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

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acme_myst wrote:
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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?


na was just thinking it's kinda stupid for you say losing some crit multi is bricking... very stupid.
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, 7:38:02 AM
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Snorkle_uk wrote:

- wall of good explanation -


Ty Snorkle, finally I understand these changes now.
Well... at least I think so ;)

"better to simply go balls deep full retard if you gonna go retard." -Boem-



Last edited by Hunwulf#1449 on Mar 3, 2016, 7:47:27 AM
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Pewzor wrote:
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acme_myst wrote:
"
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?


na was just thinking it's kinda stupid for you say losing some crit multi is bricking... very stupid.


In case the intended meaning of my previous statements wasn't clear, allow me to rephrase. These changes, in effect, do not affect the relative efficiency of using legacy mods over non-legacy mods, but merely these mods' absolute efficacy, which is affected equally.

In short: no bircking haz happned. In other words, I guess we actually agree.


Spoiler
I know, I should stop feeding the troll.
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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.




1 + 0.10*6*(3 + 0.57) vs 1 + 0.10*6*(3 + 1.05) means 3.142 vs 3.43 => The latter has 9.17% more dmg.

1 + 0.10*6*(3 + 0.38) vs 1 + 0.10*6*(3 + 0.70) means 3.028 vs 3.22 => The latter has 6.34% more dmg.

The result is in that particular case, the legacy effective "more" multiplier on the average dps was nerfed.

Your calculations are fine, but your conclusion "In short, although crit multi (on explicit mods) received a 33% nerf across the board, legacy gear is still comparatively as strong as before." is wrong because rather than focusing on how much "more" dps the legacy gear gives, you focus on how much "more" an intermediate step yields. However, only the effect on actual dps is what matters.
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Last edited by mazul#2568 on Mar 3, 2016, 8:26:26 AM
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mazul wrote:
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acme_myst wrote:
*snip*


1 + 0.10*6*(3 + 0.57) vs 1 + 0.10*6*(3 + 1.05) means 3.142 vs 3.43 => The latter has 9.17% more dmg.

1 + 0.10*6*(3 + 0.38) vs 1 + 0.10*6*(3 + 0.70) means 3.028 vs 3.22 => The latter has 6.34% more dmg.


Could you give some interpretation for those numbers? Can't quite follow along with the computations here.
Last edited by acme_myst#0530 on Mar 3, 2016, 8:34:36 AM
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acme_myst wrote:
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mazul wrote:
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acme_myst wrote:
*snip*


1 + 0.10*6*(3 + 0.57) vs 1 + 0.10*6*(3 + 1.05) means 3.142 vs 3.43 => The latter has 9.17% more dmg.

1 + 0.10*6*(3 + 0.38) vs 1 + 0.10*6*(3 + 0.70) means 3.028 vs 3.22 => The latter has 6.34% more dmg.


Could you give some interpretation for those numbers? Can't quite follow along with the computations here.


You should reckognize it from how the crit multiplying factor for dps is calculated.


1 is for the basic case with 0% probability to crit.


0.10 due to 10% base crit chance


6 due to 6 times multiplier of base crit chance (can also be seen as 500% increased crit chance)


3 is essentially a term that remained invariant due to "rescaling" of many tree nodes and uniques in this patch.
---To exemplify: Assume a person has only crit mult bonus from facebreakers.
Then before patch we got: 1.5*(1 + 0.60) - 1 = 1.5*1.6 - 1 = 1.4
After patch we got: 1.5 + 0.90 - 1 = 1.4

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Last edited by mazul#2568 on Mar 3, 2016, 8:51:04 AM
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mazul wrote:


You should reckognize it from how the crit multiplying factor for dps is calculated.


Right, got it, thanks :) Just feels like a bit of an awkward way of writing it, I'd personally go with something like

1*(1-0.6) + 0.6*(1.5*(2 + 0.38))

for the old computation.


In any case, I believe we're both right, just depends on what you're measuring.

What you're saying is that, keeping everything else the same, upgrading from a normal T1 crit multi to a legacy 70% multi roll is "not as good as it used to be". In other words, this upgrade from 38%->70% now adds less damage than it did before. You're completely right.

What I'm saying is that, keeping everything else the same, you can either "add" a 38% multi roll to your build, or "add" a 70% legacy roll to your build. The relative improvement from the legacy roll over the T1 roll (compared to not having either) is still the same under the new system.

Essentially, your computation regards getting the legacy roll as an upgrade from the T1 roll, whereas my computation assumes you must choose one or the other, and takes not having either as the starting point.

The advantage of your method is that it translates better into actual damage output. On the other hand, my computations are invariant to other gear/passives. That is, the relative gain in DPS from upgrading from 38%->70% is dependent on your current DPS (specifically, on your other sources of crit multi), whereas the relative gains in DPS from adding either 38% OR 70% is not.
Last edited by acme_myst#0530 on Mar 3, 2016, 10:08:12 AM
You can add me to the stupid list too.

So do I divine/blessed/reroll my Bino's on my Standard characters, or do I leave them alone?

I think they either became 18% stronger, or they are the same, not sure.


QQ
all instances from items, gems, skill tree from crit multi simply multiplied eachother.

all other sources of damage are added to one another.
so 50+50+50 turns into 150

crit multiplier did
150+100+100=600 now it does 150+100+100= 350

edit:
do note however all crit multipliers from tree were added into 1 pool
and so were all sources of item mods into its own pool as well
Last edited by agbudar#4976 on Mar 3, 2016, 12:11:48 PM

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