How to get more hp and dmg ? (newbie)
Hi there.
I am pretty new at this game. Played it a little on PC and more on ps4. For both I chose a Impale Cyclone Champion build. How to get more hp ? I see people talking about getting aroung 5-6k hp. How can I get that much hp ? Also how to improve dmg ? on rings and amulets there are only low numbers of flat dmg and only weapon has more. Thanks. Last bumped on Aug 20, 2020, 7:17:20 AM
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Disclaimer: Take everything I say with a grain of salt, cuz I suck at this game.
For more HP, there's two things, really. 1) When you plan out your skill tree, you want to largely revolve around whatever nearby "maximum life" nodes there are. You aim for key things that your build wants, of course. But along the way for each thing, you want to grab any and every "maximum life" node cluster. Also, keep in mind your jewel sockets can always have maximum life, as well. (As a general rule, you don't want to spread out too thin in the tree. Usually.) 2) Every piece of rare gear you wear is going to want to have life on it. No exceptions, since life is a prefix, and prefixes aren't even remotely as stressed as suffixes are. (Uhh... except your weapons, I suppose. Those probably won't have life.) If your uniques have life, that's extra gravy - however, the good uniques usually don't, as their weighting tends to be towards more... unique things that makes them worth the slot in the first place. (This game is basically a bunch of rares to cover all your basic needs, with some complimentary uniques to emphasize or even define your build. Kind of opposite of something like Diablo 2?) When I plan a skill tree, I like to have at least +190% maximum life from it (before any jewel sockets I might have). That's a pretty easy threshold to hit, honestly. And many probably consider that way too low? (I tend to range from 190 to 220% with my skill trees.) |
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190% HP is easy as long you are not a Shadow. Life on the upper-right side of the tree is surprisingly low, it's almost a miracle I can get to 150%. Well, unless you go with a lot of +7% maxLife jewels and Cluster Jewels, I suppose...
But, indeed, I must admit amassing 5-6k HP has become way easier than it used to be once (only big nerfs on Life I remember is on Abyss jewels and when Kaom went to +1000 MaxLife to +500, changing the very game lore with it): Incursion mods, benchcraft with +x% maxLife/+x% maxMana which can go ON TOP of already existing +x% maxLife (from Incursion/Influence), Tier0 Essences, Shields that give you HP as implicit... For stacking as much life as possible, first and foremost make sure all of your equip items (minus weapon, of course, but including quivers and shields) have a +x MaxLife crafted on it. If you can't, it's because you have to use that item because of its build-enabler properties (for example, it's OK if you want to use a Mistwall on an Acrobatics build instead of an Evasion shield with MaxLife if you want to get 75% blockChance in Acrobatic builds). If you are unlucky in your drops, you can use Essences to help you craft the right bases. Incursion mods (+x maxLIfe, +x% maxLife) should be what you have to go next. Of course you don't have to go Incursion and T3 Pools of Restoration for them - you have a chance to get those items even in Blight, Metamorph and Legion encounters if you are lucky enough When Essences are no more enough, you can try go fossilcrafting while you go delving As for damage, it mostly depends on your equipment and build. Best you can do is use Path of Building Fork/Community version and fiddle in it. Both things I've said are quite advanced for someone with few months of experience in game. You seem to have enough Challenges to separate you from the most of players that has Act10 Kitava as "endgame", so perhaps not everything I've told you is complete gibberish. See what you can do and find most confortable with. The order I gave (Essence, IncursionMod, Fossilcraft) is based on rising overall difficulty of mechanic. Oh right, and since you are at Harvest, you can still slam and reforge items with +x maxLife, while you are at it |
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As for damage...
The biggest trick for damage is to stack "layers" of different... "methods" that increase your damage. For example, everything that says "increased damage (of whatever type, even universal damage)" are all additive with each other. Say, if you have: 100% increased damage 50% increased melee damage 130% increased elemental damage If you have a fire-based melee skill, it will have a total of +280% increased damage (a.k.a. doing 380% of its base damage). So your "increased damage" multiplier for a skill like that is considered to be 3.8 which represented doiing 380% OF the base damage. I wanted to explain that because now we got other types of damage increments. Lots of Support Gems say things like, "Deal 40% More damage." When they say More damage, that's a key word. It is a separately categorized method of damage increment from the key word Increase. (It's a bit of a funny game of semantics, but it is what it is.) So in PoE, you want to spread out to as many different methods of damage increments as you can. Increased damage is generally the easiest increment method to acquire. But it's still important not to neglect. But let me give you an example of why you want to spread it out: Let's say you have two options. 1) +20% increased damage. 2) +10% increased damage and +10% More damage. We'll assume you do not currently have any "Increased" damage yet. Option #1 is a 20% total increment to your original damage output. (Assuming you did not already have "increased" damage amounts yet. If you did, it would be less of a total increment to your damage.) Option #2, however, is a 21% total increment to your damage output. The reason is because they play off each other. If you have 100 damage increased by 20%, it's just 120. But if you have 100 damage that's increased by 10% once, it becomes 110. Then, if that 110 gets increased by a separate 10%, it becomes 121. So with that example, it's juts a difference of 1, but with bigger numbers and bigger multipliers, it just exasperates itself. Different kind of "separate multipliers" off the top of my head: - "Increased damage" category - Every individual "More damage" category - Every individual "Enemy takes increased damage" category* - Attack/cast speed (obviously) - Enemy resistances (thus, your elemental penetration; also, physical damage has a similar mechanic) * I'm not 100% sure if EVERY different source of "enemy takes increased damage" is independent from every other one. There might be some weird, specific cases. |
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Thnaks very much for reply.
