unique items *no longer updated*

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anubite wrote:
Dual 5% xp mace + the 5% xp helm = 15% reduced xp to level

I hope calculations were done to make sure that won't horribly impact the level 100 race :P


If I read that right, and if it works like Mark strongly enforce it grammatically, the mods in question is 5% increased experience gain. Stack additively together is 10% increased experience gained. Thus you will level to 100 10% faster, or in another word, requires 90.9% the amount of exp to reach 100

About whether it impact the lvl 100 race, it won't be easy since using two low level item reduced your character's potential power by a huge ammount, which means you wont be gaining xp as fast as other characters anyway
Unviable build tester.
Fuse mechanics:
http://www.pathofexile.com/forum/view-thread/21503
95% Crit Build Without Charges [0.10.1c]:
http://www.pathofexile.com/forum/view-thread/172438
Last edited by Progammer#5080 on Nov 2, 2012, 2:03:03 AM
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Progammer wrote:
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anubite wrote:
Dual 5% xp mace + the 5% xp helm = 15% reduced xp to level

I hope calculations were done to make sure that won't horribly impact the level 100 race :P


If I read that right, and if it works like Mark strongly enforce it grammatically, the mods in question is 5% increased experience gain. Stack additively together is 10% increased experience gained. Thus you will level to 100 10% faster, or in another word, requires 90.9% the amount of exp to reach 100

About whether it impact the lvl 100 race, it won't be easy since using two low level item reduced your character's potential power by a huge ammount, which means you wont be gaining xp as fast as other characters anyway


Unless you're in a party dedicated to boosting you to level 100.
Is the reflected damage on Bramblejack modified by anything (physical damage increases, for example), or is it considered something like "secondary damage?"
If only Bramblejack were a shield, I'd get Aegis and laugh at everybody all the time because they would die repeatedly
IRON MAN
Speaking of level 28 uniques, why does Astramentis only require level 20?! 100-120+ to all stats at that level is CRAZY. I don't see any reason not to use it on every single level 28 pvp build, no need to get any +30 stats nodes just for gems, huge boost to health...
Last edited by 0nin#3548 on Nov 2, 2012, 11:24:02 AM
does cloak of flames have a range to the ignite duration boost?
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Progammer wrote:
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anubite wrote:
Dual 5% xp mace + the 5% xp helm = 15% reduced xp to level


If I read that right, and if it works like Mark strongly enforce it grammatically, the mods in question is 5% increased experience gain. Stack additively together is 10% increased experience gained. Thus you will level to 100 10% faster, or in another word, requires 90.9% the amount of exp to reach 100
He was talking about dual-wielding the maces while also equipping Chitus' Apex for the 5% exp from it. Additively, that's 5% from each mace and 5% from the helm, providing a 15% exp boost.
Last edited by Verisi#3806 on Nov 2, 2012, 1:21:38 PM
Drop form Vaal Oversoul

Unavailable
ING
RicoRx
AxeThrowRx
Last edited by rrx19#7312 on Nov 2, 2012, 2:06:24 PM
Some items in this post are currently unavailable.
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Progammer wrote:
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ventiman wrote:
Unavailable


this just dropped


Yay for the second 7L item.

About its use, I doubt I would consider 200 ES useful, would rather use it for a HP stack build that cannot afford to reach Blood Magic. 20% reduced can be completely negated with about 3 passive points.

Basically, if reaching Blood magic costs way more than 3 skill point, use this


this one is mine, and yes I didn't intend for it to be great for an ES build but rather a high life build. before they moved blood magic in the passive tree from the middle we saw a few witch/shadow builds that used it fairly well, I wanted to bring access to that back. It may be a niche item, but that's what it was designed to be.
BLARG
Some items in this post are currently unavailable.
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Qarl wrote:
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Neokolzia wrote:
What it was described before was determined to be game breaking in the right hands and needed to be balanced, I decided on that mod.

To my knowledge it should be spawned in a variable 3-5% in that replenishment


It is now a flat 4%. The small range was a bit problematic, and 5% was a little strong.


Is there any chance we can get some kind of keystone with a similar (even if lesser) effect in the Templar area? That part of the tree seems... lacking with keystones, with Avatar of Fire so long gone, and one that would make energy shield and armor play well together would be excellent.

And while, yes, I know the character I have in mind could just use the shield and be done with it, THEN it would conflict with the shield *I* had in mind. :)

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