1. #15121
    Dexterity. There is never enough Dexterity on gear and every worthwhile support or equip requires a shitton of a Dex.

  2. #15122
    Holy shit patch ggg plz

    this fucking fatty with the bonk stick in tota oneshotting my 80% phys champ need to go
    "It's 2013 and I still view the internet on a 560x192 resolution monitor!"

  3. #15123
    Merely a Setback Lorgar Aurelian's Avatar
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    playing around with the league mechanic at just lvl 45, it's not as bad as I first thought, but that might just be the Karui esthetic wining me over as I just love every thing about them and getting all this dialog is wonderful.
    Evil only wins when it spreads. It can cause destruction, it can cause death—but those are consequences of its nature, not its victory. Not its goal. The danger of evil, the purpose of evil, is that it causes those who would oppose it to become evil also.

  4. #15124
    Tota is definitely a league mechanic that is a lot better later game.

    Now that I got over the hump, I am very much enjoying Tota. It's all I am doing between maps.

    I like a balance between maps mechanics and out-of-map activities.

    - - - Updated - - -

    I could really go for a TOTA + Royale event mode. This would be really fun with another player to face.

  5. #15125
    How are people getting 3+ Divs and like 15 chaos in a single drop from Sanctum? I must be missing something. I finished a sanctum and got 2 chaos and 100x worthless shit.

  6. #15126
    Quote Originally Posted by TacoMaster69420 View Post
    How are people getting 3+ Divs and like 15 chaos in a single drop from Sanctum? I must be missing something. I finished a sanctum and got 2 chaos and 100x worthless shit.
    Knowing how to path through floors for maximum options each room helps a lot. Sanctum can be absurdly profitable if you can actually do the mechanic properly. Take all the rewards that drop at the end of the run vs. end of the floor/room.

  7. #15127
    Quote Originally Posted by Edge- View Post

    What the absolute fuck is this?

    They really need to simplify items.

    I can see the mana regen, health, resists being useful.
    but no idea what the heck to do with the "before being hit" shenanigans.

    I guess if you are missing 100 life,
    and an enemy "would" hit you for 100, you regain 25 hitpoints and then register the hit, so you basically only "lose" 75 hitpoints?
    But only if you were damaged before.

    So, if you had 1000 max hp, and are down to 200 health, an enemy would hit you for 100,
    you first regain 200 health.
    And then get hit for 100.

    Life regen against weak enemies?

  8. #15128
    Quote Originally Posted by bbr View Post
    They really need to simplify items.

    I can see the mana regen, health, resists being useful.
    but no idea what the heck to do with the "before being hit" shenanigans.

    I guess if you are missing 100 life,
    and an enemy "would" hit you for 100, you regain 25 hitpoints and then register the hit, so you basically only "lose" 75 hitpoints?
    But only if you were damaged before.

    So, if you had 1000 max hp, and are down to 200 health, an enemy would hit you for 100,
    you first regain 200 health.
    And then get hit for 100.

    Life regen against weak enemies?
    PoE is a weird game in that everything is super specific and straightforward but that also makes things weirdly confusing.

    First example seems correct.

    Second example does not. In that example you'd regain 50 life (25% of the missing 200) before the enemy swings for 100, resulting in you ending up at 750 vs. 700 life.

    It seems pretty specifically designed to not work with any self damage loops etc. In general it just seems like a very strong defensive amulet - good live, good res, base kinda sucks but whatever (yolo vaal that shit), and the unique modifier is a pretty crazy source of "regen" if you're on a character that's not getting one-tapped and all.

  9. #15129
    Probably sounds better than it really is, I'm not sure I've ever actually died to a multitude of small hits before. Always a one-shot. (Or a bleed that I forgot about. It only happened once!)

  10. #15130
    Quote Originally Posted by Edge- View Post
    PoE is a weird game in that everything is super specific and straightforward but that also makes things weirdly confusing.

    First example seems correct.

    Second example does not. In that example you'd regain 50 life (25% of the missing 200) before the enemy swings for 100, resulting in you ending up at 750 vs. 700 life.

    It seems pretty specifically designed to not work with any self damage loops etc. In general it just seems like a very strong defensive amulet - good live, good res, base kinda sucks but whatever (yolo vaal that shit), and the unique modifier is a pretty crazy source of "regen" if you're on a character that's not getting one-tapped and all.
    down to 200 means missing 800, so you would indeed heal for 200 and then lose 100.