My build uses Brutality gem so I do only phys dmg. My 6 gems, skill and support, are ok linked, I guess, because I took the build from a website and seems to be working and I do some dmg. When I open my character screen in game, at "Offence" tab what dps number should I be looking for ? Now I have aroung 2k dps. Also I see on gear different types of damage like "global physical damage" or "global critical strike" etc With hp I will get it done somehow ( now that I have a good tip - around 200% increased life). I use tabula rasa but I will farm some chaos and get a better chest with life. For the dmg or dps I am more concerned. With all the support gems and buffs, my cyclone does aroung 50k dmg (from what I can see when I pop-up the character window with offence tab. What dps should I have at lvl 80 ? dps like in the offence tab. Thanks a lot! |
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There is also another way to increase your damage: Critical hits.
Dealing a critical hit will usually deal higher damage than a non-critical hit, based on your Critical Strike multiplier (by default 150%), and will always apply Ignite, Freeze (and chill) and Shock if your damage can apply those ailments and, in case of Freeze and Shock, if your freezing and shocking damage is high enough based on the enemy's ailment threshold (usually 100% of their life, though it's lower on uber bosses like Shaper and Sirus). Even before 100% Critical Strike Chance existed (once it was capped at 95% if you didn't use Trypanon), there was a general "crit or Usually, every spell has a base critical strike chance, few flagrant exceptions are damage from Heralds (which are Secondary Damage and not Spells as easily mistook). Attacks do not have a base critical strike chance (except for Spectral Shield Throw), but rather gets their base from the weapon (that is also why Unarmed attacks have no Critical Strike Chance). There are, however, some ways to increase or grant a base critical strike chance to your skills: > Assassin ascendancy (+2% base crit chance while at maximum Power Charges) and Assassin Ascendant ascendancy (+0.75% base crit chance) > Slayer ascendancy (base crit chance with attack is 7%, and cannot be further increased) > Increased Critical Strike support (+2% at Lv21 to supported gem) > Rigwald's Curse (league-exclusive talisman that makes your Unarmed attacks have 7% base critical strike chance, like Slayer) > Influenced equipment (Spells/attacks have +x% base critical strike chance) The tree offers boosts on critical hit around every character: > Witch side offers generic Critical bonus for Spells, even more for Totem (both attack and spell) and Brands. It's also near Elemental Overload, a Keystone that give you More elemental damage after a critical strike, but will make your critical hits deal no extra damage. It's also home of critical strike chance for Wands > Templar side offers a lot of Critical bonus for spells (more Multiplier than Chance) and attacks, and it's the home of most of the Staff nodes, expecially on critical, expecially on staff attacks. It's also near Resolute Technique, a keystone that will make you never deal critical strikes, but also give you a 100% hit chance against everything > Marauder side offers little Critical bonus, only some small bonus on Maces critical strike chance > Duelist side has some critical strike chance and multipliers for dual wielding, axes, swords and two-handed weapons > Ranger side has a lot of critical strike chance and multipliers for bows, swords and attack in general > Shadow side is home of critical, with attacks, spells (more chance than Multiplier9 and damage over time , and even more with daggers and claws. It'also near Perfect Agony, a Keystone that will reduce your hits' damage but will make your critMulti apply also to your DoT at 50% of its value. > Scion has few generic critical nodes, usually you will want to get a "Path of" ascendancy and get some better nodes from another starting point Be wary that Critical Strike Chance do not apply to Impale damage (but will increase its starting damage, by making the impaling hit damage higher) |
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" Answering that DPS question in general isn't possible because it really depends where you are in the game. First off, the tooltip dps is kinda useless because it only count's your raw damage, it doesn't consider debuffs on the enemies from curses and auras you have. So pride aura, despite being the number one choice on physical builds, won't show in your tooltip at all. You can get a better idea of your damage by using path of building. You can look it up and download it via google. It's a tool that attemps to calculate your real dps but at the end of the day, due to different skill interactions it still kinda falls short some times. The only metric that matters at the end of the day is, does shit die when you hit it? If the answer is yes then your dps is fine. You should be able to kill white/blue/purple mobs in 1-2 hits and rares shouldn't take more than 4-5 seconds. Bosses should be 10-20 seconds at most. Endgame bosses can and usually will take longer than that and that's ok. Ultimately, with really awesome gear you can get to a point where even endgame bosses get oneshot or die within a second but that requires lots of playtime and knowledge. Since you are new you are probably still in white maps, maybe yellow so you can check by running a map where your dps feels good and where you start to get stuck. The number of times you die is also a factor. You shouldn't be dying several times per map, not even once per map normally. When you get to a point where stuff takes long to kill/kills you too quickly you know you are at your limit and you have to improve your gear. Until then i wouldn't sweat it too much. This game has a really high learning curve, you'll get there but it will take time. |
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