unique items *no longer updated*

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This must be the second or third one found, if only it was Kaoms...
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Found a Ashrend Tunic myself as well.

Seems good for Righteous Fire and low-lvl Ranger builds, that's about it.
For Ranger build tips, tactics, and critiques, visit this thread:
http://www.pathofexile.com/forum/view-thread/69224
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Islidox wrote:
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Found a Ashrend Tunic myself as well.

Seems good for Righteous Fire and low-lvl Ranger builds, that's about it.


It's actually a pretty mediocre/bad item even for its level, and the only reason it exists is to complete the circle of low level Cannot be [Elemental Affliction] armor (Fairgrave's Tricorn, Wanderlust, Ashrend)
Last edited by Xendran#1127 on Sep 14, 2012, 4:47:38 PM
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Not being ignited is HUGE buff to Righteous Fire. You don't need to stack massive amounts of fire resists to not kill yourself anymore. I foresee this item being core on any RF builds from now on.

Also, now with the massive amounts of HP that rangers can have, RF + big HP pool + evasion will very viable.
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Repeats wrote:
Not being ignited is HUGE buff to Righteous Fire. You don't need to stack massive amounts of fire resists to not kill yourself anymore. I foresee this item being core on any RF builds from now on.

Also, now with the massive amounts of HP that rangers can have, RF + big HP pool + evasion will very viable.


Someone stated a few posts that the 'cannot be ignited' thing doesn't affect RF.
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Lorne wrote:
It does nothing to quell the flames of righteousness (besides the 41% fire resistance, anyway)
He's the first one to post this item so I assume he tested with Righteous Fire and knows what he's talking about. I know That would have been the very first thing I tested with this item. Whether it's a bug or not, we'll have to get confirmation from GGG.

It's very confusing but in my opinion, I think the item works as intended. Ignition is related to being dealt Fire Damage from an enemy Attack or a Spell. Righteous Fire simply sets you on fire, you're not attacking yourself. Yes, it says 'Ignites' in the skill description, and yes, it 'burns' you. Even though you are on fire and are burning, you weren't technically Ignited.

In the same way, your Righteous Fire 'aura' doesn't technically ignite monsters either. Yes, they 'burn' but it's not the same burn as the status ailment.

The item mod has to work this way otherwise Righteous Fire would be completely broken.
Last edited by FaceLicker#6894 on Sep 14, 2012, 7:24:26 PM
Another unique has been found, it is a towershield of sorts, good against ranged attacks and projectiles. I hope it gets linked in the near future.
--EDIT1: i make a lot of typos--
--EDIT2: english is not my native language--
Last edited by ThePlanckEpoch#4387 on Sep 14, 2012, 8:45:55 PM
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ThePlanckEpoch wrote:
Another unique has been found, it is a towershield of sorts, good against ranged attacks and projectiles. I hope it gets linked in the near future.
It wouldn't happen to be the new version of Lioneye's Remorse would it?
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Imgshack link to the shield in question :) Same idea, but on a lv30 base item, with a different name, and it's more biased against archers.
Flavor text sounds like something Charan would write.

I'm curious though.. how do the '-10 physical damage from ranged attacks' and the '200% increased armour against projectiles' interact? Is the 10 damage taken off first and then the extra 200% damage reduction applied? Or vice versa?

So say I have 200 Armor and get hit with a projectile for 100 physical damage. Do I apply the -10 first to get 90? And then factor in 200% armour to get 600? So now it's 600 armor vs 90 physical damage?

Or is it 600 armour vs 100 physical damage and then -10 from the remainder?

The order of operations in this case isn't exactly specified in the mechanics. I assume both are considered #3:
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Hit & damage calculation order of effects
There are a number of steps involved in deciding whether an attack hits or not and how much damage is done:

1) Avoiding the hit:
- At this stage there is a chance to evade attacks (accuracy vs evasion)
- Any chance to dodge from acrobatics or phase acrobatics is also checked here

2) Avoiding the damage:
- Blocking is checked

3) Mitigating the damage:
- Physical damage reduction and resitances are applied

4) Taking the damage:
- Non-chaos damage is removed from energy shield until it's depleted.
- Any remaining damage (including all chaos) is removed from life.

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