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

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I_NO wrote:
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Dark_Chicken wrote:
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I_NO wrote:
Thankfully I don't focus on standard.


can i have your mirrored items?


Only my closest friends I will give gear too :X


hey it's me your brother
GGG banning all political discussion shortly after getting acquired by China is a weird coincidence.
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What I haven't seen addressed is why Mali's isn't going to get the new mods.


That is because Maligro's got nerfed. Just like some jewels and other stuff. They aren't updating those at all.

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GGG balance with complete focus on temp league and just leave the 'legacy league' alone sounds like a win-win-win, but instead they resort to whatever you want to call it now, if not feasible, it's just plain stupid IMHO.


I would guess they are changing to nerf some items in addition to making it easier to understand.
Of course, they probably also want to make it so that there can be new top tier gear(the new T1 mods should be a good indication back in 2.0) in standard.
If you think they can change significant things for temp leagues and leave Standard alone, such as this crit multi change, you really haven't grasped how the game has been developed. League and Standard are not separate builds of PoE. They're more like the same person wearing different clothing. And these changes, they're muscular and skeletal.

In retrospect, GGG should have realised that merely changing the clothes wouldn't be enough to differentiate between league and Standard, not when league is stripped naked every 4 months and sent out to mug some poor sap for clothes while Standard continues to accrue bling and designer fashion, to a point of utter silliness.
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 3, 2016, 2:04:52 AM
Oh, I misread the patch notes. I just saw Snorkle_uk's response on the patch notes section and I think he is correct.

The patch notes is a global nerf to all crit multiplier items. Using Divine Orb won't do anything to the rare items.

-Edited
Last edited by Starxsword#4109 on Mar 3, 2016, 2:06:00 AM
ya I think almost everyone in this thread has it wrong tbh. I was certain of what the changes were, and now Ive read a load of people who seem to have got something else entirely from the words, so Im forced to doubt myself as it is entirely possible I have it wrong. But Ive reread the notes 3 times now and Im still of the opinion most people have it wrong.

A few I believe are right, Neph I believe is right here

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Nephalim wrote:
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.





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hauntworld1 wrote:
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
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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 ?



Ok first point, from what I can tell ALL items outside of the few uniques specifically mentioned will have 33% less effect, all of them. So it doesnt matter if you can change them or not, the wording of the stat line will chance from increased to additional and that is all, t1 crit multi on a rare item will be 38% additional crit multi, if you had a 38% mirrored roll, a 70% mirrored roll, they change to increased, it stays exactly the same relatively, it ALL loses 33% effectiveness.


Malis will not remain increased. I dont think increased will exist, whoever said that I think he has it right. That entire stat, increased multi, will be changed in the data base to read additional crit multi and to act as additional crit multi. From what I understand the mods on your items have a value and a reference to a mod line in the database. So if you have 38% increased multi on a rare item right now what is on the item that they cannot change is the number 38 and the mod it points to. The text "X% increased critical strike multiplier" and the effect is has on your character are pulled from the data base to complete your item. So they will change this line to display "X% additonal critical strike multiplier" and change its effect to be aditonal behind the scenes, or whatever way theyve worded it, "+X% crit multi" or whatever. This means malis cannot remain increased, they will change to additional like everything else and when they say they are not updating it what they mean is that is will remain 35% top roll, unlike an item like Abyssus where they will go in and change new versions of the items to have 225% multi instead of the old 150%. This means you dont get anything better if you divine malis same way you wont get anything better if you divine a rare, but the uniques they stated will be updated can be divined up.

Thats where corrupted items get fucked, when they were a unique like abyssus that is being buffed to escape the blanket nerf. No mirrored rare with a crit multi suffix will be fucked by the change, the only mirrored rares that are messed up because they cant be orbsed will be Sol Barbs, the Vaal Rapier, this is because it has IMPLICIT crit multiplier on the base item, currently 20%, the new value after a blessed orb will be 30%, a current mirrored version will have essentially lost 10% additional crit multi, which is 33% less of a hit than losing 10% increased in the current version.



Third point, your amulet is fine I believe. A divine will work on it same way it does right now, its legacy so I dunno what happens when you divine a legacy crit multi might not want to try. Either way, it will change to 67% additional multi, and the highest t1 roll on a rare possible with the new mods will be 38% additional, so you are still 29% better than anything thats possible with non legacy.



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HeWhoAnswersTheCall wrote:
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Dark_Chicken wrote:

What's the new value range for, say an ammy with 38% (t1) if divined?


I wouldn't have the faintest idea. Should I?


38%




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HeWhoAnswersTheCall wrote:
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silumit wrote:
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HeWhoAnswersTheCall wrote:
They weren't updated automatically. I see no reason why you can't use a divine orb on that to reroll the crit multi mod according to the new value range.
Because they are even more rare that exalts, maybe?


I meant technically. Read what I said. I already mentioned my dislike for GGG's flippant 'hey you can just use a divine orb to fix our fuck up guys'...



well its essentially legacy, same way it always has been. Its only happening to a few select uniques that have crit multi. If their multi was nerfed you would have a positive legacy item worth a ton more, its been buffed so you got the opposite, but you can use a divine and get the new mods if you dont want to get a new version of the item. I dont think any of this applies to rare gear at all outside of implicit multiplier on swords, and it doesnt apply to multi uniques like maligaros, only the ones they mentioned it applies to.

edit: actually I think there is 1 case where it applies to rare gear affixes. If you have a crit multiplier rare jewel you will need to divine it to get the higher stats as jewels seem to be keeping with the passive tree in being buffed to counter the mechanical nerf. This also means that anyone with a corrupted rare crit multi jewel now join the vaal rapiers in being unable to be modified to the new stats.




everything Ive just said might be wrong, but its what im seeing in the notes so Im putting it out there, if its wrong show me why its wrong, if GGG are reading this and see Im getting it twisted let us know cause it all seems a bit wut? atm.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
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Snorkle_uk wrote:
ya I think almost everyone in this thread has it wrong tbh. I was certain of what the changes were, and now Ive read a load of people who seem to have got something else entirely from the words, so Im forced to doubt myself as it is entirely possible I have it wrong. But Ive reread the notes 3 times now and Im still of the opinion most people have it wrong.

