Legendary drop are useless and worthless

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CrisFenix wrote:
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Archwizard wrote:
I said that I like the utility of those uniques dropping there because they become fodder for planning my next character. If anything, that HELPS SSF way more than it does the trade leagues. After all, I COULD just buy those low-level uniques for a pittance in a trade league.

That doesn't mean I don't want to see high-end uniques drop or anything. Drawing that conclusion is imbecilic.

And now, I hope to be done responding to you in general.


Its ok.

But planning your next character should begin on the skill tree (poeplanner.com) or chosing some specific gems and uniques that buff your skills or damage type (pathofexile.gamepedia)

Drawing your next build from random drops of random gear is imbecilic. :)


Why? If I'm just playing the game and a drop strikes my fancy as something I want to do? You can plan on one of those things after a drop gives you an idea.

The fuck is wrong with you?
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Archwizard wrote:
Why? If I'm just playing the game and a drop strikes my fancy as something I want to do? You can plan on one of those things after a drop gives you an idea.

The fuck is wrong with you?


You can do it, but results will be very unpredictable. Without some research you can end up spending many regrets and orbs. Its nice to do random tests and playing around but most of low level uniques are provisional, they dont give you a bright idea of what your build is capable.
Title is correct, but the post is not. Uniques aren't worthless because they're common, they're worthless because they're almost universally bad. Their original design goal was to be a sidegrade to rare equipment, but in almost every case they're a downgrade over mediocre rare gear with some obvious exceptions.

For every unique I pick up and identify, I probably leave 20-30 on the ground unidentified because they're literally not worth the wisdom scroll it would take. For being the top-tier rarity, that's an issue. (It's still better than rares, which I literally never pick up once I'm resist capped)

GGG will never change it though. They like leaving people's items that they paid thousands of dollars for in a state of uselessness.

Edit: Take Emberwake for example:

Why on earth would I use this over an alched two-stone ring? Most ignites focus on one big hit that will kill the target, being able to stack two of them at once isn't worth giving up 70% resists and a solid life/ES roll.
Last edited by Hemmingfish#1386 on Sep 2, 2017, 8:36:36 AM

I'm actually in favor of toning down the more common unique drops, as the game has become flooded with them. It essentially defeats the purpose if they drop more frequently than a half-decent rare item, to a point where they could be perceived as being "common" items. It also diminishes the fun-factor in finding them. I find it kind of contradictory to how the game emphasizes the greatness of Unique drops.


I'm Left of Right and far Right of Left.
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Hemmingfish wrote:

Edit: Take Emberwake for example:

Why on earth would I use this over an alched two-stone ring? Most ignites focus on one big hit that will kill the target, being able to stack two of them at once isn't worth giving up 70% resists and a solid life/ES roll.


The main DRAWBACK on Emberwake is "enemies burn 65% slower". It actually means "65% less burn damage, 200% more burn duration". So even when you stack 2 burns, they will still deal only 70% of original burn's damage, making Emberwake COMPLETELY USELESS for burns.
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Last edited by MortalKombat3#6961 on Sep 2, 2017, 3:50:19 PM
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Hemmingfish wrote:
Title is correct, but the post is not. Uniques aren't worthless because they're common, they're worthless because they're almost universally bad. Their original design goal was to be a sidegrade to rare equipment, but in almost every case they're a downgrade over mediocre rare gear with some obvious exceptions.

For every unique I pick up and identify, I probably leave 20-30 on the ground unidentified because they're literally not worth the wisdom scroll it would take. For being the top-tier rarity, that's an issue. (It's still better than rares, which I literally never pick up once I'm resist capped)

GGG will never change it though. They like leaving people's items that they paid thousands of dollars for in a state of uselessness.

Edit: Take Emberwake for example:

Why on earth would I use this over an alched two-stone ring? Most ignites focus on one big hit that will kill the target, being able to stack two of them at once isn't worth giving up 70% resists and a solid life/ES roll.


Most of uniques we pick up are low level uniques that aren't usefull for our level or build. The top grade uniques are good, like a shavrone, voltaxic rift, etc.. but most of uniques need a build around them, they need certain points inside the skill tree to be activated.

These top grade uniques that some people pays thousand of dollars: they should drop more often, would be more usefull to us. Some low level uniques are ok, like this ring.

This ring should appear bad, but if you do a propper build to it, you will have a good item. The last line says "additional ignite" so this ring will double your damage because inflicts 2x ignites per second.

The base duration of ignite is 4 seconds, 40% of the base damage of the hit of fire damage, per second = 160% in 4s. This ring will double to 80% of base damage and do 320% in 4s.

Also, this ring will extend the duration of ignite to 6.6s (+65% = +2.6s) giving you 528% in 6.6s, but maybe you will need to focus over-time damage on the skill tree using points like Corruption, Growth and Decay, Entropy.

Very good indeed!


Last edited by CrisFenix#5279 on Sep 2, 2017, 3:39:54 PM
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CrisFenix wrote:
The base duration of ignite is 4 seconds, 40% of the base damage of the hit of fire damage, per second = 160% in 4s. This ring will double to 80% of base damage and do 320% in 4s.

Also, this ring will extend the duration of ignite to 6.6s (+65% = +2.6s) giving you 528% in 6.6s, but maybe you will need to focus over-time damage on the skill tree using points like Corruption, Growth and Decay, Entropy.

Very good indeed!


Actually, the duration is 11,5s but those two ignites will only do 35% of their normal damage per second each. I have better things to do with my 11,5s than stare at it slowly ticking off. Like waiting for grass to grow, for example.

The ring is ass, my pet theory is they had a bit of an misunderstanding and the ring was supposed to say '35% slower' so your ignites burn at a 65% rate.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Last edited by raics#7540 on Sep 2, 2017, 4:19:51 PM
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raics wrote:


Actually, the duration is 11,5s but those two ignites will only do 35% of their normal damage per second each. I have better things to do with my 11,5s than stare at it slowly ticking off. Like waiting for grass to grow, for example.

The ring is ass, my pet theory is they had a bit of an misunderstanding and the ring was supposed to say '35% slower' so your ignites burn at a 65% rate.


Dont forget that is base damage, not increased damage (+%). Check the skill damage and any gear that says "adds XX to fire damage". Also, if you mouse-over the hotkey of the skill will say how much damage is doing

But yes, this ring can be "ass" if the build focus other things. The way they made Poe is that you have to use all buffs you can to do damage at end game. Including jewells on the skill tree, auras, curses, spells like Herald of Ash, Flame Totem, rings and amulets with increased elemental like Ngamahu Tiki, etc..

There are some items that convert one damage into another, like Pyre

Last edited by CrisFenix#5279 on Sep 2, 2017, 4:47:07 PM
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CrisFenix wrote:
But yes, this ring can be "ass" if the build focus other things.

Nah, it's almost universally ass. Faster ignite on Scorned or Dyadian compresses them so you do more damage per second at the cost of having to apply them more often, which is usually no problem so it's an advantage.

But this does the opposite, it stretches the damage out. So even with two ignites you're doing 70% of normal damage per second and the advantage of having to apply it less often is no advantage at all (well, since it's two ignites it's one every 5,7s which makes that particular benefit of dubious value). I mean, I'm sure it's possible to reapply your ignite every 4s on most setups and enjoy your default 100% ignite per second as well as the company of another ring, one that doesn't suck.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Last edited by raics#7540 on Sep 2, 2017, 5:09:14 PM

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