Dual wield Bino's Kitchen Knife Regen - Doest it stack?
So, Dual wield Bino's Kitchen Knife ... do I get more regen If I use 2 Bino's? Or does the regen act's as a global effect (only one of it's kind taking place at a time)?
Need answer from a Bino's dual wield user, not speculatory answers. Last edited by junaum#4262 on Dec 12, 2014, 1:28:35 PM
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Bump --> Would be also interested in that Info.
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Never had the pleasure of owning two Bino's but to the extent of my knowledge the heal is a buff and identical buffs don't stack unless otherwise mentioned.
"ran out of high teir maps to leave on the ground - people kept taking the higher teirs" - Da Pagionator
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It doesn't stack, wielding a Bino gives you the ability to proliferate inflicted poison status in an area as poison/heal effect. Having that ability enabled twice does nothing.
Wish the armchair developers would go back to developing armchairs.
◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► |
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it doesn't stack because you only get the heal when you kill something, and killing multiple enemies will give you the highest regen (based on overkill damage) from the group.
i don't see how these changes will at all change how bino's is used. again bino's regen is based on overkill damage, and the best way to get the highest overkill damage is to go crit, which is most effective since bino's is a dagger anyway. this allows you to spec adder's touch, which is almost required, giving you a way to poison enemies anyway. so since the regen is based on overkill damage you are better off using a skill that does much more base damage than poison skills like viper strike. i used to have a bino's build that got upwards of 10,000 hp regen per second due to the overkill damage i could produce, but its still not exactly reliable since you need to kill something, and kill with a crit (for such high regen). so either way to get the regen you need something to die. this leaves you with some serious problems with the only problematic mobs in the games, bosses. i guess it could be a fun hit and run build which heals you as you go. could be fast clear speed, but again bosses will be your downfall. not to mention you're melee and so now you need significant defenses to survive long enough to get these kills. |
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" Well, using two Binos won't make a difference, but these Poison changes probably will. If you kill multiple enemies, proliferated poison from all of them should stack on those that are still alive. And if regen is defined as 'poison that heals' it should stack too, though that depends on the way it was internally implemented and we have no idea if it will be intended to happen. Viper Strike interaction should be interesting, it all depends on whether 'nearby enemies are poisoned' means all poison stack will be transferred or just the newest one. I'd put my money on 'all', however, as Viper would be just a way for non-dagger builds to get some poison going there would be little need to use it with a Bino. But yeah, not much will change in how it is used, you will still make a crit build, however a poison specialist made right now would have to spec in damage over attack speed which won't be the case once Poison rehaul goes live. Wish the armchair developers would go back to developing armchairs.
◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► |
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" sure the poison will stack, but the regen will not at all. the regeneration isn't "poison that heals" because it doesn't heal you when things are poisoned, but only when they die. again the amount is defined by overkill damage on a single target, and so the most out of a killed group would take effect because you can only have one regen effect going at a time. unless they change how bino's regeneration works with this poison rework, but i don't see that happening. you're right tho, attack speed will become the new priority. though this brings in all kinds of new problems. it would tempt me to resurrect my 10 frenzy ranger blender build, but the way acrobatics/block/ondar's guile (arrow dodging or w/e its called now) was all changed, that build wouldn't be even close to as defensive as it was. even offensively a thousand little hits in this game are not as effective as slow big ones, since its essentially kill or be killed. this puts critical AGAIN at the top of the list, and physical damage takes less priority IMO because you have no physical penetration. instead you're better off converting everything to elemental damage and lowering resistances with support gems and curses to ensure an immense bang for your buck. my question, basically, is why have poison at all when you can just decimate everything in one hit with other skills? if you're going crit, you don't need and wouldn't use the actual poison degen anyway, because one crit and the monster pops. builds like poison arrow are only effective because you can gain your source of damage from other than your passive tree and most of your gear (save bow and quiver) so you're free to build super defensively, which is the only way degen builds can work...if you can survive long enough for things to die. i don't see this being very possible for a melee poison skill, especially since the new passives are on ranger side and not marauder. only thing i could see being viable is a super tanky massive ES CI build that runs in, stacks the poison, runs out to regen ES while things die. but this is just my mentality without seeing any reworked numbers/effects |
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" I'm pretty sure the regen is equal to the poison damage, not the overkill damage. Kinda off-topic but OP already got his answer so. My supporter items: Victario's Charity and The Forsaken
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" well the poison damage is based off of your initial hit damage, so it would look very similar indeed, but i personally don't think so just because of the build i used to run. i would vary from 1,500 to over 10,000 regen. curious about it i tested out how i could possibly get the most regen and it was often by killing a mob with the lowest possible hp, with the highest possible damage. again it would be hard to tell the difference since its both based off the highest initial hit damage, i decided to side with overkill damage because of my varying values based around mobs hit/killed. for instance i would get less regen on mobs where the only difference would be a higher health pool. but thats just my experience. i'd say im 60/40 its overkill dmg but can absolutely be wrong on that call. |
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" The thing is, Poison Arrow and the traps thrown by Undying Alchemists causes poison (soon to change though) and when combined with a Bino's the heal matches the poison damage of these skills exactly, every time. Here's an old thread that sort of confirm that poison dps = heal; https://www.pathofexile.com/forum/view-thread/930692/ Still, I must admit the huge variance you're describing is odd, unless you had similarly large variance on your hit damage. My supporter items: Victario's Charity and The Forsaken
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