Path of Exile 2.2.0: Ascendancy Patch Notes

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AssasinCreed wrote:
Oh no crit ppl won't 1 shot monsters .. damn now they have to hit twice what a shame.

It's more the fact that mirrored items will get old value instead of getting auto update to new value which will decrease the price considering how much was spent to acquire the item. Hence the QQ
IRL stuff
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Ayvi wrote:
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AssasinCreed wrote:
Oh no crit ppl won't 1 shot monsters .. damn now they have to hit twice what a shame.

It's more the fact that mirrored items will get old value instead of getting auto update to new value which will decrease the price considering how much was spent to acquire the item. Hence the QQ


That's what I thought initially too but as somone else has pointed out, there will be no new value, except for some specific items (specific uniques and rare jewels that were never legacy).

I play both in leagues and in standard for different reasons.

I don't see why people who play standard should be treated like second class players that should learn to play challenge leagues.

People you have to understand, just because something doesn't affect you personally doesn't mean that it doesn't matter.

Anyway, with some exceptions now that I am thinking about it it's not that bad in the most part. Crit has been nefed, but let's be honest, before non crit buld were bad. I hope this has changed a bit so that non crit build can be more competitive.
Have Core i5, NVidia GTX 750 Ti, Windows 10. Run GTA 5 on max settings fluently. But in PoE my fps drop very low on maps with burning ground and chilled ground mods.

Are you going to fix it? Thank you.
To the people, who complain about the "nerfs". With Ascendancy you can choose more or less a very powerfull Ascendancy Class! Do you forget that!?

So:

No nerfs + Ascendancy = game will become too much easy!
(Slightly) nerfs + Ascendancy = Should be a bit more damage and more opportunities/builds!

What did you expect. No nerf and Ascendany Classes with +x crit, with 30% more damage, with onslaught on kill, with +250 es, etc. ...
The game should stay difficult and with no nerf + new Classes it wouldn't be that hard.

I'm looking forward to Ascendancy and the Challenge league.

Sry, if my english isn't correct. ^^
Last edited by A7X89#5590 on Mar 3, 2016, 11:54:34 AM
I wonder how many of the people who whine about standard being some how inferior to the temp league destroy all there items and there toons when the ladder ends?

Considering that Loot grinding game are about character progression, resetting your progress every 3 months seems to me at least to be just a gimmicky side show to the main game.

Now on to the patch, the balance changes dont seem to be overly harsh this time round and the power of the new enchantments will all but guarantee the labyrinth's popularity.

The new temporary league might be worth doing if the rewards are something that are unavailable/harder to get in standard.If not that as with all the leagues up till now they will be preserve of those "non scrub core" super hero's /s.
"Blue warrior shot the food"
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swib wrote:

Just have to disable the roll of all ids that refers to "actual" critical multiplier to roll, so they cant roll anymore. Then put the new ones that will replace them to roll.

If you use a divine you would have to check if the item have the old value and do the conversion to respective new one, like I said.

All of that implying that we are following this solution (number 2). And of couse for this work they have to do it right.

But thats the entire point, they arent doing it right.

To simplify lets assume that only exists only one tier of +x% to increased critical multiplier and his value have a range between 34 up to 38. This are in database with ID 1.

You have to change the wording part to +x % to critical strike multiplier. Disable the ID 1 to be rolled on new items loot table.

Add a new register to your database that have the same wording "+x % to critical strike multiplier." but with the new range (that are greater ) and lets say that it will have iD 2. Then you add ID 2 to be part of possible roll.

