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Path of Exile is a MAJESTIC incline

lukaszek

the determinator
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Joined
Jan 15, 2015
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12,624
deterministic system > RNG
 
Last edited:

ArchAngel

Arcane
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Mar 16, 2015
Messages
19,889
sweet sweet one button gameplay.
thats so 2017. In 2018 one runs with RF(or some masochist build) and no button gameplay.

Obviously not counting movement but will get there one day: auto-explore toggle on/off.

I can already envision myself become famous poe streamer. Would call myself invisible-exile. My streams will show empty chair and my build auto-walking around and death will follow.
Next step will be putting it on HC and allowing people to make bets when will I die.
You can already do that, just get one of the bots and stream its gameplay :D
 

Jaedar

Arcane
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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
It goes blurry to keep up with targeted FPS you gave it.
But he set his target fps at 10!

And Ice storm sure is fun, like fire storm it benefits greatly with prolonged casting. The damage just snowballs like crazy then.

GGG said that they will run some kind of flashback even before next league, I will probably play it as Frostballs totem Hiero for the sweet sweet one button gameplay.
That is very 3.0, now it is about Glacial Cascade totems.
That's because damage conversion (and related x% of damage type y dealt as extra z damage) are the new double dipping.

Also, My sweet icestormer ripped today. Because I forgot to have a freeze immunity potion :retarded:. Think I'll wait until next league for my next run. Managed to go from start to having beaten kitava in 10 hours and 5 minutes though, which feels pretty good.

Question for the poe gurus since google has failed me: how large of a % is the typical monster reflect? I was tinkering a bit with a blade vortex inquisitor and after looking at the hit damage of a crit I started to have doubts.
 

Zdzisiu

Arcane
Joined
Dec 3, 2009
Messages
3,489
It goes blurry to keep up with targeted FPS you gave it.
But he set his target fps at 10!

And Ice storm sure is fun, like fire storm it benefits greatly with prolonged casting. The damage just snowballs like crazy then.

GGG said that they will run some kind of flashback even before next league, I will probably play it as Frostballs totem Hiero for the sweet sweet one button gameplay.
That is very 3.0, now it is about Glacial Cascade totems.
That's because damage conversion (and related x% of damage type y dealt as extra z damage) are the new double dipping.

Also, My sweet icestormer ripped today. Because I forgot to have a freeze immunity potion :retarded:. Think I'll wait until next league for my next run. Managed to go from start to having beaten kitava in 10 hours and 5 minutes though, which feels pretty good.

Question for the poe gurus since google has failed me: how large of a % is the typical monster reflect? I was tinkering a bit with a blade vortex inquisitor and after looking at the hit damage of a crit I started to have doubts.
The only reflect you need to worry about is the map mod. It goes like this 13/15/18% of damage dealt to the monster is reflected back to you. There is elemental reflect and physical reflect. Chaos damage does not reflect. Damage over time does not reflect.

The reflected damage is lowered by your defenses but the real killer in case of reflect is when you hit a big pack of monsters. You can overcome reflect from one or two mobs, but being hit by reflect from 30+ mobs at once can be deadly.

Edit: And crit is the real kicker with reflect. You crit a nice pack of blue monsters and reflect annihilates your ass. Unless you are one of the ascendancies immune to reflect damage.
 

T. Reich

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Apr 15, 2013
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not even close
Monster reflect is somehwere between 13-15% range. Scratch that, it's now been reworked to be this stupid mortar thing that deals damage based on % of mob life.

If your build has good defenses and damage, killing a single rare mob with reflect will not endanger you.

Especially since you can manually dodge it now.
 

Jaedar

Arcane
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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
The only reflect you need to worry about is the map mod. It goes like this 13/15/18% of damage dealt to the monster is reflected back to you.
Is this kind of reflect still dogeable? If not I guess one can always just not do reflect maps and be mostly fine.
 

Zdzisiu

Arcane
Joined
Dec 3, 2009
Messages
3,489
The only reflect you need to worry about is the map mod. It goes like this 13/15/18% of damage dealt to the monster is reflected back to you.
Is this kind of reflect still dogeable? If not I guess one can always just not do reflect maps and be mostly fine.
If you mean a manual dodge then no, this kind of reflect is straight up damage to your character, nothing to manually dodge.

If you mean if your dodge stat has an impact then yes. Reflect attack damage can be blocked with block stat and dodged with dodge stat, spell reflect damage can be blocked/dodged with spell block/dodge stat.

Reflect damage from attacks (not spells) can be evaded with your evasion stat. It uses your accuracy rating to calculate chance to hit you.

Not doing reflect maps is a common thing.

Sure, if you play with DoT damage or totems or minions or mines or traps or chaos damage skills then reflects doesn't matter to you.
 

Absinthe

Arcane
Joined
Jan 6, 2012
Messages
4,062
You can dodge, block, evade, and resist reflected damage. The Elementalist and Slayer ascendancies (and their Scion versions) don't take reflected elemental and physical damage at all. Assassin ascendancy (and the Scion version) also has a special node that keeps crits from reflecting. Other than that you can stack reflect reduction (40% sibyl's lament, 25% yugul pantheon, and 2x10% elemental or 1x10% physical), but it won't reach 100% unless you go elemental, equip a bow, and use an essence of insanity on your remaining ring and quiver slot, which is most likely not happening.

