Final 0.9.3 Patch Notes

From twitter;

Path Of Exile:
"
We are so proud of this new patch. It's basically done and we are so happy when we play it and see the improvements. Monday will be awesome.
Last edited by bobbing#3912 on Nov 11, 2011, 2:47:49 AM
A few questions if you wouldn't mind.

Passive Skill Tree -

It was mentioned in another patch note that there would be "Keystone Passives". About how many are there? 10-20, or like, 30+?

It was also mentioned that they would be major changes in how a character is played, and "Dual wielding Two-handed Weapons" was given as an example. Is there any confirmation on this particular passive?

Supposing you didn't rush a single keystone, but did specifically travel in that direction, what level would you need to get be to get it? Rough estimate would be appreciated.

Critical Chance -

So, Critical chance is now calculated on a per-skill basis?
As in, "Cleave" has a natural critical of 5%, and "Viper Strike" has a chance of 10%, with your character having, 50%, it would be 7.5%, and 15% chances?

Diminishing Returns -

(Assuming it exists, or will be added)
I remember it being mentioned somewhere, Diminishing Returns, as in, a skill would become weaker the more you spam it. If you had two skill gems with different support, Say A+B and A+C, would they share a diminishing return, or would it be a separate one?

Any answers are greatly appreciated! ^_^

Good work guys, I'm clearing my entire Monday schedule for this.
Last edited by Calathas#6871 on Nov 11, 2011, 1:30:56 PM
"
Calathas wrote:
It was mentioned in another patch note that there would be "Keystone Passives". About how many are there? 10-20, or like, 30+?

The Keystone Passives will not be included in the 0.9.3 version of the passive tree.

"
Calathas wrote:
So, Critical chance is now calculated on a per-skill basis?
As in, "Cleave" has a natural critical of 5%, and "Viper Strike" has a chance of 10%, with your character having, 50%, it would be 7.5%, and 15% chances?

Different skills and attacks can have different base critical chances. For now the majority are 5%. Crit chance can be increased with a number of passive skills and spells (Critical Weakness curse for example).

Critical damage multiplier can also vary based on weapon, passive, and active skills. All attacks have a base damage increase of 50%. This means they deal 150% damage when you deal a critical hit and of course doesn't take into account things like freezing, shocking, and burning.

"
Calathas wrote:
I remember it being mentioned somewhere, Diminishing Returns, as in, a skill would become weaker the more you spam it. If you had two skill gems with different support, Say A+B and A+C, would they share a diminishing return, or would it be a separate one?

I don't believe a system like this was ever intended to be included. There are diminishing returns in place for active skill progressions (similar to D2). Nodes in the passive tree are also arranged in such a way that significant specialization comes at the expense of diminishing returns which forces the player to weigh opportunity costs much more carefully than in the 0.9.2 tree.
Forum Sheriff
YAY!!!

I can play this game again Monday.
Insanity is overrated unless you join me in mine.
"
tpapp157 wrote:
"
Calathas wrote:
It was mentioned in another patch note that there would be "Keystone Passives". About how many are there? 10-20, or like, 30+?

The Keystone Passives will not be included in the 0.9.3 version of the passive tree.


But they might include them in .9.3a/b/c and not .9.4/5/6

"

"
Calathas wrote:
So, Critical chance is now calculated on a per-skill basis?
As in, "Cleave" has a natural critical of 5%, and "Viper Strike" has a chance of 10%, with your character having, 50%, it would be 7.5%, and 15% chances?

Different skills and attacks can have different base critical chances. For now the majority are 5%. Crit chance can be increased with a number of passive skills and spells (Critical Weakness curse for example).

Critical damage multiplier can also vary based on weapon, passive, and active skills. All attacks have a base damage increase of 50%. This means they deal 150% damage when you deal a critical hit and of course doesn't take into account things like freezing, shocking, and burning.


I'm hoping for clear tooltips here (maybe in the future), stating the actual crit chance and crit dmg of the skill.
"
siis wrote:
"
tpapp157 wrote:
"
Calathas wrote:
It was mentioned in another patch note that there would be "Keystone Passives". About how many are there? 10-20, or like, 30+?

The Keystone Passives will not be included in the 0.9.3 version of the passive tree.


But they might include them in .9.3a/b/c and not .9.4/5/6



That's right.
Lead Developer. Follow us on: Twitter | YouTube | Facebook | Contact Support if you need help!
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siis wrote:
I'm hoping for clear tooltips here (maybe in the future), stating the actual crit chance and crit dmg of the skill.

Though character screen has gotten a nice redo in 0.9.3 so that it's actually useable. It still needs a lot of work but it's getting there.
Forum Sheriff
Good to read Chris. Nice update right there. Keep up the good job!
"You Cant Tame The Beast"

"
Calathas wrote:
Critical Chance -

So, Critical chance is now calculated on a per-skill basis?
As in, "Cleave" has a natural critical of 5%, and "Viper Strike" has a chance of 10%, with your character having, 50%, it would be 7.5%, and 15% chances?

All weapons have a base critical strike chance. All attacks use the critical strike chance of the weapon with which you attack, but may apply a modifier. For example, if you have a dagger with 10% base critical strike chance, and use an attack skill with 50% increased critical strike chance, you would have a 15% chance to crit with that attack. Modifications can also come from gear and or/passive skills.

Spells don't use weapons, so have a base critical strike chance set in the gem, rather than using the one from a weapon. Again, modifiers may be applied form gear/passives/etc.
"
Mark_GGG wrote:
"
Calathas wrote:
Critical Chance -

So, Critical chance is now calculated on a per-skill basis?
As in, "Cleave" has a natural critical of 5%, and "Viper Strike" has a chance of 10%, with your character having, 50%, it would be 7.5%, and 15% chances?

All weapons have a base critical strike chance. All attacks use the critical strike chance of the weapon with which you attack, but may apply a modifier. For example, if you have a dagger with 10% base critical strike chance, and use an attack skill with 50% increased critical strike chance, you would have a 15% chance to crit with that attack. Modifications can also come from gear and or/passive skills.

Spells don't use weapons, so have a base critical strike chance set in the gem, rather than using the one from a weapon. Again, modifiers may be applied form gear/passives/etc.


Have you plans to show the total crit. chance and crit. dmg in the skill tooltip?

Maybe add a key to show detailed skill information in tooltips when pressed.

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