Path of Exile 2.2.0: Ascendancy Patch Notes

Can anyone explain to me what this means? Because it seems contradictory AF!

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Chris wrote:
Because of this, all items, passives and some skills/support gems that used to have increased Critical Strike Multiplier are now 33% less effective on players, despite having the same value. A number of these have been adjusted in value to maintain similar effectiveness.

I know the Crit Multi change was just a wording change, so what is this really trying to say? Crit Multi on things should now LOOK 33% MORE as far as value goes (but be effectively the same stat-wise,) so why is this saying "less?" But it also says it's same value, so whats the point of the sentence then, if it contradicts itself in the end? And the last part, saying that values were adjusted to maintain similar effectiveness, what? If the values are the same, but only the WORDING has changed, why would it need to be adjusted?!


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Chris wrote:
The following have all been increased by approximately 50% for cases when they are on players, and 30% on monsters. For some cases, manual rounding has occurred: All values on the passive skill tree, Increased Critical Damage Support Gem, the Enfeeble Skill Gem and all uses of Enfeeble from monsters and other sources, all monsters with Powerful Crits, the Deadly map mod and the Corrupted jewel mod.

So what this is saying, is that due to rounding and such, Crit Multi will technically be less all around? (But why is to 50% when it's on Players? Will Enfeeble work differently when used by Players and when used ON Players now?! o_0)
IGN: Golem_Antsy, Harvest
Last edited by Sheriff_K#3938 on Mar 2, 2016, 11:36:57 PM
RIP
People are confused about crit multi as much as they were about maplvls. Which was none.
Last edited by Arno92#4533 on Mar 2, 2016, 11:53:35 PM
Hey, I find very confusing the wording on my abyssus.

You should change it to take more damage. But comon, I only want to take more instead of increased if I divine it ok?

Because its intuitive like hell lose -60% on resist in merciless and you have to open your char tab to see it. How about give every resists a 60% more buff and we divine ours items to get it too huh?

Please, at least have some decency... that was pathetic.

inb4 I know that if you read right you can understand what abyssus does to you. But its the same with multiplier anyone that read it and tested would know too how it worked.
Last edited by swib#1078 on Mar 2, 2016, 11:47:03 PM
I think it's hilariously fitting that the explanation to the wording change on critical multiplier is causing confusion.
If you are gonna nerf crit multi fine but don't nerf it then ask people to spend divine orbs so they can update their items. LOL talk about salt in the wound.
You know a dev hates a skill when the official patch notes say "we nerfed it in almost every way possible." I'm cool with that.

NOT cool with all this having to use divine orbs (which are expensive) on fuckin' everything to update them to new standard values. It took me 6 months to find someone selling non-legacy Bronn's Lithe after Awakening, and now I have to do it all over again for my crit characters. Why not just update current values?
Great stuff, though the Vinktar nerf begs the question, who was the one who implemented such a powerful item only to nerf it? Have those item designers learned literally nothing?
IGN - Xukai

Mirror Service - /1046531
Nice, can't wait to start the new league!
Also, why the massive Assassin's Mark nerf?
Hmm, patch notes didn't list which classes get the new skill and support gems from quests/vendors.

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