State of the Beta - Post #7 (Beta Patch and Wipe)

Goodbye my CoC Ice spearer. Hope I could remade you again.

Though that 100% -> 80% going to hurts somewhat, unless I could find some crit wands with the new added flat damage mod. Spell damage mode w/ flat damage mod w/ crit change..... hah......
Kudos!
So if I'm reading the status ailment change correctly, as long as you proc a status ailment chance and deal 1% damage, it'll be considered as being applied (e.g. no more minimum threshold)?

If so, this is a pretty big buff for non-elemental builds splashing for things like Herald triggers, since you can deal lethal damage to an enemy, proc a status ailment, and then have it die all from the same hit. Currently if the damage is low enough, you might not hit the minimum threshold. Now you just need to deal at least 1% of the mob's life in the appropriate element for it to proc.
IGN: Ikimashouka, Tsukiyattekudasai, DontCallMeMrFroyo
Last edited by gilrad on Jun 16, 2015, 12:45:11 AM
Soooo only about 2 weeks to test the second half of act4?

Will that be enough?
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"
Vaal Pact no longer penalizes the amount of life Leeched, it will now apply 100% of life leeched instantly, while still not allowing Life Regeneration.



ACUITY??????????????????????


Not amended yet. Once we have tested Leech generally, we'll adjust Acuity.

Fire Nova mine and Tempest Shield got NERFED?! What the heck is going on at your office Carl?

Fire nova was already underwhelming after the previous nerf, tempest shield is just flat out worthless. None of them needed a nerf o.O

OnT. Div cards hype.
Topkek. Some of those value changes look like GGG is playing favourites.

Buffed:

Arc (+40%)
Bear Trap (+33%)
Discharge (+50%)
Lightning Tendrils (+40%)
Incinerate (+200%), though it might have been called for with no shotgunning

Nerfed:

Ice nova (-30%)
Ice Spear (-20%), rip ice spear - nerfed by no shotgun and then nerfed by DE
Fire Nova Mine (-RIP%), just in case people were actually using it
Tempest Shield (-16%), ironic considering GGG wants people to start using it for damage.
Greetings!

"
Qarl wrote:
Status Ailment Changes

Freeze, Shock and Chill durations have been modified. These ailments now last for 60ms for every 1% of life dealt by the appropriate element, to a maximum of 50%. For example, if a monster strikes you for 10% of your life as Cold damage, you will be chilled for 600ms, or 0.6 seconds.

This is to reward players who choose to invest in ailment duration or who specialise in a single element, and to reduce the occasional massive duration Freezes, Chills and Shocks that could occur. This does make it more difficult to capitalise on status ailments such as Shock by splashing minimal amounts of added lightning damage.

These changes also provide more consistent Status Ailment behaviour.


So... does that mean with say 17K and change ES, I would basically be immune being frozen, shocked and ignited for more than a second or two? SWEET!

1% = 170
10% = 1700
16% = 2720 (1 sec)
19% = 3230...
25% = 4250 (1.5 sec)

~Dy'Ness
QBotU_DyNess - www.pathofexile.com/forum/view-thread/1171890
so the new VP location is op now, cuz its only con is not having life regen... but guess what? around that side of the tree there is no life regen anyway :D
braindead VP here i come!
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gilrad wrote:
So if I'm reading the status ailment change correctly, as long as you proc a status ailment chance and deal 1% damage, it'll be considered as being applied (e.g. no more minimum threshold)?

If so, this is a pretty big buff for non-elemental builds splashing for things like Herald triggers, since you can deal lethal damage to an enemy, proc a status ailment, and then have it die all from the same hit. Currently if the damage is low enough, you might not hit the minimum threshold. Now you just need to deal at least 1% of the mob's life in the appropriate element for it to proc.


Indeed, it does seem interesting. I also note that it seems stauts ailments will proc alot more often (though not for very long maybe) since it won't just be crits or random times they will happen. So like if general damage of a hit (in particular element) is high enough, it'll still proc a relevant status ailment. This is pretty good news, helps noncrit builds a whole lot imo.
For POE Devs: https://www.youtube.com/watch?v=ea6UuRTjkKs
Died like this in HC before: https://www.youtube.com/watch?v=nVsgFUiD-Y8

u_u

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