Mechanics thread

Instead of a Fusing recipe it would be nice if a fusing orb would just give 1 link. They seem to be rare enough that at least when you get a few you can use them wisely but know you can get your links. Will this devalue fusings a bit? Yes, but you would know you could get the links you wanted if you had enough.

Some options to balance this could be make it so 4-6 socket items have 0-1 links by default. I suppose you could lower the drop rate even more but I like the first idea better.

I understand by randomizing the chance it makes 5-6 linked items much rarer over time and if you had a garantee over a longer period of time there would be more linked items on the market. Using one of the options above could help slow market flooding down for awhile.

On a personal note its just annoying using 10-15 fusings trying to get a 5-6 link and it doesnt work. Done it twice just to see my odds and it seems they are very low.
"
MyReality wrote:
Instead of a Fusing recipe it would be nice if a fusing orb would just give 1 link. They seem to be rare enough that at least when you get a few you can use them wisely but know you can get your links. Will this devalue fusings a bit? Yes, but you would know you could get the links you wanted if you had enough.

Some options to balance this could be make it so 4-6 socket items have 0-1 links by default. I suppose you could lower the drop rate even more but I like the first idea better.

I understand by randomizing the chance it makes 5-6 linked items much rarer over time and if you had a garantee over a longer period of time there would be more linked items on the market. Using one of the options above could help slow market flooding down for awhile.

On a personal note its just annoying using 10-15 fusings trying to get a 5-6 link and it doesnt work. Done it twice just to see my odds and it seems they are very low.


As you just said 'you used 10-15 fusings a couple of times just to test my odds', what are 6 fusings? They'll have to lower the droprate by far, otherwise having a 6l won't be hard anymore.
Yes I believe you are correct they would have to lower the drop rate. I honestly wouldnt mind simpily because you would know exactly how many fusings you would need to link your items together.

Either that, or they could make it so it takes 2-3 fusings to make one link if they want to keep current drop rates.
"
MyReality wrote:
Instead of a Fusing recipe it would be nice if a fusing orb would just give 1 link. They seem to be rare enough that at least when you get a few you can use them wisely but know you can get your links. Will this devalue fusings a bit? Yes, but you would know you could get the links you wanted if you had enough.


Seems this idea comes up every couple of weeks, and it's always the same thing.

Not going to happen. If you don't like the RNG, don't gamble.

The devs have said more times than I can recall that this mechanic WILL NOT CHANGE. So stop asking. 4-link items are the norm, 5-link items are a great, rare find, and 6-link items are godly ultra-rare things. If you could deterministically craft a 6-link, then the entire value of linked items goes out the window and it would be anachronistic to how every other roll mechanic works in the game.

You will never, never, ever be able to guarantee a result after X amount of currency. The game simply does. not. work. that. way.
(edit: found it, nevermind!)

a question about what I'm doing wrong with this module, if anyone can shed some light.

I am trying to find an error in my equation below;

[baseLife: 50, level: 66, str: 306, gearLife: 265, oak: 4, increasedLife: 93];
(baseLife+6*level+str*0.5+gearLife+oak*45+60)*(1+increasedLife/100);
---> 2130.72

(the flat 60 is for discipline and training, heart of the gladiator)

In-game I show 2119.
Build is here.

Can anyone see what I did wrong? Need a function to express total health in terms of health on gear.

-------
Ugh, ok: level 1 doesn't count.
(%i6) (baseLife+6*(level-1)+str*0.5+gearLife+oak*45+60)*(1+increasedLife/100);
(%o6) 2119.14
--
I don't have alpha access, that was a LONG time ago.
Last edited by Zakaluka#1191 on Sep 4, 2012, 10:17:11 PM
I have a question and I thought I might throw it in here. Sorry if it's been asnwered before :S

Do passive skills like "+spell crit chance" or "+spell damge" have any effects on summoning spells (Zombies etc)?
"
fr0y0 wrote:
I have a question and I thought I might throw it in here. Sorry if it's been asnwered before :S

Do passive skills like "+spell crit chance" or "+spell damge" have any effects on summoning spells (Zombies etc)?


No.
This is the ultimate nerdliness, and ends my self-imposed need to talk about stat scaling.

https://github.com/avancouw/POE-EHP

This is a computer algebra system package written to plot effective health against the whole possible range of gear stats. It will also show you individual EH value of any defensive affix. If you're interested enough to get this and make it work, you'll be surprised like me at the results. No single stat dominates all situations, every stat dominates at least one situation. Good thinking, GGG.

It now accounts for crit, so I think the graphs are accurate. If you find a flaw in my thinking, though, I'll listen. I've gotten a reputation for having a short fuse sometimes, but if you're actually proofreading my code for me and find an error I think you'll find that I'm very agreeable.

With this, i'm more convinced than before that there are ways to make hybrid gear outshine iron reflexes. But others will come to different conclusions with the same information, because this isn't straightforward even with plots staring in your face.

Maxima is available online. I've put some basic instructions in the readme at github. I suspect this whole thing is a little bit too dense for most people to get through, but I'll try to make it easier as time goes on. This first push JUST allows you to plot EH and EH value-per-affix, and defaults are only provided for a hybrid evasion/armour character. The rest needs a little more cleaning up before I can push it into the repo. The effective regen/TTL sections need to be cleaned up, so they're not committed yet.

Didn't quite expect the thing to get as large as it has.

If even one other person finds it useful, I'd be interested in hearing. Drop me a line by PM if you have questions.


examples:
EHP against armour/evasion on gear against rank-and-file monsters, 4 endurance charges. Example character has (only) 2200 life.

Same situation, EH gained per max armour/evasion/life affix.
life is red, armour is blue, evasion is green.

Armour dominates this situation.

EHP against armour/evasion on gear against a humongous boss that you're triple-flasked for (iron skin, reflexes, granite). Kaom's sign added for +1 endurance charge:

EH gained per affix, same context

Evasion and life dominate this situation.

If I had added 3 more endurance charges in that last situation, per-armour-affix would shift up and close its gap with evasion, but it'd still fall behind.
--
I don't have alpha access, that was a LONG time ago.
Last edited by Zakaluka#1191 on Sep 21, 2012, 1:01:56 PM
farming/currency questions.

does IQ and IR affect currency item drops aswell as other item drops?

is there a formula anywhere for drops?

level v monster level, are you punished for being in a lower or higher level than the mob level for currency drops?
I need some clarification for 2 passives.

Cold Damage
6% increased Cold Damage

Weapon Cold Damage
10% increased Cold Damage with Weapon

I understand that the first one is for everything but the question is about the second one: is this bonus applied when you EQUIP a weapon or when you HIT with your weapon? i.e. if I equip a weapon but attack with Freezing Pulse?

Report Forum Post

Report Account:

Report Type

Additional Info