Path of Exile

Path of Exile Dev Tracker




09 Aug

Comment

Originally posted by Pyromancer1509

I don't understand, what's the difference between a stat and a mod?

Stats are what actually do things, and you can only have one total value for each stat - all sources of the same stat add together. Mods are basically a wrapper around a set of stats and associated values. One mod can give values to multiple stats. Stats can also be gained in other ways, such as from passive skills.

Think of your character as a chef, serving a variety of different meals of hot fresh DPS to any customers in range. The stats would be raw ingredients - necessary to actually make any of the meals, and which ones you have largely determine which meals you can make. Mods are like the delivery trucks that bring you ingredients - sometimes one truck will bring you multiple ingerdients in a single load, and sometimes mutliple trucks will bring the same ingredient, but once they've been unloaded from the trucks into your kitchen, you don't remember or care which truck a particular tomato came from, you care about the total number of tomatoes in your kitchen. Stats ar...

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Comment

Originally posted by jokomul

If that's the case then why are crafted mods an exception? They're already a different color which differentiates them from non-bench mods.

The thing that allows them to be a different colour is that stats from crafted mods are put into a different container of stats, which then needs described separately. The stats in the item's base container are all described as a set, then the colour is changed and the stats in the crafted stats container are described as a second set. This is also why if a regular mod and a crafted mod give the same stat, they don't sum together.

If they were in the same container they couldn't be a different colour, because they wouldn't be distinguishable from other stats. A design requirement for the crafted mods was that you could see which stats came from those mods, which means they had to be separate.

Comment

What happens to a specific passive skill depends both on the jewel seed value and which passive it is. If a new passive is introduced in radius of a jewel socket, then the jewel will change that in a new way. If a passive is removed from the tree or the jewel radius, the jewel will obviously no longer change that passive. Neither of those changes can affect what happens to any other passives.

If a passive is reworked into something new, but internally is still the same one, it will still be modified the same way.

Comment

Originally posted by Universe7242

Disagree. I like it being at the bottom. Im fairly certain they are ordered by category.

This is correct. The base item view displays the stats, and stat descriptions are ordered by what kind of stats they are.

The advanced mod display describes mods, rather than stats, and they're ordered by the type of mod they are.

When describing the stats it only has the total list of stats - it doesn't have any information about where those stats come from, so what modifiers they're from isn't something that can be part of that (for several other reasons as well - stats can come from multiple sources, for example).

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
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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.