Path of Exile Community Designed Unique - Part 3 - Select the special property

What should the secondary special property of the unique be?

10% chance to dodge against taunted enemies, Melee attacks have a 25% chance to Maim taunted enemies, 2% of attack damage leeched as life against taunted enemies
6108.32%
Double the number of Frenzy and Endurance Charges you gain, 50% increased Frenzy and Endurance Charge Duration
236832.31%
20% chance to blind Bleeding Enemies on hit, Attacks have a 20% chance to cause bleeding
83011.33%
You have Onslaught while Fortified, 15% chance to gain Fortify on Melee Stun
352048.03%
Poll closed
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AgentofStrife wrote:
I am SEVERELY disappointed by you all. The least voted mod where you get the 10% dodge etc is SO GODLY. HOW ARE YOU ALL SO BLIND NOT TO SEE THE POTENTIAL AND THE SEXINESS IN THIS MOD?!??!?!?!?!? Onslaught is so fucking overrated holy fuck. Just put on fucking Daresso's Defiance and you have Onslaught. Look at that sexy "10% chance to dodge against taunted enemies, Melee attacks have a 25% chance to Maim taunted enemies, 2% of attack damage leeched as life against taunted enemies". Omg Kreygasm, pls vote for this guys c'mon. It's so sad if we just get another Onslaught thing like legit. Fuckkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkk



can you explain how you plan to stack dodge on an armour evasion hybrid character?


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dudiobugtron wrote:

First of all, you won't statistically have permanent bleed from critical strikes if you are critting once per second. Only about half of the time you will. The 'mean' result is once every 5 hits, but it can take more than 5 hits. (Look up 'binomial distribution curve' if you don't believe me - you'll see that the curve extends to ether side of the mean.)

But let's pretend that probability works like you say and with this item you'll always get bleeding once every 5 hits.

Let's say you have 50% crit chance, and a high crit multiplier so that the bleed is as big as possible. In fact, let's pretend that your normal attacks don't even do any damage, and you're effectively only critting once per second. This means that each second you'll get 10% more damage, or 60% more damage if the enemy is moving. Which does seem huge (especially if the enemy is moving), so I can see why you think it is a big buff.

However, in practice with this belt you won't get those results, because:
- Enemies don't start out bleeding, so you need to attack them for a while to get the boost. (Maybe even for longer than 5 seconds if you want the crit-boosted bleed - see above).
- You'll only reliably have bleed from crits around half the time.
- Normal attacks do damage as well, which reduces the %-age boost you get from bleed.


Its 60% more damage and then you need to boost it by projectile/physical/overtime/melee damage based on what skill procced it. For ranged attacks it can go up to 500%+ with is not 60% but 300%+ more damage.
People dont vote for the bleed option for melee chars, because they have tons of uniques for that. Its the ranged characters that lack good bleeding source.

Normal attack will also apply bleed, but only the highest count. Its % chance thats true, so you will never be quaranted to have bleed off critical hit. Though on enemies that are tanky you will have high probability to proc it during a fight to give you that damage boost.


Last edited by herflik on Jul 4, 2016, 12:11:48 PM
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JohnNamikaze wrote:
Permanent Onslaught is too good to pass up.

which could be a good reason not to vote for it.
"
herflik wrote:

People dont vote for the bleed option for melee chars, because they have tons of uniques for that. Its the ranged characters that lack good bleeding source.



Yea no, no need to add more to the disparity between melee and ranged chars. There is already puncture for utility or even as main skill (if planning to use it as a trap). Rupture from Deadeye also can bleed with a much better percentage. Noxious Strike from Assassin also can bleed with an even better percentage than that of Deadeye and if you crit when you cause the bleed, it will deal 100% more damage. That is very insane.

There is also Gratuitous Violence AND Blood in the Eyes from Gladiator that can cause bleed at an incredible rate. The combo of Dirty Technique cluster (can even poison on hit from bleeding enemies) + Bloodletting cluster already get you close to that of option C with causing bleeding and if you are sword, Razor's edge notable put you over the top. Oh yea, there is also Ascendant with Gladiator and Deadeye providing bleed source too. There might be more that I am missing out, but these are the options that ranged chars are provided with.


There is no lack good bleeding source since the introduction of Ascendancy for ranged chars.





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almostdead wrote:

which could be a good reason not to vote for it.


I already voted, but I would prefer neither choices. Option A contradicts AR/EV since 10% dodge alone is nothing and Acrobatics is what will cause the contradiction. Option B has the crazy opportunity for permanent Onslaught and there is already a lot of Onslaught sources. Option C with % of % is really meh and there is already a good amount of bleeding sources too like Onslaught. Option D.....no need to fuel more on Discharge, its already insane.
Sometimes you can take the game out of the garage but you can't take the garage out of the game.
- raics, 06.08.2016

Last edited by JohnNamikaze on Jul 4, 2016, 3:50:01 PM
You made that Belt from Insane to a belt for Lazy People....
Double Charges Gained in both frenzy and endurance is insane with duration on a belt.

Fortify and Onslaught both are easily avaible for a build which obviously will skill I.R.
Really sad it didnt get the charge stats.

After Volls Devoto Builds got nerfed we need more Builds based arround item and Charges there are only a hand full.
Last edited by Alibi on Sep 14, 2016, 9:36:08 AM
so in the end... will it give 20% attack dmg if you have 6k armor and iron will?

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