0.11.1 Patch Notes

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Stapiraa wrote:
*** HOW ABOUT FIXING THE DE-SYNC NOOBS !!!!! ***

YOUR GAME SUX ASS !!!!


I'm frustrated with desync too but there are clearly a better ways of expressing your idea of what is wrong with the game. In, you know, constructive manner.
Spell damage affectiveness eh? in other words (if im reading correctly), spells that have more than 100% are getting nerfed, and spells with less than 100% are getting buffed.

Buffs:

Arc - Firestorm - Incinerate - Spark - Shockwave totem - Flame totem

Nerfs:

Bear Trap

Can't really complain heheh. personally looking forward to shockwave and firestorm buff.
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
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Raghin wrote:
Spell damage affectiveness eh? in other words (if im reading correctly), spells that have more than 100% are getting nerfed, and spells with less than 100% are getting buffed.

Buffs:

Arc - Firestorm - Incinerate - Spark - Shockwave totem - Flame totem

Nerfs:

Bear Trap

Can't really complain heheh. personally looking forward to shockwave and firestorm buff.

You got it all wrong. There's no buffing nor nerfing being done.
It's all just a visual change for better readability. Instead of displaying a spell's base damage and a damage effectiveness the spells now show a new base damage = old base damage * damage effectiveness.
The actual damage output remains completely unchanged.
Crit happens.
Last edited by Inarion1986#5829 on Jun 25, 2013, 9:28:00 AM
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Inarion1986 wrote:
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Raghin wrote:
Spell damage affectiveness eh? in other words (if im reading correctly), spells that have more than 100% are getting nerfed, and spells with less than 100% are getting buffed.

Buffs:

Arc - Firestorm - Incinerate - Spark - Shockwave totem - Flame totem

Nerfs:

Bear Trap

Can't really complain heheh. personally looking forward to shockwave and firestorm buff.

You got it all wrong. There's no buffing nor nerfing being done.
It's all just a visual change for better readability. Instead of displaying a spell's base damage and a damage effectiveness the spells now show a new base damage = old base damage * damage effectiveness.
The actual damage output remains completely unchanged.


Exactly. The actual damage should not change. Only the way the damage is calculated internally. If you read the patch notes carefully you will see that:

"Spells with Damage Effectiveness no longer have their own damage affected by Damage Effectiveness. Damage values on these skills have been updated to reflect this."
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Acurron wrote:
and the out of Memory bug?


Simple fix! get a 64bit Windows and get more RAM! 2-3GB total RAM is not enough!
Tech guy
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Inarion1986 wrote:

It's all just a visual change for better readability. Instead of displaying a spell's base damage and a damage effectiveness the spells now show a new base damage = old base damage * damage effectiveness.
The actual damage output remains completely unchanged.


I feel like this is going to cause a handful of people to get confused about the added lightning and cold supports since they will still be reduced in effectiveness.
"If they actually showed gameplay with it zoomed out and then zoomed it in for the real one I think there would be actual riots in the street. I think that people would burn the building down."
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darkcrab wrote:
So if i read the melee patch part right...and going by what was said. Flat + damage just got a massive boost right?

As in..rings that add damage etc, just became a whole lot dirtier? xD

As a facebreaker build..i wildly accept this, But how does this effect % based damage, like say the magnate belt? Did that to get a massive boost?


The only thing that is changing is the way that flat physical damage modifiers on non-weapon items work. An example of flat physical damage: "Adds 1-4 Physical Damage".

Before the patch, that would add exactly 1-4 damage. After the patch it will be increased by all your % physical damage increases. So if you have a total of 100% physical damage increases from your passive tree/gear, it will add 2-8 damage.

Please note: flat physical damage increases on weapons has always worked this way. It was only from rings/amulets/belts/gloves that it wasn't working.
Last edited by Axebane#6055 on Jun 25, 2013, 9:39:42 AM
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By the way. I've noticed a few bugs you should consider adding for the patch or the next one:

When using the hotkey "s" to look for friends online, they are all playing in the same blue bannered league (standard league), although most of them are playing in other leagues like Anarchy or Onslaught. I think it should be fixed like in the menu, so that you can see which of your friends are currently playing in which leagues.


THIS
IGNs: [TempCI, Flamin, - Std] / [EK_Tanker - HC]
[Comstark, ShavronnesMistress - Anarchy] [MontreGulsTITANS, - Dom / CLHS_Tank - Nemesis]
[Atziri_Achiever - Ambush] / [ArcerONaRampage - Rampage]
Last edited by Promo1987#4833 on Jun 25, 2013, 9:58:55 AM
Unique flask?

That sounds interesting.
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The Melee Splash support gem now works with Shield Charge.



this is awesome now we just need to get viper strike included ;)

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