0.11.0 Patch Notes

Hi Chris,

What does this exactly mean?

"Fixed bugs related to projectiles that chained or forked tracking their distance travelled incorrectly."
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cloud9xx wrote:
Hi Chris,

What does this exactly mean?

"Fixed bugs related to projectiles that chained or forked tracking their distance travelled incorrectly."


Devs mentioned this before. It pretty much comes down to this

Say Lightning Arrow projectile has a set distance of 20 yards. Currently, with chain, if the projectile traveled 10 yards and hit an enemey, the chained projectile would then travel up to 20 yards. It was basically resetting the projectile distance.

How it was supposed to work, and will now, is if the projectile travels 10 yards and hits an enemy, the chained projectile will then travel up to 10 yards. The projectile has a max of 20 yard travel distance, and chain was supposed to keep track of that and continue until that max, but it currently resets.
IGN - Jiizanthapus
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We've added some experimental code that triggers a local position resync if you are stunned while desynced by more than around 2 metres. The goal of this change is to catch the situations where you are pinned by monsters on the server without being able to see them on the client. This is a low-impact change that should prevent some avoidable character deaths.


Can the idiots stop crying about GGG not working on desync now?

Please?

Thank you.
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Melly_me wrote:
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We've added some experimental code that triggers a local position resync if you are stunned while desynced by more than around 2 metres. The goal of this change is to catch the situations where you are pinned by monsters on the server without being able to see them on the client. This is a low-impact change that should prevent some avoidable character deaths.


Can the idiots stop crying about GGG not working on desync now?

Please?

Thank you.


Not really sure that makes anyone an idiot. Desync is an issue and it will get you killed. So players, especially hardcore, have a legit complaint about it. I've never brought it up publicly but I really don't see bashing people that do.
IGN: Stripper_Steve

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Ludak021 wrote:
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enveratise wrote:
I was rereading it, and I noticed that the PC's killed in onslaught are moved to standard. Do you have any future plans as to fix the inflation of items that's going to happen in standard league?


that actually is a fix. Shit is way way overpriced in standard league. That's only good for rich players (to get richer) and RMT. Give regular players without 300/200 MF a chance to use at least some of the gear that they otherwise wouldn't be able to. Gear that was 1-2 gcp in CB is now selling for pure exalts.

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Also, Inner Force? Did you really think they were going to leave that untouched when they were aware of the fact that it had an impossibly good effect on ele dmg?


you are joking right? I took all three nodes last night, my LA went from ~2200 to ~2500. If I took 25% projectile dmg instead (which I was going to respec to anyway) It would have gotten at least 500 more dps. It's not flat out dmg, it's dmg from auras only, and it isn't that big at all. I actually liked those nodes for boosting hatred, grace, haste and discipline. Hatred does get decent boost but it's % reserved aura. Grace is weak even with inner force but it's cheap aura to maintain so it's ok I guess, a bit of extra EV can't hurt, even though it kinda sucks as a design.
As for elemental dmg, well, I will use those 3 inner force points for 3 10% ele dmg nodes. Until those get nerfed too. Then I will probably ditch ele dmg builds and go physical dmg, like everyne else will do, until that too becomes op and gets nerfed to where it is now. Then idk, Grimm Dawn comes out or something...

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I wonder if its occurred to any of the RF guys that RF was never intended to be an always-on skill?

B.


Then you change the skill, add chaos dmg to it, you don't nerf everyone who is not using RF...Same thing with blood rage. Click CI keystone: free BR. Is it intended? If not, add random ele dmg/s to it, Don't make CI "50% resistance to chaos dmg" ... I hope you get the idea... ;)


It also buffs your frenzy charges,power chargess,your ES ,evasion,HATRED(thats very big if u have high physical damage)etc.As crit shadow it was more worthy to ditch damage nods and some defence nods to get there and get inner force instead.i always though it was rediculous.I am very happy for this nerf.I ll just respec to dps and defence nods now
https://www.pathofexile.com/forum/view-thread/417287 - Poutsos Flicker Nuke Shadow
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Poutsos wrote:
It also buffs your frenzy charges,power chargess,your ES ,evasion,HATRED(thats very big if u have high physical damage)etc.As crit shadow it was more worthy to ditch damage nods and some defence nods to get there and get inner force instead.i always though it was rediculous.I am very happy for this nerf.I ll just respec to dps and defence nods now


Inner Force doesn't buff charges AFAIK.
Last edited by Endrju82 on Jun 4, 2013, 1:40:09 PM
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Endrju82 wrote:
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Poutsos wrote:
It also buffs your frenzy charges,power chargess,your ES ,evasion,HATRED(thats very big if u have high physical damage)etc.As crit shadow it was more worthy to ditch damage nods and some defence nods to get there and get inner force instead.i always though it was rediculous.I am very happy for this nerf.I ll just respec to dps and defence nods now


Inner Force doesn't buff charges AFAIK.


I dont know.Does it buffs blood rage then?cause my DPS was significantly higher.now that i think of it since it buffes haste and hatred,with each frenzy charge it was multiplied without actually buffing the charge.Ty,didnt know that
https://www.pathofexile.com/forum/view-thread/417287 - Poutsos Flicker Nuke Shadow
Last edited by Poutsos on Jun 4, 2013, 1:54:13 PM
Very impressive work!
One question: do you plan to make changes to Arc?
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Kthx wrote:
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cloud9xx wrote:
Hi Chris,

What does this exactly mean?

"Fixed bugs related to projectiles that chained or forked tracking their distance travelled incorrectly."


Devs mentioned this before. It pretty much comes down to this

Say Lightning Arrow projectile has a set distance of 20 yards. Currently, with chain, if the projectile traveled 10 yards and hit an enemey, the chained projectile would then travel up to 20 yards. It was basically resetting the projectile distance.

How it was supposed to work, and will now, is if the projectile travels 10 yards and hits an enemy, the chained projectile will then travel up to 10 yards. The projectile has a max of 20 yard travel distance, and chain was supposed to keep track of that and continue until that max, but it currently resets.


I see. Thanks for clearing that up. That makes sense because currently my spark travels off screen.
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