Permacrit assassin works well, but if you are going elemental crit, usually the Inquisitor ascendancy is better.
 

Hyperion

Arcane
Joined
Jul 2, 2016
Messages
2,120
Vaal Skills being completely redone! New Vaal Skills being added! Vaal Gems give (and thus link) both the Regular AND Vaal skill in a single gem. Bosses will give Souls as their health drops - allowing for Vaal skills in arena fights / lab.

Reave just went from popular to most played 'melee' skill. Lightning Strike is a reliable boss killer AND clearing skill.

https://www.pathofexile.com/forum/view-thread/2139315/page/1#p15504517

In Content Update 3.3.0, we're reworking the core mechanic of Vaal Skills. We've done this to improve some of the problems that most Vaal skills have. Vaal Skills were always intended to be super-skills that can be used at pivotal moments for a big burst of power, so we're making various changes to help them better achieve this goal.

Here are some major changes to the Vaal skill system. These are intended to address some problems with the Vaal skill system, noted below.

  • Vaal Skill Gems now grant the regular and the Vaal version of the skill. This is to remove the socket pressure that Vaal skills suffered from, so you no longer have to give up an Aura, Herald, Triggered Skill or a well-linked secondary skill, and you can justify using a Vaal gem in your best set of linked sockets.
  • Unique and Rare enemies now grant souls to Vaal Skills as they lose life. Longer fights will generate more Vaal souls for your skills. We'll reveal the exact mechanics once we're completely happy with them. Most Vaal skills couldn't be used more than a couple of times on bosses until this change, and couldn't be used at all on stand-alone encounters like Izaro. You won't be able to use them as frequently as in the past when killing lots of enemies, but they'll still play a part and have an impact on boss fights.
  • Vaal Skills now prevent gaining Vaal souls for a short duration when used. This change was made so that we no longer need to balance Vaal skills around their ability to generate their soul cost back again when killing many enemies. Because of this change, we can increase the power and reduce the soul cost of many Vaal skills.
  • Vaal skills no longer have higher soul costs after your encounters with Kitava. With other changes, Vaal skills no longer need to get more expensive as you start encountering larger monster packs.
  • Vaal Souls are now stored per skill, rather than per gem. This is to prevent you having multiple copies of the same Vaal skill gem and switching the gems out mid-fight.
  • The Ancestral Call Support can no longer support Vaal skills. The same is still true of Multistrike Support and Spell Echo Support. This is something we'll reassess in future, but at the moment duplicating Vaal skill effects causes too many technical, performance and balance problems.

We're also reworking and rebalancing a huge number of Vaal skills. Some are to make the Vaal Skills better fit with their base skill (so they can be fully-linked more effectively), while others are simply to give the Vaal skill its own unique epic feel.

Vaal Lightning Strike
The skill now strikes the ground in front of you or hits an enemy, creating an orb on the ground or attached to the enemy. This orb then repeatedly unleashes cones of projectiles, aimed at nearby foes. Even if the enemy is killed, the orb continues to fire projectiles.

The skill is now a much more reliable ongoing damage skill, and interacts much better with extra projectiles.
Vaal Arc
We've reduced the skill's chain count to match regular Arc, but it now splits every time it chains, meaning that even with four extra chains, it can now hit more targets, much more rapidly. It also always applies a long-duration, high-effect Shock. This makes the skill more useful for Arc builds against tougher bosses. It now deals much more damage with a higher minimum damage, so it is much more reliable for clearing out a pack of enemies. Both it and regular Arc now deal more damage for each remaining chain, making the first few hits more powerful, great for targeting tough foes.

The skill has lost out on the rare situation where it can bounce between three tough enemies repeatedly, but the new bonuses and damage increases make it much more consistent and worth the time spent casting in any situation.

Vaal Detonate Dead
The skill now creates a locus on the ground that regularly pulses, detonating up to 8 nearby corpses. After a short delay, it repeats this effect. If it was able to find corpses, it repeats again after an even shorter delay, repeating until no corpses remain or the delay reaches 0. This makes the skill great if you're able to repeatedly generate corpses, creating a huge amount of damage from a single skill.

It now uses the new Detonate Dead mechanic resulting in more reliable damage over a larger area of effect and a better-looking series of explosions.

Though the skill was very epic, it often created a huge performance loss when detonating a huge number of corpses, and its potential damage meant the soul cost had to be very high. It can now be much more affordable, and a good addition to a Detonate Dead build or alongside other corpse skills.

Vaal Storm Call
The skill still strikes nearby enemies with lightning, but the lightning strikes now deal damage in an area of effect, making it much more powerful against groups of enemies. The skill also strikes a fixed number of times over its duration, making reductions to skill duration a damage per second increase, rather than a damage loss.

This is because the Less Duration Support Gem is often used with Storm Call, so we wanted it to be a good support to use with Vaal Storm Call.