A few I believe are right, Neph I believe is right here


Yeah, as far as I can tell, you're absolutely correct. Reading skills confirmed OP.


It's also interesting to note that, relatively speaking, there is absolutely no change in the efficiency of using legacy gear vs non-legacy gear.

Compare a T1 38% multi roll with a legacy 70% multi roll. Under the current system these add, respectively, 150*0.38=57% multi, and 150*0.7=105% multi. That makes the legacy mod 105/57=1.84 times as efficient as the non-legacy mod.

Under the new system, they respectively add 100*0.38=0.38% multi and 100*0.7=70% multi, meaning that the legacy mod is STILL 70/38=1.84 times as efficient! In other words, there is no change to the relative efficiency of using legacy mods.

Furthermore, there is no change in terms of relative gains. In particular, the increase from the base 150% multi was previously 57%/150%=0.38 for the non-legacy, and 70%/150%=0.7 for the legacy mod. In other words, the relative gain of using legacy gear was 0.7/0.38=1.84 (again).

Also under the new system, the relative gains are 38/150=0.2533 and 70/150=0.4667, making the legacy mod still 0.4667/0.2533=1.84 times as efficient.

In short, although crit multi (on explicit mods) received a 33% nerf across the board, legacy gear is still comparatively as strong as before.

... Math also confirmed OP, I guess.


I also feel that a lot of this confusion stems from a misunderstanding of how the current crit multi system works, as the patch notes seemed perfectly clear to me. In that sense, the guys at GGG may actually have a good point with changing how this all works.
Last edited by acme_myst#0530 on Mar 3, 2016, 5:08:17 AM
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acme_myst wrote:
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Snorkle_uk wrote:
ya I think almost everyone in this thread has it wrong tbh. I was certain of what the changes were, and now Ive read a load of people who seem to have got something else entirely from the words, so Im forced to doubt myself as it is entirely possible I have it wrong. But Ive reread the notes 3 times now and Im still of the opinion most people have it wrong.

A few I believe are right, Neph I believe is right here


Yeah, as far as I can tell, you're absolutely correct. Reading skills confirmed OP.


It's also interesting to note that, relatively speaking, there is absolutely no change in the efficiency of using legacy gear vs non-legacy gear.

Compare a T1 38% multi roll with a legacy 70% multi roll. Under the current system these add, respectively, 150*0.38=57% multi, and 150*0.7=105% multi. That makes the legacy mod 105/57=1.84 times as efficient as the non-legacy mod.

Under the new system, they respectively add 100*0.38=0.38% multi and 100*0.7=70% multi, meaning that the legacy mod is STILL 70/38=1.84 times as efficient! In other words, there is no change to the relative efficiency of using legacy mods.

Furthermore, there is no change in terms of relative gains. In particular, the increase from the base 150% multi was previously 57%/150%=0.38 for the non-legacy, and 70%/150%=0.7 for the legacy mod. In other words, the relative gain of using legacy gear was 0.7/0.38=1.84 (again).

Also under the new system, the relative gains are 38/150=0.2533 and 70/150=0.4667, making the legacy mod still 0.4667/0.2533=1.84 times as efficient.

In short, although crit multi (on explicit mods) received a 33% nerf across the board, legacy gear is still comparatively as strong as before.

... Math also confirmed OP, I guess.


I also feel that a lot of this confusion stems from a misunderstanding of how the current crit multi system works, as the patch notes seemed perfectly clear to me. In that sense, the guys at GGG may actually have a good point with changing how this all works.


I think the point here is it's ok for everything to be nerfed. As long as they don't affect the legacy owners.
The real hardcore PoE players and the elites sit in town and zoning in and out of their hideouts trading items. Noobs that don't know how to play PoE correctly, kill monsters for items. It's pure fact, it will never change.

Welcome to PoE.
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Pewzor wrote:
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acme_myst wrote:
*snip*


I think the point here is it's ok for everything to be nerfed. As long as they don't affect the legacy owners.


Not sure if being sarcastic about my post, or other people's responses.

I'm merely pointing out that other people's outrage about legacy/mirrored gear being completely bricked is misplaced.
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acme_myst wrote:
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Pewzor wrote:
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acme_myst wrote:
*snip*


I think the point here is it's ok for everything to be nerfed. As long as they don't affect the legacy owners.


Not sure if being sarcastic about my post, or other people's responses.

I'm merely pointing out that other people's outrage about legacy/mirrored gear being completely bricked is misplaced.


hur dur

They won't be bricked, they just have less crit multi than before.
There are a lot of players out there that can actually play PoE without stupidity legacy item carries I know it sounds crazy but it's true.
The real hardcore PoE players and the elites sit in town and zoning in and out of their hideouts trading items. Noobs that don't know how to play PoE correctly, kill monsters for items. It's pure fact, it will never change.

Welcome to PoE.
Last edited by Pewzor#2343 on Mar 3, 2016, 7:14:35 AM
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Pewzor wrote:

There are a lot of players out there that can actually play PoE without stupidity legacy item carries I know it sounds crazy but it's true.


Your point being..? Did I write anything to the contrary?

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