Final 0.9.4 Patch Notes

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konfeta wrote:
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Taking both Blood Magic and Chaos pact pretty much ensures you'll never kill yourself by using skills. Because unless you can find a skill with a mana cost of 1, you won't be using any.

I was hoping for a less restrictive implementation -_-
I'm interested in what possible "less restrictive" interpretation you could come up with.

Blood Magic means that you use life exactly like you would have used mana.
Chaos pact means you have one life.
"There's now a limit of one curse per enemy. The most recently cast one overwrites any existing ones. This is necessary because curses are very powerful and their abuse was making most high level play too easy. There will be ways soon to increase this per-monster limit."

^ This
This is the worst possible thing, that is going to hurt the marauder class, more than any other. seriously guys

Am currently level 75, and for the whole time playing, have been reliant on FOUR curses, just to survive, and be able to continue playing at current or higher difficulties.

-Temporal chains, without it you get freaking swarmed, and are dead, without having chance to fight, or move away from the massive mobs. Use of only this curse, means sure i can survive, but will be able to SLOWLY kill enemy, if at all.

-Vulnerability, Without its use, melee damage hardly hurts these monsters in merciless, and chaos level, and without being in pair with above temp chains, is useless, as i would be swarmed and dead.

-WARLORDS MARK, this is staple , is necessary for use to keep mana/HP up, Flasks do not do the job, and do not fill up fast enough on their own.

-Crit weakness, for non crit based build, this curse is very heavily depended upon, to be able to do any significant damage versus blue / yellow boss.

I really hope this ' one curse' at a time thing ,is rethought. This is bad. The one real good thing that many classes had going for them in positive way, was the ability to stack curses. I am not sure who said that they need to be nerfed / toned down, but it is terrible decision that been made.
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Irregardless of what's being said. I totally applaud the Keystone system. (Though tbh, yes, the keystone system needs fine tuning in terms of the keystone skills itself)


Immortal call dropping in duration :(. Oh well. Lets just wait and see the drop in duration.

I'm quite sad that discharge has been nerfed. But then again, its been a good run with my discharge bomb duelist.

Though I think the discharge skill tbh wasn't the reason that the discharge spec was so powerful. It was that endurance charges were so easy to attain with enduring cry.


Question(s)[Will add questions as I read/tink more]:

Will avatar of fire intefere with the functionality of add fire damage (red support gem) and add physical damage (red support gem) considering that all your physical damage is now converted to fire damage?

Or is the avatar of fire conversion only after physical damage increase/fire damage increase of the gems been calculated.



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Last edited by Sareth#5930 on Dec 1, 2011, 9:22:54 PM
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I'm interested in what possible "less restrictive" interpretation you could come up with.

One that allows combination of two passives for a peculiar, energy-shield-only-defense-but-can-cast-spells-for-free build.

Even though it probably would be more complex to implement.
Last edited by konfeta#2391 on Dec 1, 2011, 9:15:03 PM
Thanks so much for these notes, and all the additional information! I'm very excited to try it out and pour over the newly keystoned passive skill tree! I have a few questions.

Does the dodge chance from "Acrobatics" work just the same as evasion(I have read that it is a separate roll and all), or does "all enemy attacks" include spells?

With "Iron Reflexes" and/or "Unwavering Stance" do you have a 100% chance to be hit when attacked by an enemy, or is there there some sort of implicit miss chance applied to enemy attacks? Currently there is a 95% hit cap for players, right? Do enemies have the same thing, or different, or is it changing in the patch?

If I use "Avatar Of Fire" and have, say, a "Heavy Strike" skill gem, linked to a "Melee Physical Damage" support gem, am I correct in assuming it would increase the pure fire damage I did?(converting both the initial skill damage as well as the increase from the support)
What if I used an "Added Fire Damage" support gem with My "Heavy Strike" instead of the "Melee Physical Damage" one? Would it have any effect, or would the initial damage be already converted/calculated to fire before the added fire damage, so that it wouldn't do anything?
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Raxlea wrote:
Does the dodge chance from "Acrobatics" work just the same as evasion(I have read that it is a separate roll and all), or does "all enemy attacks" include spells?
Attacks are not spells. Dodge chance affects the same things as evasion does.

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Raxlea wrote:
With "Iron Reflexes" and/or "Unwavering Stance" do you have a 100% chance to be hit when attacked by an enemy, or is there there some sort of implicit miss chance applied to enemy attacks? Currently there is a 95% hit cap for players, right? Do enemies have the same thing, or different, or is it changing in the patch?
The 5% - 95% range enforcement has always applied to all players and monsters. Those passives get sround the chance completely, effectively escaping the 95% upper cap/5% lower cap.

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Raxlea wrote:
If I use "Avatar Of Fire" and have, say, a "Heavy Strike" skill gem, linked to a "Melee Physical Damage" support gem, am I correct in assuming it would increase the pure fire damage I did?(converting both the initial skill damage as well as the increase from the support)
What if I used an "Added Fire Damage" support gem with My "Heavy Strike" instead of the "Melee Physical Damage" one? Would it have any effect, or would the initial damage be already converted/calculated to fire before the added fire damage, so that it wouldn't do anything?

All converted damage in affected by increases to all it's damage types. When glacial hammer converts physical damage to cold, that cold damage is affected by increased physical damage and increased cold damage.
Avatar of fire works the same way.
Avatar of fire does not technically convert "all" your physical damage to fire - it converts all physical damage that isn't converted by other stats - so if you use Avatar of Fire with Glacial Hammer, you'll do 50% fire and 50% cold, not 100% fire.
Added Fire Damage (and other things using those stats) are doing a conversion, with the difference being they don't remove the converted amount. If you convert all your physical damage to fire and add 30% of your physical damage to fire, you end up with no physical damage, and fire damage equal to 130% of your base physical damage (and it will be affected by increases to both fire and physical, since it was converted from physical).
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konfeta wrote:
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I'm interested in what possible "less restrictive" interpretation you could come up with.

One that allows combination of two passives for a peculiar, energy-shield-only-defense-but-can-cast-spells-for-free build.

Even though it probably would be more complex to implement.
But how could the combination of those effect mean you could cast spells for free? neither of the effects by themselves do that. Blood magic doesn't mean you can cast things for free, and Chaos Pact doesn't mean you could cast things for free. So there's no reason that having both would.
That would require that we make some passives do significantly different things if you have specific other passives, rather than each passive granting a specific effect itself.
Last edited by Mark_GGG#0000 on Dec 1, 2011, 9:38:10 PM
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enshin wrote:
Lots of stuff about marauders and curses.
I think you might feel differently about needing so many curses in 0.9.4. I'm running Chaos on a marauder, using Warlord's Mark or Punishment as the situation dictates. I don't have trouble killing things, and getting swarmed is only a problem if I stand still for too long. I rarely get swarmed... and I have negative movement speed.
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So there's no reason that having both would.

Interesting build should be reason enough to try, methinks.

I was sort of hoping for an implementation that makes the spell subtract the life cost after the cast with the last hit point never being removable.

Quick question on the side about the new armor penalty - what would a 9.4 naked character's movement bonus compare to a current naked character's speed; and which armors impose that penalty (and how big is it)?
Last edited by konfeta#2391 on Dec 1, 2011, 9:52:24 PM
Using over 50% of skill slots with Curses was getting really boring - not FUN - along with having to cast 3-4 Curses before most fights and recast them.

Hope you can work balance with that in mind, that was a fine 1st step but more to come, I hope.
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Last edited by markus7#6023 on Dec 1, 2011, 10:09:09 PM

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