Righteous fire
Your HP pool being 50 ish points below max no matter what has been around since RF was added to the game so that means nothing.
And you're gonna need video evidence with all map and mob mods shown before people start believing you. |
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" He is saying that it now happens on "non RF builds" also. So before it was a "with RF build, regen life / on hit life gain" mechanics stops working. That one is hard to "see" since you will never be on "full health" at any time when doing RF. However if as many people have this problem now that he claims, with non RF builds then this is very strange. There would need to be video proof clearly showing this happening includign a VERY clear screenshot showing map mods + very clear screenshot of ANY Searing Exarch / Eater of worlds shrine taken. |
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Ah I see. I did misread that part then.
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" I tested in Heist as per the OP's post on my RF character in SSF STD, and I have not experienced, no. Thror and HanSolo have made some good points while others have made...well, you know. ~ Please separate the PoE1 and PoE2 forums.
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" Excellent point. I don't care about his YT link, although I am sure it is positive and uplifting ;) ~ Please separate the PoE1 and PoE2 forums.
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Oh man, I just went to look at the Y-tube link and gone so it has been edited.
I'm sure it was positive and uplifting as well! 2 hours online now and not reproduced issue yet. |
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I ran my rf in a few heists after posting in this thread. Perfectly fine as long as I paid attention to the mods.
I think the complaints here are reflective of how just how little some people understand the builds they play. I never touched RF until a week or two ago, watched one video and did some of my own testing to get a feel. I get that poe math isn't exactly clear cut, but its not like rf is all that complex. If you take more damage than you regen, you continually lose life/es. For the inquisitor build I'm running, I finally learned the value of a lingering consecrated ground. If I move too long I lose the consecrated bonus and I take damage until I die or stop moving for a brief moment. Unless you're doing something lag intensive like simulacrum, it shouldn't be hard to find a spot to proc the consecrated. Yep, totally over league play.
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I've been running a good amount of Heist with my RF build this league, including after the latest patch and hotfixes. I have had absolutely no issues with regen and honestly, it's kind of hard to understand the OP.
My best guess is he rolled a contract/blueprint with certain modifiers like "negative x amount of life regen per 25% alert level" or "negative x amount of resists per 25% alert level." If you run these modifiers in heist with an RF build, you can potentially get to the point where you will no longer have enough life regen or fire resist to negate the damage that RF is constantly doing to you therefore you will not regen back to full health. Another modifier that can have the same result is -maximum resists as it will bring your fire resist down. Also, with the consecrated ground ordeal, if you keep running without stopping or casting a skill, you will start to lose life. The best way to deal with this is just get in the habit of shield charging/frost blinking to get around maps/contracts/whatever content you are doing. You don't have to actually stand still to proc the consecrated ground as casting one of those abilities to move around works. Last edited by vkut#1499 on Jul 9, 2022, 6:25:44 AM
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it is a very old bug that desync with the server so that the hp never displayed full
(please ignore any troll claiming RF cannot reach full hp) As long as your life regen > degen / DOT, you will be full hp eventually (unless you constantly also take hit) https://www.reddit.com/r/pathofexile/comments/6d7csk/new_unique_belt_coming_in_300_promises_to_make/di0n9wq/?context=3 " Also, in heist there is a lot of DOT ground effect or monster skill (spell?) so that please also make sure about that This is the start of forum signature: I am not a GGG employee. About the username: Did you know Kowloon Gundam is made in Neo Hong Kong?
quote from the first page: "Please post one thread per issue, and check the forum for similar posts first" This is the end of forum signature |
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I have been trying to recreate the issue so I can demonstrate on demand.
Desync with server sounds probable after a few days trying. I've been comparing my experience on a non-rf build with Savages RF build - which is why I"m providing non-rf info to reference that it's not just his rf build. It seems like when either poison or ignited is applied the degen buff caps you lower than your max life, then you keep taking the DOT preventing max life pool - which is NORMAL. When the dot icon is gone, for 1-2 seconds afterwards the effect continues, which suggests a lot of desync. I've had one eye on the life pool and one watching the debuff icons more than screen when playing, pretty much ignoring what's happening on the center of the screen. To test, I've run some T16 delirium 20-40% corrupted maps, some void stone pack increase mods, and some areas with about 40-90% increased pack size in delves. I've specifically avoided areas with ground debuffs. When I go into the high pack size areas seems to happen more frequently, especially delve/rituals maps. I've used a remove poison / ignite flask and still had the issue which leads me to agree desync in the period before those flasks apply. I use the "/oos" command often in big packs and a few times I did get the 'under max life' effect with no debuffs. The 1-2 second period agrees with desync more than bugged. I've also had to /oos command take about 7 seconds to actual reposition me on screen and in those periods my life pool capped out 200-300 below max, suggesting the 'display' of life pool was a part of desync ; the longer the desync the further the pool drops. I altered my life pool up and down to see if it was related to partial number calcs (dividing a prime # remainder) where those specific numbers generated a cap under max. I've a 3080TI vid card, 32gb ram, ssd, and it's a solid rig so my pc shouldn't be having issues handling it. I can say for certain not ground effects as have employed items and pantheon to negate those, and the mobs weren't dropping ground effects. I did notice when I have like 200+ mobs on screen is when encounter most frequently. I will say my apology now, eat crow if it was desync and seemed like a bug to me, and take my lumps for being wrong. I don't know if something was bugged or if it was all desync but posted since others were having same issue as me. I did hit just about every heist bug that was patched and things don't get fixed unless you say something. |
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