    And to bad PoE is a game about random mobs 1 hitting out of nowhere.
    It ignores such insignificant forces as time, entropy, and death

  11. #15131
    Quote Originally Posted by Gorsameth View Post
    down to 200 means missing 800, so you would indeed heal for 200 and then lose 100.

    And to bad PoE is a game about random mobs 1 hitting out of nowhere.
    Ah right, I missed the "to 200" and read "down 200".

    And fair point, one shots are what's deadlier but I can see some utility for this paired with something like Petrified Blood for big defenses - stagger the damage constantly so that you're less likely to eat those one shoots to begin with + constantly benefit from the chunk of missing life for more life gain when hit. It's not reserved life so that missing life should contribute even if you're still otherwise capped normally without hitting a flask. Maybe a really dumb idea though, probably a dumb idea.

  12. #15132
    Quote Originally Posted by bbr View Post
    They really need to simplify items.

    I guess if you are missing 100 life,
    and an enemy "would" hit you for 100, you regain 25 hitpoints and then register the hit, so you basically only "lose" 75 hitpoints?
    But only if you were damaged before.
    Yes. This is how it works.

    It is specifically saying 'before being hit'. Meaning it essentially prevents damage from a would-be-hit from your equal to or less than % on the item. 25% in this case.

    It is simple. But think about it logically in the context that receiving damage (and applying it) functionally is a series of layers. Layer 1 is checked If/This/That, then Layer 2 is checked If/This/That, etc.

    Also, mobs don't really randomly one-shot you in POE. The mobs relatively one-shot you.

    If you are wearing a lot of armor, getting hit by a lot pebbles doesn't do much. Even if constant. However, getting hit by a boulder is more likely and devastating.

    If wearing relatively light armor, the likelihood of getting crushed by a boulder is less. But all those little rocks thrown at you will eventually add up.

    In-game experience, people don't notice this because we're all moving at breakneck speed and everyone has a mage blood pumping Topaz and Granite. Playing the game at a slower pace or simply under harsher restrictions, such as Ruthless, you will see pretty quickly how big hits were often precipitated by a collection of smaller hits that KO you.
    Last edited by Fencers; 2023-08-23 at 05:23 PM. Reason: clarity

  13. #15133
    Man, Ben is completely fucking inhuman. Dude takes a 4 hour nap and still clears the uber boss HCSSF challenge in 30 hours from league launch, while doing some practice on standard HC even.

    https://clips.twitch.tv/TransparentH...6aIvZIc1a2GDyO

    Alk just literally finished second, days later. I don't even know why they host these without just kinda like, de-facto giving Ben the rewards if he chooses to participate because literally nobody else is going to beat him.

    https://clips.twitch.tv/ConfidentCoy...iuHFycu5caV1Wn

    Just Ben casually doing Ben things smashing uber bosses 1 day into a fresh league on HCSSF and all.

  14. #15134
    Should I be playing Detonate Dead in this league?

  15. #15135
    Quote Originally Posted by Fencers View Post
    Should I be playing Detonate Dead in this league?
    Its a pretty good ignite elementalist build for hardcore.

    Not the fastes build but it can get beefy

  16. #15136
    Quote Originally Posted by Fencers View Post
    Should I be playing Detonate Dead in this league?
    It's good apparently. But my brother is playing it and most of what I'm hearing is him screaming at the game, though I assume most of that is his own user error as he continues to do dumb shit and then complain about the game punishing him for the dumb shit he's doing.

  17. #15137
    2 buttons. That's asking a lot.

  18. #15138
    Why am I thinking of something fucking stupid like Returning Projectiles Blazing Salvo Totem Hierophant. Get a few more projectiles and some AoE and enjoy the double shotgunning, baby. Who needs to see the screen when you cover it in red hot balls of death.

    I gotta investigate this idea, it's probably as shit as my Trauma ideas that I haven't tried again yet since Bonezone is just to fuckin good.

  19. #15139
    New patch out, buffed rewards from league mechanic. Went from about 8c in a session to 40c in a session.

    And now that I got a handle on the mechanic itself, its not bad once you realize you don't -have- to kill the enemy team, just distract them for your flankers to do their totems to a manageable level, then charge them.
    "It's 2013 and I still view the internet on a 560x192 resolution monitor!"

  20. #15140
    Sanctum is so fucking good now.

    I am loving the state of the game right now. I keep getting drawn away from house chores and work just get in a TOTA match or run a map.

    This shit is hitting.

    - - - Updated - - -

    TOTA is kinda awesome. It's still slow. But damn, this could be it's own game with some tweaks.

    Just let me play this at like 2x speed.

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