but "increased attack damage" or "increased bow damage" would not.

But if you also have Burning Arrow, that skill will deal (by default) physical damage and fire damage (converted from physical). The physical damage is attack damage and bow damage, so both those modifiers would apply to that value (additive with each other), but the fire damage modifier would not. The fire damage would be affected by all three, so all three would apply additively to the value of fire damage dealt.

Comment

Originally posted by FusedTeesCom

As of right now I'm still having the same issues as everyone else in this thread. Also, can't see any of my stashes when I log in (/view-profile/*****/stashes). I can see my character (/*****/characters) and equipped items, but even the inventory below the character is missing. Definitely something up!

The stashes page in your profile only shows Unique Collection tabs.

The characters page in your profile only shows equipped items, not your inventory.

Comment

Originally posted by PSR3

I'm unable to look up bulk fossil prices.

I'm just shown an error stating "Failed to fetch the next set of trade items."

Here are a couple of links. https://www.pathofexile.com/trade/exchange/Legion/M3OzjPHJ https://www.pathofexile.com/trade/exchange/Legion/L5gbl2tn

This should be fixed now.

Comment

Originally posted by AngryFace4

See, but then this sort of breaks the "increased" vs "more" rule, because if this is the case then "increased %" on a weapon is technically multiplicative with other sources of "increased %"... no?

The rules is not "all increased modifiers are additive with each other" - as a trivial example, increases to armour are not additive with increases to, say, fire damage, because they are applying to different things. The rule is that all "increased" (and "reduced") modifiers to the same value are additive with each other.

The damage of a weapon item, and the damage of a player using that weapon, are not the same value.

A local stat granting increased damage to a weapon is addtive with other modifiers to the damage of the weapon - multiple such modifiers on the same item stack additively. They are all affecting the base physical damage the weapon has from it's base type. The final result of applying all such modifiers provides the total damage of the weapon, which is displayed above the mods (as noted elsewhere in the thread, if a weapon's physical damage is modified it's value will be displayed in blue to show this, while elemental and chaos damag...

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07 Aug

Comment

Originally posted by Angry_Roleplayer

i've got like 20 searches and almost all are dead

https://www.pathofexile.com/trade/search/Legion/Bg3BRWWu8/live

https://www.pathofexile.com/trade/search/Legion/mkVLrdrC6/live

https://www.pathofexile.com/trade/search/Legion/XDBRG4IP/live

just a few examples

PS: the live searches are dead. If i disable live search things show up (so anything ending with /live is not working for me)

Thanks for that, should be fixed in a minute or so.

Post




We've just released the Celestial Leap Slam Effect. Designed in a cosmic theme, this Skill Gem effect creates an illusion of teleportation, making your character visually disappear while using Leap Slam. Check it out by watching the video below or click here to get yours.



For an outfit that does not entirely consist of the celestial microtransactions but still matches the theme, try wearing the ... Read more
Comment

Could you provide the URL you were you using?