Since items will have ID 1 and just the new drops ID 2 you can do the suggestion 2. And its pretty easy to do the conversion, its just proportional. If you have the max possible value of ID 1 it will be replaced by the max possible value in ID 2, following any proportion. The "major" problem is rounding, but thats OK and already exist in the game too. So...



but why would you do all this? No rare items with crit multi suffix are changing in a way that needs a divine orb used on them. All the items that need divined are those small pool of uniques, and binos is the only one on the list thats even worth a divine orb, yet you wouldnt divine it to get the extra 5% crit multi because you have a legacy binos that has the old life regen.

theres no new range thats greater on rare suffixes, its exactly the same as the old range. This is only happening to a few uniques and its happening in the same way all legacy unique gear has gone legacy. As someone mentioned, when they buffed Rats Nest the existing Nests still had their old 40% crit chance roll unless you divined them to 75%. When they nerfed lightning coil the old ones still had 40% phys to light unless you divined them to 30%. Now we have Abyssus and Marylene's Fallacy that have been buffed and you need to divine them if you want the new ones, given you can just buy a new one for 1 chaos orb I dont think anyones actually going to do that though, so why would you go to that much effort to allow people to safely divine 1 chaos uniques when youve never done this before for any other items going legacy?
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phmn wrote:
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Ayvi wrote:
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AssasinCreed wrote:
Oh no crit ppl won't 1 shot monsters .. damn now they have to hit twice what a shame.

It's more the fact that mirrored items will get old value instead of getting auto update to new value which will decrease the price considering how much was spent to acquire the item. Hence the QQ


That's what I thought initially too but as somone else has pointed out, there will be no new value, except for some specific items (specific uniques and rare jewels that were never legacy).

I play both in leagues and in standard for different reasons.

I don't see why people who play standard should be treated like second class players that should learn to play challenge leagues.

People you have to understand, just because something doesn't affect you personally doesn't mean that it doesn't matter.

Anyway, with some exceptions now that I am thinking about it it's not that bad in the most part. Crit has been nefed, but let's be honest, before non crit buld were bad. I hope this has changed a bit so that non crit build can be more competitive.

+1
Maybe it's time to take break from POE. Obviously GGG doesn't care about standard players. So I will not care about GGG and their game. Easy.
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Snorkle_uk wrote:
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swib wrote:

Just have to disable the roll of all ids that refers to "actual" critical multiplier to roll, so they cant roll anymore. Then put the new ones that will replace them to roll.

If you use a divine you would have to check if the item have the old value and do the conversion to respective new one, like I said.

All of that implying that we are following this solution (number 2). And of couse for this work they have to do it right.

But thats the entire point, they arent doing it right.

To simplify lets assume that only exists only one tier of +x% to increased critical multiplier and his value have a range between 34 up to 38. This are in database with ID 1.

You have to change the wording part to +x % to critical strike multiplier. Disable the ID 1 to be rolled on new items loot table.

Add a new register to your database that have the same wording "+x % to critical strike multiplier." but with the new range (that are greater ) and lets say that it will have iD 2. Then you add ID 2 to be part of possible roll.

Since items will have ID 1 and just the new drops ID 2 you can do the suggestion 2. And its pretty easy to do the conversion, its just proportional. If you have the max possible value of ID 1 it will be replaced by the max possible value in ID 2, following any proportion. The "major" problem is rounding, but thats OK and already exist in the game too. So...



but why would you do all this? No rare items with crit multi suffix are changing in a way that needs a divine orb used on them. All the items that need divined are those small pool of uniques, and binos is the only one on the list thats even worth a divine orb, yet you wouldnt divine it to get the extra 5% crit multi because you have a legacy binos that has the old life regen.

theres no new range thats greater on rare suffixes, its exactly the same as the old range. This is only happening to a few uniques and its happening in the same way all legacy unique gear has gone legacy. As someone mentioned, when they buffed Rats Nest the existing Nests still had their old 40% crit chance roll unless you divined them to 75%. When they nerfed lightning coil the old ones still had 40% phys to light unless you divined them to 30%. Now we have Abyssus and Marylene's Fallacy that have been buffed and you need to divine them if you want the new ones, given you can just buy a new one for 1 chaos orb I dont think anyones actually going to do that though, so why would you go to that much effort to allow people to safely divine 1 chaos uniques when youve never done this before for any other items going legacy?


Why would you do this?

Source:

All sources of increased Critical Strike Multiplier have been changed to additional Critical Strike Multiplier. This change brings the functionality in line with how most players think it works.
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.*
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.

Changed but need blessing: Blessed Orbs are required to update the following to their new values: implicits mods on all Rapier base types, implicits mods on Curved Blades, Lithe Blades and Exquisite Blades.

