p/c new ring lori's lantern

Aimlessgun is correct- unless youre a glass cannon in softcore, dream for ci and lantern for ll are bis or close enough that youd need one fuck of a perfect 6-mod rare to compete with them.

Seeing people refer to these rings as junk is pretty funny stuff.
IGN: KoTaoEternal
"
Mark_GGG wrote:
Lori's Lantern explicitly says enemies are unlucky when damaging you, not when hitting, critting, etc. It applies 'unlucky' to the damage roll, not anything else.


Thanks! Now I can go edit out a bunch of overwrought invective I posted in the feedback forums >.>

"
KoTao wrote:
Aimlessgun is correct- unless youre a glass cannon in softcore, dream for ci and lantern for ll are bis or close enough that youd need one fuck of a perfect 6-mod rare to compete with them.

Seeing people refer to these rings as junk is pretty funny stuff.


To be honest, I don't even need a 6 mod rare. Find me a rare prismatic with ICS, cold damage, mana regen and mana in good amounts, and I'll gladly buy it and replace DF.

Except....that ring isn't out there for me to buy. Or if it is, it's going to cost me a hell of a lot more than DF.
Last edited by aimlessgun on May 13, 2013, 1:48:06 AM
So yeah the last bit that I was guessing the ring would be doing, just rolling between the 200-300 damage range is what it does and that doesn't seem to useful :(
"
(??? or am I misreading Marks comment or missing something, please inform me, don't wish to remain ignorant if I am overlooking something)
, that seems quite weak. I can only imagine that with lightning damage it could perform a miracle, but that is not even guaranteed.

Now I can't see a build revolving around this, but I am wondering something else now.

The reason I didn't think it would be the 200-300 thingy is because I can't imagine that every mob is given this roll mechanic, while at the same time I did anticipate it.

Normally in these type of games you have a player table with skill and spells etc and their values and a table for the monsters enemies. In PoE it seems they share the same table with perhaps based on the mob a % modifier so you can balance them. I'm wondering if this is faster or slower (more straining, less straining) than just giving mobs 1 value of damage and their own table.

At first it seems efficient, but imagining all the mobs making rolls on each attack they do, that seems insane?

What does this mean for gameplay, I imagine more communication is needed when you are in melee range and all those rolls are performed. It is one thing if the positions need to be determined and the more units on the screen the more updates and predictions need to be made, than the hit or no hit, crit or no crit, block or no block. Each attack but rolled by the player, now add on top of that each mob will determine its own base dmg value.

Now I imagine this unlucky forcing the enemy to make 2 rolls, to not be at the players benefit if there are too many mobs around.

Anyone can write a piece of code where you put in 1 value and multiply it with another value and let that run for several iterations. Now do the same, but the value to multiply is a random number between a set range, maybe even along a probability density function and run it for the same amount of iterations. It will be clear which of the two will have a longer run time. The way I have to do my work is often evidence why engineers need to be trained better at programming ;)

I'm kind of curious what choices have been made by the team, and what the motivations are behind these choices, it would be an interesting read. My programming is basically just physics (resonating structures, cfd, aerodynamics) with little to no experience on games or game engines. Hoping you got time to make an interesting blog post some day Mark.



Last edited by Ozgwald on May 13, 2013, 4:00:27 AM
"
Dreggon wrote:
"
Cataca wrote:
"
Dreggon wrote:
But... I run a low life build and that ring isn't nearly valuable enough to justify the price, or even the slot.


This.

While the resistance, chaos resist and probably overall survivability this ring provides is nice, youd potentially give up on a huge amount of damage/es/hp/iiq/iir.

Seeing what kind of kickass ring you could potentially buy with 2+ exalts, im so not going for it.



This ring gives me stats to equip my gems, elemental resistance, and chaos resistance. I believe it cost me about 3 chaos orbs.

If I had 2 exalted orbs, I could buy a much better one, but I wouldn't waste them on that ring. It's a low level ring - you're not meant to use it at high levels, and at that price, you wouldn't waste the orbs.


This ring is going to destroy PvP balance.Oh well its already destroyed by Kaom but still yeah.
''Through wisdom, people find strength. Through strength, power. Through power, truth of character.''
In-game name: KocaAygir
"
aimlessgun wrote:
To be honest, I don't even need a 6 mod rare. Find me a rare prismatic with ICS, cold damage, mana regen and mana in good amounts, and I'll gladly buy it and replace DF.

Except....that ring isn't out there for me to buy. Or if it is, it's going to cost me a hell of a lot more than DF.

I wouldnt replace dream with anything. The cbf is too good to lose from a survivability and quality of gameplay standpoint, and the huge mana and mana regen are exactly what i need on my ring slots anyway. Cant get generic spell damage on rings, my build doesnt want cast speed and my resists are maxed so the only useful mod remaining where a rare ring wins out is flat es. And 40ish flat es is nowhere near worth the loss of cbf (and a big chunk of mana).

Lantern looks pretty similar for a ll build. Maybe a pair if lucky/unlucky stacks (which i seriously hope it doesnt).
IGN: KoTaoEternal
Last edited by KoTao on May 13, 2013, 6:28:29 AM
"
Mark_GGG wrote:
Lori's Lantern explicitly says enemies are unlucky when damaging you, not when hitting, critting, etc. It applies 'unlucky' to the damage roll, not anything else.


So Mark... when are they going to come up with a decent piece of gear or jewelery targeted for CI builds? Kind of frustrating that all the low life effects are worthless to CI's.
We can easily forgive a child who is afraid of the dark; the real tragedy of life is when men are afraid of the light.
"
Pavshaus wrote:
So Mark... when are they going to come up with a decent piece of gear or jewelery targeted for CI builds? Kind of frustrating that all the low life effects are worthless to CI's.

IGN: KoTaoEternal
Anybody who has played an Elf or a Halfling in 4th edition D&D knows how valuable monsters being Unlucky can be.

Having Second Chance on every attack would be OP as hell.
"
KoTao wrote:
"
Pavshaus wrote:
So Mark... when are they going to come up with a decent piece of gear or jewelery targeted for CI builds? Kind of frustrating that all the low life effects are worthless to CI's.



i lold
I carve and sell real animal skulls, check out my work here: https://www.instagram.com/victorskullart/
https://www.facebook.com/victorskullart/
World first Uber Atziri as 2h and 2h RT build: https://www.pathofexile.com/forum/view-thread/1058950
Highest level char in Closed Beta, Wytchfindergeneral
"
KoTao wrote:
"
Pavshaus wrote:
So Mark... when are they going to come up with a decent piece of gear or jewelery targeted for CI builds? Kind of frustrating that all the low life effects are worthless to CI's.



I am not sure but I don't think CI's can wear Chayula as it will kill them.

Dream Fragments-- really??? How is that targeted for CI's? Anyway who the freak can afford one! LOL
We can easily forgive a child who is afraid of the dark; the real tragedy of life is when men are afraid of the light.

Report Forum Post

Report Account:

Report Type

Additional Info