Game Mechanics Q&A Answers Part 2

"
masive12 wrote:
Still dont understand map equity and how to profit from this.

Map equity suddenly explains the bizarre phenomenon I experienced last league. I had four watchstones in every region except Valdo's Rest. Almost all the maps I dropped were for that region because that region had the only maps that could drop as tier 12-13.
Turns out, I'd "drop a tier 12 map" for another region, which would fail and award map equity for a tier 12 map. The system would say "Hey, there's enough equity to drop a tier 12 map. What map could it be... Guess it'll be the Ghetto" and suddenly I had a million Ghetto maps and farmed excessive amounts of ancient orbs.

tl;dr: Map equity is profitable if you can profit off low tier reds from a particular region. Target that region by having one less watchstone in it.
"
Modifiers to Action Speed affect the speed of animations played by the character model.


So does this mean action speed affects stun recovery?
"
sirgog wrote:
Why anyone thinks GGG would do the opposite - a hidden easy mode for streamers - is completely beyond me. Up there with some of the most self-inconsistent conspiracy theories.


Your argument is based on the assumption that Twitch streamers advertising PoE is to retain players when it really is to capture new players.

Giving a streamer boosted RNG makes the game appear more exciting to a potential player. It also entices a variety streamer to stay with PoE for a bit longer.

"
sibercat1 wrote:
Almost all the maps I dropped were for that region because that region had the only maps that could drop as tier 12-13. Turns out, I'd "drop a tier 12 map" for another region, which would fail and award map equity for a tier 12 map.


That is not map equity that is just isolating maps with the watchstone mechanic.

Map equity would be T9s failing to drop due to watchstone restrictions and eventually accumulating enough to drop a T10.
"
sibercat1 wrote:
"
masive12 wrote:
Still dont understand map equity and how to profit from this.

Map equity suddenly explains the bizarre phenomenon I experienced last league. I had four watchstones in every region except Valdo's Rest. Almost all the maps I dropped were for that region because that region had the only maps that could drop as tier 12-13.
Turns out, I'd "drop a tier 12 map" for another region, which would fail and award map equity for a tier 12 map. The system would say "Hey, there's enough equity to drop a tier 12 map. What map could it be... Guess it'll be the Ghetto" and suddenly I had a million Ghetto maps and farmed excessive amounts of ancient orbs.

tl;dr: Map equity is profitable if you can profit off low tier reds from a particular region. Target that region by having one less watchstone in it.


Hmm ok. Thanks!
"
"
Azarhiel wrote:
This is when you need to answer questions like those that you may ask yourself about the accessibility of your game to new players...

I have no clue of how map equity works, all i see it that even when my atlas can drop a t14+ map with 100+ completion, i frequently end up with no map drop from running 30+ T12 - T13...

You map loot system is broken and needs to be changed to something better...
As a side note, Zana's reset is also broken... Last time i used that method, she offered me only T5 - T8 maps (4 times in a row) while i was running T13's...


Zana maps are based on awakener level. Did you have every stone in?


When i run T13 yes, all stone that i got are in...
Path of Exile is a Casino for gambling addicts.
Gambling is not fun nor a game mechanic...
"
nunka wrote:
"
Ghostseer wrote:
Thanks for these answers.

Still no answer on stream viewers to drop chance increase ratio. It was asked on Twitter, one of the first questions.
Also if there is an increased drop rate for streamers paid by GGG to play the game.

Or is it just queue skipping you’ve been caught for and therefore had to admit to ?


I love how the same 5-ish people always reply on the first page of GGG threads with their absurd streamer RNG conspiracy theories and "yet another streamer-focused XYZ, thanks a lot GGG" complaints, often oblivious to contradictory information in the post they're replying to (no contradictory information in this particular post, but it's amusing all the same).

Streamer RNG does not exist. Streamer-specific seeds do not exist. The streamer client does not exist. Streamer priority queues occurred for *one day* (out of the 3000+ days PoE has been live) as a major screw-up by GGG during a paid promotional push.

Find a new crusade.


Thank you sir :D
"
Castablanca wrote:
"
How do player auras (e.g. Zealotry) interact with skills used by traps/mines? There appears to be a delay after a trap/mine triggers/detonates before the skill is fully 'affected' by the aura. This bug demonstrates the effect but how do trap/mine skills interact with player Auras to create this effect instead of just always being affected by the aura?

Traps and mines being affected by auras is a bug and will be fixed at some point. What's currently happening is that traps and mines are inherently hidden once armed, and effectively cease to exist for most purposes. Once they start to use their skill, they stop being hidden. Currently, this allows auras to start affecting the trap/mine object at that point, which should not happen. Auras take up to 250ms to start affecting a new object, so the aura currently starts affecting the trap or mine some point between one frame or 250ms after it starts using the skill.


"
Traps and mines being affected by auras is a bug and will be fixed at some point.

Isn't this inconsistent with traps, mines, and totems inheriting their offensive stats from the players stats?

https://pathofexile.fandom.com/wiki/Mine
"Mines are separate entities from the character who throws them, but they use that character's offensive stats when applying damage and various other effects."

Therefore, damage-boosting auras like Hatred, Zealotry, or Herald of Ash/Purity, shouldn't the damage buffs on the players then be inherited by the trap, mine, totem?


No, this is not inconsistant, and that is not what happens. Totems, Traps, and Mines (and other things that use your skills) do not "inherit your offensive stats" (and "offensive stats" is not a well-defined category in the first place). They are separate objects, but use your skills. Thus anytihng that looks at a stat value of the totem, trap, or mine gets that object's stats, but anything that looks at a stat value of the skill they're using gets your skill's stats, which are based on your stats.

In general, but not always, the object's stats are used because you're doing something to the object, and skill stats are used because a skill is doing something, which is why people keep trying to claim this is split by offensive/defensive, but that is simply not accurate.

Thus, if an aura affecting you changes the stats of your skills, such as damage or cast speed, this will be reflected in the skill regardless of whether it's used by you or by the totem, trap or mine. That is still the aura affecting you, not it affecting the trap. An aura that only changes stats that are checked on skills (such as Hatred) affecting a totem, trap, or mine would do absolutely nothing, since those stats would never be checked on those objects, and they never use their own skills.

That specific stat granted by the Zealotry aura is checked on the stats of the object doing the hitting, not the skill that's being used to do the hitting. This is intentional.
HI

Juggernaut acdenancy states, "cannot be stunned" "action speed cannot be modified below base value" "movement speed cannot be modified below base value"

having cannot be hindered corruption jewel on my tree,

and question is why i am getting still slowed ?
fk archnemesis.
"
SuperDrop wrote:
HI

Juggernaut acdenancy states, "cannot be stunned" "action speed cannot be modified below base value" "movement speed cannot be modified below base value"

having cannot be hindered corruption jewel on my tree,

and question is why i am getting still slowed ?


Hinder is a movement speed slow.

You don't have anything that makes you immune to movement speed slows. You do have a stat that says your movement speed cannot be modified below base value. The base value for movement speed is the base 100% speed you have with no other gear or modifiers.

Hinder is a movement speed reduction, so it's additive with your movement speed increases, such as the increased movement speed you have on boots.

For example, if you are Hindered by 20%, but you previously had 130% movement speed due to having your base movement speed of 100% and wearing some +30% movement speed boots, then your movement speed would be reduced to 110%.

This is the case even with Unstoppable, since it's still above your base 100% movement speed.

If instead you were Hindered by 40%, you'd normally end up with 90% movement speed. However, due to Unstoppable, the movement speed can't be modified to below base value, so 100% is as low as it goes.

Report Forum Post

Report Account:

Report Type

Additional Info