Mechanics thread

Thanks mark & xapti, the OP has been updated.
nice Thread, tyvm.

nonetheless, i have a few questions regarding several of the Key Stones:

a)Blood mage: Does the reduced mana for skills passives work with it?

b)Armour Master: Where can i see the movement penalties a armour gives? Try on a naked char or is there a database of some kind?

c)Passive Skill Tree: If i use "Highlight similar skills", does it works correctly? (ie: list all other Bow Attack Speed passives or are there passives which are named differently and still affect the same?
(ie There are Passives with just +% attack speed --> all weapons affected (+bows)?

d)Is there another Skill Tree app which list a summary of chosen skill effects? (Dont want to piss you of GGG, but sometimes it is not so clear what affects what.)

e)Passives "Increase elemental damage with weapons": Does this mean that only the elemental part of the weapon dmg is increased? Or is it possible to use a support gem (lightening thingi -->convert % physical dmg to) to create elemental dmg and then amplify this part with passives?

sorry in advance if i missed things in the OP. thanks for your help.
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Experience is now only shared with other players who are near you (roughly two screens). Monsters are still made harder by players elsewhere on the level.

Does this mean if you have multiple players and they aren't nearby you'll get all the extra EXP? I can only assume this, but you never know.

Or will you be fighting extra-hard monsters with no extra exp? (which doesn't really make any sense)
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Last edited by Xapti#6455 on Mar 23, 2012, 1:50:01 AM
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Xapti wrote:
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Experience is now only shared with other players who are near you (roughly two screens). Monsters are still made harder by players elsewhere on the level.

Does this mean if you have multiple players and they aren't nearby you'll get all the extra EXP? I can only assume this, but you never know.

Or will you be fighting extra-hard monsters with no extra exp? (which doesn't really make any sense)
Not at work so can't check, but since the extra XP and the other stat increases monsters get for having multiple players are all applied together as one buff on the monster, it seems very likely that the bonus exp is still awarded.
People are parking mules at the entrance to zones/"item leechers" to get extra XP, so the xp bonus isn't lost to the killers when the leecher is out of range.

This kind of thing will be more rampant once we go to open/release, since people will be able to do it themselves without having to recruit leechers. To me it is wretched gameplay but it is hard to design it so that you don't punish legitimate party play.
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Mark_GGG wrote:
Not at work so can't check, but since the extra XP and the other stat increases monsters get for having multiple players are all applied together as one buff on the monster, it seems very likely that the bonus exp is still awarded.

Yeah I did a test with someone and it seemed like they got 75% more exp when alone than it party. It's perfectly logical, but just wanted to double check.

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People are parking mules at the entrance to zones/"item leechers" to get extra XP, so the xp bonus isn't lost to the killers when the leecher is out of range.

This kind of thing will be more rampant once we go to open/release, since people will be able to do it themselves without having to recruit leechers. To me it is wretched gameplay but it is hard to design it so that you don't punish legitimate party play.
yeah I agree. Definitely difficult problem to solve if not a paradox.
Fresh cakes for all occasions.
Delivery in 30 eons or less
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I have a question related to skill and support gem leveling.

What are possible ways to speed up the levelprogress of the gems?

My idea is to not level the character above lvl60 to prevent the exp penalty to the character. Gems get 10% of the exp the player get.


English is my third language, there will be bugs.
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LadyDevimon wrote:
I have a question related to skill and support gem leveling.

What are possible ways to speed up the levelprogress of the gems?

My idea is to not level the character above lvl60 to prevent the exp penalty to the character. Gems get 10% of the exp the player get.


Gems do not have a lvl xp penalty. As in it will receive 10% of exp from killed mobs, not 10% xp you will received. Thought this should be put somewhere in the original post too.
Unviable build tester.
Fuse mechanics:
http://www.pathofexile.com/forum/view-thread/21503
95% Crit Build Without Charges [0.10.1c]:
http://www.pathofexile.com/forum/view-thread/172438
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Progammer wrote:
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LadyDevimon wrote:
I have a question related to skill and support gem leveling.

What are possible ways to speed up the levelprogress of the gems?

My idea is to not level the character above lvl60 to prevent the exp penalty to the character. Gems get 10% of the exp the player get.


Gems do not have a lvl xp penalty. As in it will receive 10% of exp from killed mobs, not 10% xp you will received. Thought this should be put somewhere in the original post too.

A very useful information. This should mean that you can go to lower level areas to level gems in that case to assure a faster convergence towards your own level? It is somewhat logical and needed to avoid the "death to level gems without leveling character" in default.
I appear to be living in "Romance Standard Time". That has to be good! :)
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Progammer wrote:

Gems do not have a lvl xp penalty. As in it will receive 10% of exp from killed mobs, not 10% xp you will received.
I don't think this is the case. Did something change at some point?

As far as I understand, gems will just not get a penalty for facing monsters lower level than the player when the player is above level 60.
Fresh cakes for all occasions.
Delivery in 30 eons or less
Call 1-800-DOMINUS
Remember - 'Dominus Delivers'

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