Vaal Double Strike
We've doubled the number of Doubles spawned by Vaal Double Strike, doubled the Duration, and doubled the number of uses that can be stored. The Doubles' base movement speed has been almost doubled and further increases as the skill levels, growing to 100% more Double movement speed. There is no longer a limit on the number of Doubles you can have active at once.

Both Vaal Double Strike and Double Strike now deal additional damage against Bleeding enemies.

The Doubles also have new effects on them that make them stand out from other skills that duplicate your character.

The Doubles from Vaal Double Strike were one of the few autonomous ways to do weapon damage, but were greatly limited, so we've changed the skill so you can try to get multiple Doubles active at once. They're invulnerable and use your weapon damage, so make a unique kind of clone build.

Other Vaal Skills are receiving significant reworks and numerical adjustments, but we want to wait until they're further along before we talk about them. We also have a number of entirely new Vaal skills coming, which we'll reveal in the weeks to come.

We'll also release more information on the individual balance values of these skills as testing progresses. As with our previous Skill Revamp posts, any of the above changes might not make it into 3.3.0, as our balance and bug testing continues.
 

Jaedar

Arcane
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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Nice!

Now I'm really tempted to try and make my call lightning build work.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
19,889
I would guess vaal skills will still not work with trigger skills, do not work with some supports and how do you get a lvl 21 vaal version of skill that has 20% quality?
 

Hyperion

Arcane
Joined
Jul 2, 2016
Messages
2,120
do not work with some supports
Multistrike / Spell Echo / Ancestral Call all confirmed.

how do you get a lvl 21 vaal version of skill that has 20% quality?
Bestiary for the former. Vaaling a 20% Quality Skill Gem and hoping it becomes the Vaal counterpart for the latter, I guess.

Gem farming Uber Lab will remain profitable for more than 3 days on SC now?
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
19,889
do not work with some supports
Multistrike / Spell Echo / Ancestral Call all confirmed.

how do you get a lvl 21 vaal version of skill that has 20% quality?
Bestiary for the former. Vaaling a 20% Quality Skill Gem and hoping it becomes the Vaal counterpart for the latter, I guess.

Gem farming Uber Lab will remain profitable for more than 3 days on SC now?
Bestiary does not give q20. Vaaling a skill can only give you a lvl 21 OR a Vaal version but not both.
 

Saark

Arcane
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Joined
Jun 16, 2010
Messages
2,206
A Beautifully Desolate Campaign
Bestiary does not give q20. Vaaling a skill can only give you a lvl 21 OR a Vaal version but not both.
e6a5b10771.png
 

Jason Liang

Arcane
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Oct 26, 2014
Messages
8,337
Location
Crait
So this works perfectly with Vaal Summon Skeletons + Spell Totem right?

The regular Summon Skeletons will link to Spell Totem, while the Vaal version wont?

Wow this will make most of the Vaal skills good. Vaal auras...
 

Jaedar

Arcane
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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Wiki mentions no restriction on triggering vaal skills, so I guess everyone will run vaal immortal call.

It's going to be fun for sure.
 

Hyperion

Arcane
Joined
Jul 2, 2016
Messages
2,120
Wiki mentions no restriction on triggering vaal skills, so I guess everyone will run vaal immortal call.

It's going to be fun for sure.
https://pathofexile.gamepedia.com/Vaal_skill

To use a Vaal skill, its gem must first be charged by collecting souls. Each slain enemy provides one soul, assigned randomly to one of the character's equipped Vaal skill gems. Souls will never be assigned to Vaal skill gems in the character's secondary weapon set. Collected souls cannot be transferred between zone instances; instead, each instance maintains its own soul counter for each gem. In other words, entering a new instance will start a new counter for each gem, but returning to a previously visited instance will restore each counter to its previous value.

Once a Vaal skill gem collects a sufficient number of souls, it is charged with one use. The number of souls per use depends on the skill and increase as the character progresses in the story. Some Vaal skill gems can store enough souls for more than one use. Once a gem's maximum soul capacity is reached, it can collect no additional souls until they are spent by using the skill.

The story has the following effects on the soul cost of the vaal skill:

  • Completion of Act 5 increases the cost to 150% of the base value
  • Completion of Act 10 increases the cost to 200% of the base value
Please note that once the cost increase has been applied it will apply to all game areas, including the areas of previous acts.

Because a
16px-Gemcutter%27s_Prism_inventory_icon.png
Gemcutter's Prism can't be used on corrupted gems, getting quality on vaal gems is substantially harder than it is on a regular gem. Vaal gems must either drop with quality or a normal gem already with quality must have a
16px-Vaal_Orb_inventory_icon.png
Vaal Orb used on it and be turned into a corrupted Vaal gem.

Vaal skills themselves can not be activated by trigger gems, they can trigger other gems however.

Any effects that modify the original skill, such as Helmet Enchantments and Threshold jewels, will also affect the Vaal version of the skill as well.

Vaal Immortal Call will become very popular - just in time for the MTX!
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
11,929
Too bad Ground Slam is still bad. I'm sure they'll make Vaal Sunder to compensate.
 

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