0.9.3g Patch Notes

Armor does work against physical reflection...
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whiteBoy88 wrote:
Armor does work against physical reflection...
OK. I presumed it didn't, because immortal call didn't protect from it (which would mean that it's not physical damage, which would mean that armor wouldn't reduce it). How do you know that it does protect?

Regardless, The damage being reflected is oftentimes so high, armor isn't really effective at reducing it, like I said in my post.

Edit: by the way Jonathan (GGG) said in-game (not definitively) the opposite of what you said WhiteBoy88, so I'd particularly like to know why you said what you said.
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Last edited by Xapti on Nov 22, 2011, 5:24:12 AM
@Chris

I'm curious, how could you include different servers all over the world in the same realm? Doesn't it conflict with the idea of low distance=low latency for better gameplay?

Because the way I see it, it's theoritically impossible to reduce the ping between a US and an EU player no matter how many servers you hire in the world.
He who fights with monsters
might take care lest he thereby
become a monster.
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permaximum wrote:
@Chris

I'm curious, how could you include different servers all over the world in the same realm? Doesn't it conflict with the idea of low distance=low latency for better gameplay?

Because the way I see it, it's theoritically impossible to reduce the ping between a US and an EU player no matter how many servers you hire in the world.


There is no way to achieve this. ;)

Every instance's server depends on the opening players gateway. So if you enter an instance and connect through the EuroGateway, your instance will be eurobased.

If you then invite a USGatewayer into your group and he joins your instance, he'll be connecting to europe as well.

This might sound a little bad, but its still the most perfect system there is. Everyone can play with each other and still the ping should be great in most cases. Since many ppl tend to play with their "local" friends anyway (or at least ppl who speak the same language or live in an adjacent timezone), it should work out in dunno... 99% of all cases :)

The bonus on top being that it's still one international realm and if you want to play with someone from Alaska while being in Berlin, you can!
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Mark_GGG wrote:
We now support a form of secondary damage in addition to spell and weapon damage, and the explosions use these now.


So the explosion in Infernal Blow is now secondary damage, ok. It's not affected by spell damage nor weapon damage increase passives/affixes. So basically, how to increase it? Only by +fire dmg mods?
ingame: FeelLuckyPunk standard
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Chris wrote:
Version 0.9.3g:

  • Increased the drop rate of belts.




Way to go GGG ^^.
Joined the ship at Thursday, February 17, 2011 at 1:15 PM.

Exiled on Wraeclast since Friday, October 28, 2011 at 6:06 AM.

Quoted from PoE - About: "Path of Exile immerses the player in a gritty and realistic art style that goes against the current industry trend of cartoony RPGs. ". NUFF SAID.
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a_fanatik wrote:

There is no way to achieve this. ;)


OFC I do know that. I was simply asking why did they choose it instead of different realms for EU and US.

Because I don't like the possibility of PvP with 250ms ping because of this reason. If POE was only a co-op game it would be fine. But in a competitive environment realms should be seperated. There's a reason most of the game companies take this route.
He who fights with monsters
might take care lest he thereby
become a monster.
"
Ugm wrote:
So the explosion in Infernal Blow is now secondary damage, ok. It's not affected by spell damage nor weapon damage increase passives/affixes. So basically, how to increase it? Only by +fire dmg mods?


This. Is this new "secondary" type of damage improvable in any kind of way? And - in the case of Infernal - is there a difference between this secondary damage and fire damage?

Personally, I feel no love for players suffering from reflective auras. It appears to me that there is a counter for that already in the game (in the form of resistances) and if you kill yourself outright with one shot - well maybe you went a little too much on the offensive side while neglecting your defense.

But hitting something offscreen and then dying by it seems a little off, I give you that. The camera is very close to the action, it is the developers job to keep the ranged damage on the screen where you can control it.
From the 200ms lagfest down to really smooth 50ms, no more "death to lag spikes" which i had about every 5-10 minutes.

Thank you guys! This is really enjoyable now ;)
now i wonder which one is closer... america/europe... since im from asia =/

edit: ill go with US ~_~
my beta key thanks to Fansadox
Last edited by Catsonly on Nov 22, 2011, 10:04:35 AM

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