Mechanics thread

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Mr_Cee wrote:

-the rushers after a wipe, or in a race, do not party for avoid loosing exp, they do solo for knowing how to be fastest, and not needing the party to survive.

A bit off from what you two had a talk, but this should be mentioned more, and shouldn't be overlooked.

This is the worst part. Game must be encouraging to party, if not then why PoE is made for the sake of being an "online" game in the first place ? This is causing because;

- Game is already easy to solo that no one would ever in need of calling others for help, most of the time.
- Game doesn't reward players in terms of xp, as it does for loot inc. per additional player in the party.
- Difficulty scaling per additional player is just not enough. After implemention of auras, and keystone support gems, many things already became much much easier than ever in terms of difficulty.

As an evidence i could tell that just before migration started, in a party with 4 players, i was just moving my character from start to finish in a Chaos map, my axe 90% of the time was just licking the air.
"This is too good for you, very powerful ! You want - You take"
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Malice wrote:

Modifier Stacking
In general, integer modifiers are applied before percentages. Percentage modifiers using the words "% increased" or "% reduced" stack additively with one another, while "% more" and "% less" modifiers stack multiplicatively.

When dealing with weapons, some modifiers that are listed on the weapon itself are applied first, before mods from other pieces of equipment, skills, and so on. This includes anything affecting physical damage, such as increased physical damage, added physical damage, quality etc., and also attack speed, critical strike chance, critical strike multiplier, and accuracy. It does not include elemental damage mods.

Similarly, when dealing with armour, evasion, and energy shield on armour, any modifiers affecting those stats that are listed on the piece of armour are applied first. This includes quality and any other mods directly affecting armour, evasion, or energy shield amount. It does not include mods affecting the energy shield recharge delay or regeneration rate, only the amount of energy shield.

With Skill gems...

So what modifiers stack? Apparently Multiple Projectiles does not stack the projectile count, but does it with the damage reduction? What about Item Rarity/Quantity?
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BrecMadak wrote:
Game must be encouraging to party, if not then why PoE is made for the sake of being an "online" game in the first place?


Game should not demand partyplay over most parts (maybe let out some side areas or special monsters on the very last end), it should find a way to balance all ways of playing (from solo to full party) to an nearly equal level of difficulty - just IHMO.

For me, the fact that it is "online", is just a decision of the distribution and to handle solo and multiplayer in an equal way of access.
Not every game which offers its game environment (the "world" , for this kind of games) and stores the game scores online is in real demand of being pure multiplayer; its just more simple to combine both modes.
invited by timer @ 10.12.2011
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deutsche Community: www.exiled.eu & ts.exiled.eu
kkk
BTW I've confirmed that a party of 2 or 3 gets less experience. Thoroughly tested. Not sure about larger parties, if the mechanic improves the bonus exponentially per person it might become more experience in a full party.

Note also that my solution solves the problem of letting people cheat the experience system by: Making a party with an alt account or friend, have the friend leave party in instance and go afk at the entrance, farm xp solo gaining the full xp amount and bonus by yourself.

If you make it so everyone gets full xp but only apply a bonus in proximity to party members, you have enforced partying.
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Andir wrote:
With Skill gems...

So what modifiers stack? Apparently Multiple Projectiles does not stack the projectile count, but does it with the damage reduction? What about Item Rarity/Quantity?

Two support gems of the same type do not stack with one another. At least they are not intended to - if you find a case where two copies of the same support linked to the same skill gem stack, please report it in the bug reports forum.
Vendor Item levels
Vendors reset upon character level up. Items obtained from vendors will be one item level higher than the character's level, but will not exceed the following maximums:

Normal Act 1: 16
Normal Act 2: 25
Cruel Act 1: 31
Cruel Act 2: 35
Ruthless Act 1: 43
Ruthless Act 2: 48
Merciless Act 1: 50
Merciless Act 2: 50

Item level needed for number of sockets:
1: 1
2: 1
3: 15
4: 28
5: 35
6: 50 (lowest seen so far)
IGN: regss (for social tab)
A lot of things to read ant count thanks :)
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Malice wrote:

The maximum amount of sockets that can appear on an item also varies by the type of item:
  • Two handed weapons, body armour, and shields requiring strength can have up to 6 sockets
  • Wands and daggers can have a maximum of 3 sockets
  • Everything else can have a maximum of 4 sockets

One exception to this is the starting weapon that appears on the beach at the start of the game. Its item level is 1 but it always has one socket of each colour.



Can someone confirm the str shields capping at 6 sockets? I have not seen a single shield go above three.
IGN: Dibrom
Each item has a level associated with it that is equal to the monster level of the area it dropped in. You can check an item's level by picking it up on the cursor and typing /itemlevel in the chat box. This item level determines which modifiers it can receive, and how many sockets it can receive.

So item lvl determines how many sockets, and what kinda modifiers it can recieve - does it also determine how big the modifiers are?

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