Talisman and Poison Questions and Answers

I really like the talismans imo great league idea thanks.
Maybe not the place for this but ..

"Why can't I control-click my Talismans into Stone Circles?

It was a planned feature that we simply ran out of time for. It's coming though!"

--Why can't i cntrl-click things into the guild stash?..;)

ty. chem
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Qarl wrote:
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Harest wrote:
Thanks for the info. Just one thing is missing but maybe it's just random as usual : How is Talisman's rarity determined ?

I saw some stuff on Reddit about this but i don't think it was quite accurate. Anyway, some info about it would be nice too. To know if it's useful to sacrifice rare talismans or not.


When sacrificing 5 Talismans, each Talisman adds 20% of a Talisman of its rarity being the resulatant one.

So if you sacrifice one white, one magic, two rare and one unique, your odds are 20% chance of a white talisman, 20% chance of a magic, 40% chance of a rare, and 20% chance of a unique.


So you cannot get a Rare or Unique T2 talisman unless you sacrifice a rare or unique? That doesn't really seem to mesh with the way rarity feels in the game because it just becomes deterministic. If you know the odds of each rarity, and it works out exactly towards 1/5 of the total rarity, then there's no reason to take a 20% chance 5 times over a 100% chance.

There's no logical reason to only sacrifice one rare rather than keeping it until you get a full set of 5 rares. If you're going to average 1 rare T2 per 5 rare T1, you should always take the 'sure thing' of 5 for 5. That also means that you shouldn't WASTE rares when trying to get a unique talisman, as your chance to upgrade unique tiers would be 1/5 no matter what you might as well save any rares for a full set.

This really doesn't feel right when one of the exciting things about a loot based aRPG is the fact that exciting loot can drop at any time. But now I know 100% of the time whether I'm getting a rare or not, and I won't risk more than I have to for the 20% chance at a unique.
CharanJaydemyr:some people need to really rethink how they spend their money....I will trash this item if I ever find it on principle...I've seen much cleverer "troll" items get turned down, so I guess GGG gave up trying to enforce that one. Not GGG's finest hour.
poeurl.com/bD4E
How does Bino's Kitchen Knife work with the new poison mechanic?

What defines the spread of heal/poison? The strongest of all the possible stacks of poison, the sum of all?
With increased skill duration affecting poison, which is considered a status effect, does that mean increased skill duration affects other status effects, e.g. freeze duration?
Global 1 is cancer.
By agreeing to these terms of use, you acknowledge that bugs are like cool and stuff
and that you will bow to the Mealworm king when he ascends the throne.
Does Life Leech support gem will leech from Poison debuff?
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Hodari wrote:
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Disrupted wrote:
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Is there any benefit to "feeding" talismans to monsters?

Not directly, although it can help with some specific challenges. Some players have also found interesting utility from some of the modifiers they grant.


What exactly is being refered here? because, unless it has been fixed, you cant give an unique monster a talisman to get the challenge for killing a unique monster holding one.
it has to spawn with it.

is this a bug or intended?


Yeah, I had hoped that would work to get the challenge as well, but it doesn't.


That is intended. The Challenge says "Encounter" , if you drop it to the unique monster, you encountered it without it.

fyi, did try it myself - thats how i found out by close reading the challenge text. :D
Thankyou for correcting your moment of insanity when you changed temporal chains quality to cast speed. Limiting the curse amount is much more reasonable.
State of Beyond Mechanic: https://www.pathofexile.com/forum/view-thread/3568084

State of Blight Mechanic: https://www.pathofexile.com/forum/view-thread/3568078

State of Harbinger Mechanic: https://www.pathofexile.com/forum/view-thread/3568062
started reading the q&a, first question: you refer to "level" which is kind of generic in poe, there is "requirement level", "item level" and "tier" to which some also refer as "level".

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Last edited by cronus#1461 on Dec 16, 2015, 12:40:47 PM
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Kroughfire wrote:
Quick question.

If skill effect duration nodes effect the duration of poison, then why don't they affect the duration of other status ailments? It seems very strange to me that poison would be an exception to this rule (except for a poison generated by viper strike of course).

While, I never want to ask for something which is thoroughly bad for my current build, it might be better to not have the base duration of poison affected by skill effect duration. This seems a lot better for the game than having duration nodes affect *all* status ailments.

I'm not super upset, more just confused, and think it's currently pretty weird that it works this way.
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Battlemilo wrote:
Since the increase skill duration modifiers apply to poison, shouldn't the poison support gem have a "duration" tag?

I'd like an answer to these as well. The only way it makes sense is if Poison (and Bleeding) are not considered status ailments. But that doesn't make sense either.

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