when they calculate DOTs currently

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    The other change is more obvious. Just nerf a few of the potions. The biggest culprit? Vinktar’s Vessel. When this potion is active, you essentially heal back to full every time you strike anything. Hell, I have played some builds that use Vinktars as their only supply of leech. Because of the potion’s 100% uptime, you don’t need to actually think about pathing in the direction of life leech. Additional problematic potions, for example Taste of Detest and The Wise Oak. But these are absolutely nothing compared to Vinktars, which needs to be tuned straight down by at least 50%, if not more. It appears like mobs will be harder in 3. 0, which hopefully means that the potion meta will slow down. Individually, I’m tired of actively playing nothing but Pathfinders, and my fingers are getting sick of working overtime. As the release day for Path of Exile: The Fall of Oriath gets closer and closer, fans from the popular ARPG tend to be rolling up their sleeves and putting their theorycrafting caps on. And for good reason. Lots of features and mechanics are being overhauled, overhauled, and adjusted, and one of the most significant of these changes comes in the form of a strong nerf to the game’s damage over time (DOT) calculations. To compensate for your nerf, the folks in Grinding Gear Games have added eleven new support gemstones. From what we can tell, the dev group wants to encourage a playstyle that concentrates on combining support gemstones and DOT abilities,

    while also making it slightly more difficult for the abilities to scale. Let’s dive in, friends. The way which DOT is currently determined in Path of Exile is fundamentally broken, and has been since the game was launched. Let’s use toxin as an example, and presume a 100% chance to poison to make our own calculations a bit easier. Currently, Path Of Exile itemspoison scales off of chaos harm, so you’ll frequently use an ability which does chaos harm, or use the Added Chaos damage jewel. In other words, you’ll mostly do chaos harm with both your preliminary and your DOT strikes on an enemy. Here’s how you calculate the damage of your initial strike. First, you accumulate the flat harm dealt by your ability plus flat modifiers. If the ability worked a base of sixty damage and you had Added Chaos Harm contributing an additional 40 base damage, you’d be dealing one hundred damage per strike before percentage modifiers. Then you go through and add up the modifiers from your abilities and tree. Percentage changes are all applied to the camp damage total, to allow them to be added up and applied at the same time.

    Let’s you have a +50% bonus chaos harm modifier from your tree. 100 base harm plus the 50% reward would be 150 harm. Pretty easy, correct? Here’s where this gets confusing. US DOT scales off of the majority of the same modifiers. In this instance, your base ability and poison harm both scale from chaos damage. DOTs are also based on your own initial hit as well. Without any direct modifiers to poison, you may think you’d still be dealing the 100 + 50 = one hundred fifty damage. However , this isn’t the case. You observe, when they calculate DOTs currently, they do not revert back to the original flat amount. Rather, cheap poe itemsthey take the last damage of the very first hit, post-modifiers, and calculate the US DOT based off of which total. When you go to determine the poison harm, you don’t start at the 100 base, you start at the one hundred fifty that your initial strike did. With just one 50% modifier, your own hit goes through 100 to 225! As you might have guessed, this can easily snowball out of control. I’ve used low numbers for easy math, but if you give practical numbers, the results tend to be ridiculous. Right now, We have a basic Blade Vortex build utilizing toxin, and even though it’s mainly defensive, my toxin damage per second is in the millions. The only downside? It requires a second to collection, so it’s not really amazing at cleaning. For taking down employers, however , poison piles are incredibly crowded outhttps://www.randyrun.com/Path%20Of%20Exile_items/,