0.9.3 Updated Progress Report (final update Nov 13)

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Dreggon wrote:
Regarding upgrades: as far as I can tell, the potential explicit mods that you can get on an item are dependent on the base level of an item (so we won't see +150 accuracy explicits on a level 2 item). That being said, some of the lower- to middle-level rings might have an optimal range of stats on them.


The explicit mods are based on the generation level of the item (usually the level of the monster/chest that dropped it). So if a level 60 monster drops a OneHandSword1, then that low level/damage item could get large mods like +120% physical damage. This helps us have some junk items (a lot of them have to be terrible in order for players to feel good about the great ones they find). It also means that players can find good items with low attribute requirements. The items do inherit level requirements from the high level mods. This is pretty consistent with ARPGs.

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Dreggon wrote:
Will we see different, higher-level versions of these rings (e.g. both level 20 and level 70 versions of a ring will give between 20% to 30% fire resistance)? The higher level rings would allow for vastly stronger explicits, though I don't know how the low-level version would be valuable to a high-level player. Perhaps a currency item that boosts the low-level item to a high-level one, and increases the numerical values of explicits currently present on the item to appropriately match the new high-level status of the ring?

This would mean a relatively new player could find a very nice item that would be useful to a veteran high-level player if the veteran boosted the item's level requirement with some currency items. As far as I can tell, this could match your design intent.


Boosting low level items to high level ones is a pretty dangerous thing to allow, but we do have some plans to allow it in a very limited way.
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guys doing am exellent job but and supper sad i cant play yet waiting on my beta key :( i wanna help!!!! plz let me have a key
props to the whole team behind this!
Hey, y'all! Stop pestering Chris and the other devs with questions! They still have 46 issues to resolve!

J/K. Glad the folks at GGG are so responsive. =^[.]^=
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whiskers =@[.]@= boggled / =>[.]<= annoyed or angry / ='[.]'= concerned / =0[.]o= confuzzled /
=-[.]-= sad or sleepy / =*[.]*= dazzled / =^[.]~= wink / =~[.]^= naughty wink / =9[.]9= rolleyes #FourYearLie
Good job , people who work on that are amazing
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Chris wrote:
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namespace wrote:
I don't know if Chris will read it way down here, but I was wondering: After the info about the new skill tree is posted, would it count as "public" in case someone wanted to make an online calculator? :)


There are a few reasons why we're discouraging people making calculators yet:

a) The information changes very often and we want to avoid the calculators getting out of date (and misleading people).
b) The trees and balance are still not final/finished, so they may represent the game badly if there are obviously problems that we intend to fix.
c) We are making our own skill calculator for pathofexile.com which will tie into your actual characters. The other calculators may not be necessary.

Having said that, it's great to see the community make awesome tools and we really appreciate the effort you guys put into this kind of thing :)


Awesome. I would likely wait then until I see what you cook up, as the ability to see your own character current skills, etc, would be awesome. The only reason I asked now was because I want to plan out my 0.93 character :p
This is what im talking about!!

Awesome updates GGG!

Keep it up!
lol the skill tree is gonna be insane!!!!! but its nice :P

Just wondering, in this patch will there be 2 handed dual weilding and new skills for the marauder? Also playing the marauder with 2 handed swords doesnt really benefit him considering there are a lot of spells he can't use . Hope u guys see this and can respond :)


GGG = epicness !!!

i <3 this game :P
sounds awesome!
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I heard having keysus in your sig increases chances of receiving a key by 2mil percent!
Looking forward to that beta invite ramp up :D
And the update in general. Hopefully the skill tree is better balanced this time around.

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