I don't think you actually improved Trampletoe Performance
Before 0.3.1, I had noticed that when I tried out this combination of unique items and on death effects that the game was pausing for up to several seconds when jumping into huge packs or throwing a forge hammer. This was actually really cool so I did everything I could think of to make it even worse. Because that's what this game is about, Strange Voice said so and he'd never lie to me.
This is what it used to look like before the fix: https://youtu.be/Q9i5QvNL1HA?t=25 (All links are timestamped to when it starts happening, you only need to watch each for about 30 seconds to see what I'm talking about) After 0.3.1, On MY end, it was a little better... until I got more AoE and added a 5th source of on-death effects to leverage with Killjoy gloves. I also switched Maces, gaining a significant amount of damage but sacrificing a decently large source of Flat Added Fire, which masked the issue. Because you removed the Rare Skulls on the Minimap, I could no longer see any indication that this shit was reaching 2+ screens away, though I could turn on minimap indicators for all gold drops to regain some of that information. Then I noticed my friend who plays on the same realm as me always seems to complain about his ping being dogshit or even getting disconnected from his instance entirely at the same time as me doing things like this: Exhibit A: https://youtu.be/nm7z8xPk0O0?t=248 Exhibit B: https://youtu.be/9TUOOJMMahk?t=384 Exhibit C: https://youtu.be/kIAMPinbnRc&t=449 (in 4k because I managed to get my first vk device detatched error of the league and swapped to DX12 and noticed it's actually way better now) ![]() He's playing an Evasion character so transient issues like this are straight up getting him killed, costing him precious endgame XP and giga juiced waystones and nodes. When I looked back at these clips I noticed my typically rock solid 32ms ping to this realm jumping up to anywhere between 40ms and 100ms+. The Server bar in metrics is no longer lighting up like it used to, though. I'm going to stop wearing Trampletoes & Killjoys until I get some sort of confirmation that this is actually truly fixed. There's maybe 25 people using toes on poe ninja, and 3 others also using killjoys. None of them seem to have this amount of increased AoE or so many sources of On Death Effects. As fucking awesome as this is, it isn't cool that I'm ruining the game for others. I couldn't believe that the toes even got attention in the patch! I also noticed that you started putting a lot of empty space between packs, probably as a 'cheap' way to try and temporarily fix this. Too bad that doesn't fix anything when I have 3 breaches open in a 100-140%+ packsize map with 20-40%+ increased breach density and they're all shoved on top of one another in a map like Ravine, especially when they also have increased movement speed, which dramatically increases the number of purple men in the purple circles protecting Xesht's high fives. I haven't paid too much attention but glancing at the K/D MTX indicates I'm killing something like 3-5,000 monsters per map like this without corruption spawning way fucking more. I think y'all understand the mechanics of your game but just in case whoever is working on it doesn't: Level 25 Herald of Ash is giving me 32% of my Overkill damage as Fire Trampletoes are giving me 30% of my Overkill damage, presumably as Phys? Which may or may not benefit from 25% Extra As Fire? Both of these things are happening twice because of Killjoys, for 124% of my Overkill damage. You should already be starting to see how this can effectively run away from itself and propagate. Infernal Cry gives me guaranteed exploding mobs, for an amount of damage dependent on Mob Power in a base radius of 1.6m (increased to 2m with Mag Effect 1) which also has Firey Death socketed in it (character sheet does not show me stats for this so I do not know if I am hitting a breakpoint to exceed 2m). This gives me a 60% chance for 10% of max mob life in a 2m radius. The Ancestral Empowerment Ascendency Passive is making every other Slam attack I do empowered. I'm not 100% certain on this but it seems like mobs killed as a result of these attacks are also benefitting from the Increased AoE, Increased Damage, and More Damage for both Empowered Attacks & Aftershocks, which are guaranteed. I don't think simply hitting more monsters with slightly larger AoE is doing it, as the aftershocks are typically what cause the longest gameplay stalls. Explosive Empowerment gives me a 10% chance for mobs killed by empowered attacks to explode for 10% of their max life as fire. Explosive Impact gives me a 5% chance for mobs that die while burning to explode for 10% of their max life as fire. I also recently started trying out Bleed 3 + Poison 3 + Plague Burst on my Leap Slams, which causes mobs that die as a result of (but not while?) Poisoned to explode for up to 20% of their maximum life as Physical, which might? be benefitting from 25% Extra Damage As Fire. I think there's something else I can do to lean into rage or fire as larger sources of Poison damage but I am shelving it for now. So that's a 3 in 5 chance, a 1 in 10 chance, and a 1 in 5 chance for mobs to explode for a total of 30% of their maximum life. Ignoring Infernal Cry, my napkin math says that's a 71.2% chance for at least one of these effects to happen, with a 1.2% chance of all three effects to happen (approximately 1 in every 83 mob deaths assuming they are all burning, and they should all be burning) All of these things are also happening twice because of Killjoys. All of which are feeding into the 124% Overkill Damage. I'll make a build showcase video once it doesn't do this anymore, I don't want to encourage anyone else to do this for the sake of your ops dude's sanity. Good luck & stay safe, ebongrips is waiting :) Last bumped on Oct 3, 2025, 11:49:21 PM
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