0.10.7 Patch Notes
" Not necessarily. It depends on how the orbs of chance are coded. It could look at the available variants of the item, and fix the probability based on that. Say, if an item had a common unique, it'd be 80% blue, 18% yellow, 2% unique, but if a different item only had a rare unique available to it, it might break down at 80%/19.5%/0.5%. |
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Nerfed chance orbs
Fuck. |
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great patch !
" -> I live in Reunion Island and I need to run PoE through tunneling to get a stable 250ms latency. Will this patch change the actual list of outgoing ports ? " Thanks! |
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Great patch guys
Last edited by WhiteBoy#6717 on Apr 18, 2013, 9:35:56 AM
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" You do kind of make it sound like every nook and cranny of the game has been discovered already ;) which I believe is not really the case. Also we don't know exactly HOW powerful the new skills are. Remember that, just because they are not viable for you, doesn't mean they are not viable for other people. But you seem resonable. I think you know this but yeah I would also be a bit concerned if I was in your shoes, I understand the sentiment but I think you are maybe over-reacting a bit. |
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Raising the unique drop rate is awesome.
Most people don't realize that adding 4 unique items each week is actually quite a nerf on the other unique items drop rate. Hopefully this will address that. |
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" Are you able to automatically add stuff like this to the low-life effects on uniques? I have two Redbeaks and can't see a damned thing. This is even more vitally important since, being on low life all the time, I really really really need to see when some speedy bastard charges up to me with some chaos damage. " Unfortunately, since I'm already shaped, I probably won't be able to download this patch :P " How do you define common and uncommon/rare? Also, does this reduce the total chance to get a rare unique, or just the chance when comparing it to a more common unique? Example: I want Tabula Rasa. It is a rare unique. The other Simple Robe unique is Thousand Ribbons, and we'll assume that's a common unique. Assume a 0.35% chance to get a unique from an Orb of Chance. I get that 0.35% roll, and get a unique, so there is a 50% chance it is Thousand Ribbons, and 50% that it is Tabula Rasa. Does this get changed to (example) 80% for Thousand Ribbons, and 20% for Tabula Rasa? Or is it this other example: Vaults of Aztiri, Pyramid Map, a rare unique. Normally 0.35% chance to get a unique, but since it's a rare unique, that gets reduced to 0.1%. Hope I phrased this question correctly! " Wait, did it not work at all? I wondered why I was only doing a ridiculous buttload of damage instead of three metric asstons. (Copy my Shadow onto your local servers and give him a try) IRON MAN
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" I honestly don't know how to feel about this. I liked the idea of chancing to begin with cause it represented a real way to farm for specific uniques... 620chances latter and still no kaom heart, feeling a bit burned out. So with chances getting nerfed BUT more unique drops from monsters... Tbh I woulda preferred something like a game mode where u can forgo all rare drops and orbs in exchange for a 300% increased chance of farming a specific item u want. Something like that woulda been more fair. I would prefer more options for specific item farming rather than weak RNG + trading. More farming options like orbofchance plz, if u have to nerf the chance rate for good uniques. Soz but not excited about these changes, nor can I approve | |
" I kinda agree with you, orb of chance will probably become obsolete because of this change, and we go back to endless boss farming :/ |
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I really don't like the drop rate increase..
It's already common enough for me to find 2 uniques a day, we'll see how this plays out :S |
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