Path of Exile: Siege of the Atlas Teasers

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za6i9ka wrote:
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cacmeister wrote:
So would you need 60+140/0.63= 317.46 negative lightning resistance if you wanted to cap out at -200 for a Doryani's combo with a lightning skill?


I think it would be 200/(1-0.63)-60 = 480.5 resist.


If -60% is -22% because of the -63%, should not it be :

200 - 22 = 178 / 0.37 = 481.08 ?
Path of Exile is a Casino for gambling addicts.
Gambling is not fun nor a game mechanic...
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Azarhiel wrote:
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za6i9ka wrote:
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cacmeister wrote:
So would you need 60+140/0.63= 317.46 negative lightning resistance if you wanted to cap out at -200 for a Doryani's combo with a lightning skill?


I think it would be 200/(1-0.63)-60 = 480.5 resist.


If -60% is -22% because of the -63%, should not it be :

200 - 22 = 178 / 0.37 = 481.08 ?


60 doesnt come off the end result, so this is correct, you need -481 lightning res.

However, even if you had 0 or -50 lightning res, consider that boss resists can be like 40 up to 80% resists, so even zero resists means you are ignoring all boss resists, which is absolutely massive, especially with triple damage.
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Azarhiel wrote:
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za6i9ka wrote:
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cacmeister wrote:
So would you need 60+140/0.63= 317.46 negative lightning resistance if you wanted to cap out at -200 for a Doryani's combo with a lightning skill?


I think it would be 200/(1-0.63)-60 = 480.5 resist.


If -60% is -22% because of the -63%, should not it be :

200 - 22 = 178 / 0.37 = 481.08 ?


60*0.37 is 22.2, so it ends up as 480.54 which i rounded up to 480.5
More alternate currency.

Im guess the two colours mean we may have two end games bosses or two sides fightning or teaming up with each other.

I'm excited for league launch.
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Exile009 wrote:
Fyi for those unsure about it - Triple Damage does not stack with Double Damage. You either get one or the other. So there's no point getting Double Damage chance as well with The Annihilating Light.

Also this only works for Hits. DoT skills will see no benefit.

Finally the resistance penalty is multiplicative. This is NOT -63% resists. For a simple example, after the Act 10 -60% resist penalty, you need a total of 135% resists to hit the usual 75% resist cap (75 + 60). If you have an item with 50% reduced resists, then all the resists you pick up would be 50% weaker. And yes, this works the other way around for negative resistances i.e. they'll be halved too. So with -60% resists, 50% reduced will make it -30%. Basically 50% reduced halves your resists - on either side of the number line.


Here's my problem with this claim:

Cowl of the Ceraunphile also has a significant amount of Reduced Resistances.

The two items together are over 100% reduced resistances (50% and 63+%)

Because they are both "Reduced" modifiers, it means they would be added together, and then multiplied by the base resistances.

That creates impossible math, since reduced can only cap at 100%, but the game hasn't been programmed to cap at 100% yet. It becomes like dividing by 0.

It seems almost like the staff was designed for use with Veil of the Night + Divine Flesh, to convert half ele damage done to self as chaos damage (with a 90% chaos res build)

Possibly again to be used with the attribute amulet as well... since in theory the amulet would supply plenty of ele resists.
Last edited by rekikyo on Jan 25, 2022, 8:49:38 PM
shiver me quivers, batman. i am shaking with excitement.
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trixxar wrote:
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Azarhiel wrote:
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za6i9ka wrote:


I think it would be 200/(1-0.63)-60 = 480.5 resist.


If -60% is -22% because of the -63%, should not it be :

200 - 22 = 178 / 0.37 = 481.08 ?


60 doesnt come off the end result, so this is correct, you need -481 lightning res.

However, even if you had 0 or -50 lightning res, consider that boss resists can be like 40 up to 80% resists, so even zero resists means you are ignoring all boss resists, which is absolutely massive, especially with triple damage.


I'm skeptical personally, because the Staff is where it hurts to have this Triple damage mod exist.

It literally deprives the build of any sort of on weapon Ele damage Spell or attack modifiers, Crit modifiers, Attack and Cast Speed Modifiers, or Skill gem levels. That's a hell of a lot of mods to give up for this staff - unless you are built around the new Amulet as well.
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rekikyo wrote:
I'm skeptical personally, because the Staff is where it hurts to have this Triple damage mod exist.

It literally deprives the build of any sort of on weapon Ele damage Spell or attack modifiers, Crit modifiers, Attack and Cast Speed Modifiers, or Skill gem levels. That's a hell of a lot of mods to give up for this staff


This staff gives you more damage than a mirror-tier rare staff. Yep.

https://youtu.be/x56sfo5LP9I?t=331
Mysterious Exalted Orb - adds t10 mana or removes all affixes from an item
Problem: Players are having fun in Path of Exile.
Solution: Remove fun.
From the "colouring" point of view the new mysterious currency (exalted, chaos and annulment orbs) direct towards a reforging resistance modifiers on items. I wonder what is the best "archtype" of hero to be played this league to fit in all the new items which enables you to lower your resistances (Melding of the Flesh - Cobalt Jewel, Cristallised Omniscience - Onyx Amulet, Anyhilation Light - QuarterStaff) and increases your attributes to benefit from omniscience and triple damage. I believe this is all ArchNemesis is about: getting geared up in a quest for the best-in-slot type of hero you will be playing. The question remain if the new meta for this league is going to be a bow build with all the buffs/nerfs or the new quarterstaff build. So what archtype do you think is gonna be?
Last edited by dragos_poe on Jan 26, 2022, 3:19:51 AM

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