Can some one explain the crit changes, I'm to stupid.

"
hauntworld1 wrote:
I still cant understand the crit notes correctly...

Especially this part : Because of this, all items, passives and some skills/support gems that used to have increased Critical Strike Multiplier are now 33% less effective on players, despite having the same value. A number of these have been adjusted in value to maintain similar effectiveness.

The way it sounds existing items with inc crit values will have 33% less effect on our crit multiplier while remaining usable ?

Or every item with crit multiplier that cannot be rerolled like corrupted or mirrored will now have an useless mod ?

If the item is still clean i will be able to divine the crit multi into the new value ?


Why not simply change the values on items to transfer to additional crit multiplier so we dont end up with an useless mod ?

If someone can explain the crit changes thorougly... go for it.


Here's the two items im concerned with :

I don't think the mod is useless; it just changes to "additional" mod but with lower value than it should have in the new system. But yeah those items are effectively getting nerfed by a bit.
Why make all these new ascendancy trees just to nerf everything so that all the damage stays the same.
>The way it sounds existing items with inc crit values will have 33% less effect on our crit multiplier while remaining usable ?
Yes.
>Or every item with crit multiplier that cannot be rerolled like corrupted or mirrored will now have an useless mod ?
No.
If it says. "+100%crit mult"(and you don't have any other source of CM) then it will raise your CM from 150% to 250%(=150base+100mod).
Before it raised it to 300%(=150base*(100"base"+100mod)).

Or, in other words...
Before 2.2 your base CM was 150, and all increases applied to it. So it was 150%*(1+sum_of_all incCM).
Now your base CM is not 150, but 100. Now it is 100%*(1+50%+sum_of_all incCM).
So you have base 100%, and +50%"character-implicit" increase which is just an ordinary increase now, not the part of the base value.



>If the item is still clean i will be able to divine the crit multi into the new value ?
Yes, but divine rerolls all mods, so you will rip legacy FB, for example.


>Why not simply change the values on items to transfer to additional crit multiplier so we dont end up with an useless mod ?
The same reason the legacy items exist - it would take too long to apply these changes.
And worst change is putting almost all bosses in new version of maps into fucking small areas, where you can't kite well or dodge stuff. What a terrible idiot invented that I want say to him: dude flick you, seriously flick you very much.
Last edited by silumit#4080 on Mar 2, 2016, 11:48:09 PM
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ladish wrote:

I don't think the mod is useless; it just changes to "additional" mod but with lower value than it should have in the new system. But yeah those items are effectively getting nerfed by a bit.


Why are they stating this then :
"
The following were not updated to new values: Maligaro's Virtuosity, all craftable item mods (non-jewel) and master-crafted mods.


The way it sounds items with currently inc crit strike multiplier wont have their mod changed.

Here they state :
"
Divine Orbs are required to update the following to their new values: All craftable Jewel mods which grant Critical Strike Multiplier, Facebreaker, Marylene's Fallacy, Fragment of Eternity (the Descent: Champions Unique), Bino's Kitchen Knife, Romira's Banquet, Shadows and Dust, Ungil's Harmony, Eclipse Solaris, Death's Harp, Mortem Morsu, The Goddess Scorned and Abyssus.


They never said that inc crit multi mod on rares could be updated via divine orbs.

I'am still confused.
IGN:Hauntworld - ICU Omniscient PvP guild
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Isn't it just a wording change? So Legacy items would still be the same effectiveness, it'd just say 60% Increased Crit Multi instead of the new +90% Crit Multi, but still give the same behind the scenes... Right?

People are just overreacting?

Or is it a wording change AND an internal change to how the stat is interpretted, making the old versions be effectively less?

"
so...
if i'm understanding this right
if a facebrekers said "60% inc crit multi" before
now it'll say "+90% crit multi"
but a legacy facebreakers would still say "60% inc crit multi"
but it'd effectiely be interpretted by the game as "+60% crit multi"
since the VALUE is 60% (even though by the old wording it'd have been +90%)
even though it was on old value
Because of the way the game interprets the variable in the stat?
EA IGN: We_Have_Monk_at_Home

*Burnt out and waiting for either PoE1 League or new PoE2 Classes.*
Last edited by Sheriff_K#3938 on Mar 2, 2016, 11:52:01 PM
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The way it sounds items with currently inc crit strike multiplier wont have their mod changed.


No, what that means is the listed items are permanently nerfed. There is no way for them to be as powerful as before.

"
Or is it a wording change AND an internal change to how the stat is interpretted, making the old versions be effectively less?


I am pretty sure it is the latter. Otherwise there would be no need to reroll the stats with Divine orb to improve your crit multiplier on a lot of your items. However, some items will not have that luxury and is permanently nerfed.
It's primarily a semantic change because what makes sense to the smartypants at GGG doesn't always make sense to we mere mortals. Admittedly I got a grasp on how crit multi worked (it's simple maths but I'm challenged in that way), but it took a while.

Now you can just add the amount to your existing base 1.5 multiplier instead of going crit multi bonus x 1.5, since your base was always 1.5...At least that's how I think it works.

*shrug* You're not going to notice a huge difference either way. This is not categorically a crit 'nerf'.

And with the change to the Increased Critical Strikes support gem, I'd say a lot of builds that use crit without entirely focusing on it will get a little nudge upwards.

edit: yes, some uniques will be hit, including mine. That's two for two for my uniques going legacy now, and neither because of a need for a nerf. Wow.

But eh, Standard. *another shrug*

If I like a game, it'll either be amazing later or awful forever. There's no in-between.

I am Path of Exile's biggest whale. Period.
Last edited by Foreverhappychan#4626 on Mar 2, 2016, 11:51:26 PM
Multi items (even legacy) will effectively lose 33% of their effectiveness.

Example:

legacy 70% crit dam amulet will now only have +70% additional crit dam which is only 46.6% increased effectively. Essentially you lost 23% multi. which is about 2 passive nodes.

Existing non legacy crit dam amulets with 38% will now have +38% additional which is 25.3% increased effectively so you lost 13% multi which is about 1 passive node.

In summary this fucks over owners of legacy crit multi amulets and quivers while marginally reducing the power of future crit multi on quivers/amulets.


Passive nodes will GAIN 50% increased to offset the change so these do not change at all effectively.
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Last edited by Nephalim#2731 on Mar 2, 2016, 11:51:55 PM
So basically items with % inc crit multiplier like corrupted or mirrored that cant update their mod to the new value will now have 33% less effect on players ?

Also maligaros virtuosity will now permanently remain %Increased crit multi since they stated
"
The following were not updated to new values: Maligaro's Virtuosity, all craftable item mods (non-jewel) and master-crafted mods
it will be impossible to use a divine to update it ??

What about an item like
If they stated that craftable item mods ( non-jewels ) were not updated to new values so i cant use a divine on it to update the mod ??

Basically at first i though that the mods were becoming useless, but it seems like they just lose some effectiveness right ?
IGN:Hauntworld - ICU Omniscient PvP guild
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PvP Low life crit caster / Gear -->/1829851
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HLD PvP tournaments -->/1576295
Last edited by hauntworld1#6496 on Mar 2, 2016, 11:57:46 PM
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Nephalim wrote:
Passive nodes will GAIN 50% increased to offset the change so these do not change at all effectively.

Pretty sure they're only gaining 30% (so it's a slight nerf, as well as when rounding happens as well potentially.)
EA IGN: We_Have_Monk_at_Home

*Burnt out and waiting for either PoE1 League or new PoE2 Classes.*

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