Changed but need divine: Divine Orbs are required to update the following to their new values: All craftable Jewel mods which grant Critical Strike Multiplier, Facebreaker, Marylene's Fallacy, Fragment of Eternity (the Descent: Champions Unique), Bino's Kitchen Knife, Romira's Banquet, Shadows and Dust, Ungil's Harmony, Eclipse Solaris, Death's Harp, Mortem Morsu, The Goddess Scorned and Abyssus.
The following were not updated to new values: Maligaro's Virtuosity, all craftable item mods (non-jewel) and master-crafted mods.
Master-crafted Critical Strike Chance on Amulets (the "of Puncturing" mod) now has a range of 22-27%, This has been implemented in a way where existing items with this mod will not have their ranges changed when using Divine Orbs.

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The right thing to do is what was made with *
You need to bless or divine your items to mantain what they decided to chaged just because wording is not fair at all.

Also my solution dont make you waste your divine, the divine are just the tool to update for urself if the first solution is not viable (they update themselves - just like *).

Also you said "theres no new range thats greater on rare suffixes", what they say implies that theres is, otherwise you wouldnt need to apply blessing and/or divine..
Last edited by swib#1078 on Mar 3, 2016, 12:30:13 PM
still they don't fix the Femurs of Saints sorry they ignore my report ......WTF
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Ayvi wrote:
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AssasinCreed wrote:
Oh no crit ppl won't 1 shot monsters .. damn now they have to hit twice what a shame.

It's more the fact that mirrored items will get old value instead of getting auto update to new value which will decrease the price considering how much was spent to acquire the item. Hence the QQ



the only mirrored gear which wont update to the new values are the sword bases with crit multiplier implicit, and they only lose 33% of the implicit. So a mirrored Sol Barb Rapier will be stuck with 20% crit multi implicit rather than being able to bless the item to 30% like the new ones. No one needs to divine their rare gear, the only thing youd need to do to a rare crit item is bless it if its a sword with a crit multiplier implicit.

Its only the unique items with crit multiplier affixes listed by Chris and rare crit multi jewels that wont auto update to the new values on the regular below the line stats.


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ivkoto77777 wrote:
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HudaZki wrote:
This patch is perfect. Crit people whining that their 700k dps will go down to 500k. Lol.


It is shit. Not everyone plays with 700k dps. Some of us only have <100k, so changes like these are a kick in the ballsack. Almost seems like they are trying to chase people away



itll be fine mate trust me, when theres something to QQ about I dont hold back. Were gonna be ok.

Lets say you have 100k dps on a crit char atm, lets go for arc because i love arc. You have 50% crit chance, 100k dps, youre crit so youre about to lose 33% of your damage right?

Well, not really. Lets look at this, where u getting multi from? Tree + items. Well half of its coming from the tree and the multi on the tree isnt getting nerfed, theyre buffing the values to match the power of existing ones. So right away 1/2 of your crit damage is not being nerfed.

So youre getting about an 18% damage nerf? Well, again not really, 18% of your crit multipler that is applying to 50% of your hits, not touching your base damage at all... its going to be more like 10% actual dps loss.

So we go down to 90k dps.

then we take assassin and our base crit goes from 5% to 8.5%, we farm charges off to blasphemy and use crit strikes gem instead of pcoc, we now have a 10.5% base crit chance arc. So now our final crit chance goes from 50% to capped 95% crit, our dps goes from 90k to 165k.

Then we get an absurd cast speed on kill boost on our boots that gives us 175k dps when its active. Then we get the enchant on our hat that gives our arc an extra chain, = some serious invisible damage. Then we get some kind of vicious lightning decree on our gloves = some serious invisible damage. Then we chuck the arcing storm on the floor skill theyre adding which arcs by itself on top of our dps


...so now were actually putting out about 250k dps. I think our 100k dps characters are going to be ok, we can get through this. Have faith in how utterly insane these ascendancy aditons are. The only question is did they nerf enough for the utter madness power theyre unleashing? Im not sure they have, I would have gone ham and nuked the crit on the passive tree too but obviously they knew this reaction would come and they wanted to cushion the impact.

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