Video of some new 0.11.6 Trap Gems

I have made a high level trapper. The traps do a ton of damage but there is no sustain. If traps don't leech life back to you, how is it going to be possible to stay alive with a trap build in maps? Is there going to be a life leech trap support gem? If not, trapper build will still not work very well.
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The_x_ile wrote:
those uniq / passive tree changes / gems r trap only related? or also realted to mines?
and also, if i put that multi trap + GMP + LMP - will i have 0 dmg? 40% less + 30% less + 40% less


The less DMG is not additive... obviously it is multiplicative and like that:

100 DMG -> 40% less DMG = 60 DMG
60 DMG -> 30% less DMG = 42 DMG
42 DMG -> 40% less DMG = 25.2 DMG

Resulting in a total of 74.8% less DMG!


Last edited by Hulio225#5985 on Sep 17, 2013, 10:17:30 PM
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Hulio225 wrote:
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The_x_ile wrote:
those uniq / passive tree changes / gems r trap only related? or also realted to mines?
and also, if i put that multi trap + GMP + LMP - will i have 0 dmg? 40% less + 30% less + 40% less


The less DMG is not additive... obviously it is multiplicative and like that:

100 DMG -> 40% less DMG = 60 DMG
60 DMG -> 30% less DMG = 42 DMG
42 DMG -> 40% less DMG = 25.2 DMG

Resulting in a total of 74.8% less DMG!


r u sure about that? And if so, in which order it goes? Cause that can make a difference
my builds:
- COLB (Cast On Last Breath) first ever build: https://www.pathofexile.com/forum/view-thread/1632595
- the Flash: https://www.pathofexile.com/forum/view-thread/1367774
- the oro's bridle build: https://www.pathofexile.com/forum/view-thread/1409823
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The_x_ile wrote:
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Hulio225 wrote:
"
The_x_ile wrote:
those uniq / passive tree changes / gems r trap only related? or also realted to mines?
and also, if i put that multi trap + GMP + LMP - will i have 0 dmg? 40% less + 30% less + 40% less


The less DMG is not additive... obviously it is multiplicative and like that:

100 DMG -> 40% less DMG = 60 DMG
60 DMG -> 30% less DMG = 42 DMG
42 DMG -> 40% less DMG = 25.2 DMG

Resulting in a total of 74.8% less DMG!


r u sure about that? And if so, in which order it goes? Cause that can make a difference


0,5*0,3*0,7 = 0,7*0,5*0,3 = 0,3*0,7*0,5

Basic math... there's no difference in the order when dealing with multiplicative modifiers.
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The_x_ile wrote:
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Hulio225 wrote:
"
The_x_ile wrote:
those uniq / passive tree changes / gems r trap only related? or also realted to mines?
and also, if i put that multi trap + GMP + LMP - will i have 0 dmg? 40% less + 30% less + 40% less


The less DMG is not additive... obviously it is multiplicative and like that:

100 DMG -> 40% less DMG = 60 DMG
60 DMG -> 30% less DMG = 42 DMG
42 DMG -> 40% less DMG = 25.2 DMG

Resulting in a total of 74.8% less DMG!


r u sure about that? And if so, in which order it goes? Cause that can make a difference


You made my day ;-)
I am absolutely sure about that!
And like already answered there is no difference in which order you multiply stuff with each other!

40% less DMG means you do 60% DMG from your DMG before, with 30% less DMG you do 70% from your DMG before and so on. Calculated like this:

DMG * 0,6 * 0,6 * 0,7 = DMG * 0,252
So you do 25,2% from your original DMG or 74,8% less DMG.

Normally i take money for teaching people math, but i can do a exception if you still don't understand how that is calculated and why it is like it is :-)
Last edited by Hulio225#5985 on Sep 18, 2013, 12:23:46 AM
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Alfabetica wrote:

If we had Ice or Lightning spells with the same mechanics as Incinerate, Flame totem or Firestorm their respective status ailments would be even less useful - you'd have difficulty meeting the damage thresholds to see any effect from them. It's just a result of the spells themselves more than a fire-specific thing.


Well, we do have spork, that's a fast-hitting, low damage spell, and it works fine as long as duration is long enough for shocks to be stacked. If firestorm, or even flame totem did lightning or cold they would permashock or permafreeze everything but the toughest rares and bosses. Why do you think we don't have more of those kind of spells? It's because shock and freeze work good on big-hitters but they work even better on fast ones, ignite works good on big-hitters but it sucks ass on fast skills.

Elemental mechanics is a major game weakness at the moment, it also needs to stop basing on damage relative to health. Seen the prices of Auxium and Dream fragments, they are decent uniques, yes, but that basic mechanics bypass is what makes them ridiculously valuable.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Last edited by raics#7540 on Sep 18, 2013, 2:43:30 AM
Since traps are basically just a skill with the trap support attached internally, if the unique lets you go Gravicius, would that mean it's technically a De-Trap support?
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▒▒▒▒░░░░░ ++HIDEOUT IMPROVEMENT THREAD: ..../view-thread/2179528...++░░░░▒▒▒▒
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So err ... multiple traps is throw 2 extra traps and set up 3 additional traps

Base skill is 3 uses before cooldown

So iiuc, this means 3+3 x 3 = 18 traps scattered all over the place with 8 projectiles each, before cooldown?

I think im in love, if this is so ;)
Any word on how to get some sustain with fire traps? Life leech doesn't work with them. How do we stay alive in maps?

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