What's in 0.9.3?

Most of this looks great but I can't say I'm on board with the increased mana cost, being a proponent of lowering mana costs and fixing the broken flask system I still find a better idea. I just seem to think most people still focus on max damage over a wider variety of skills also.
i really see allot of good thing in this patch

the thinks i like most is that you have made the char a bit more unique when they start a bit into theres skill tree, and that str, dex and int give some buff to you build

looking forward for this patch good job:)

regard hea
Just in case question since I don't see it explicitly mentioned: does the patch fix the discrepancy between 2h and DW base dps?

Especially seeing as how 2h will now have a socket advantage, so socket advantage + better mana efficiency + easier to gear certainly makes up for DW's possibly better mods (and probably more than makes up for it).

So I would assume DW will now have the same (or better) 'normal attack' DPS as 2h assuming equal level white weapons?
Last edited by aimlessgun#1443 on Sep 30, 2011, 4:21:38 PM
no word on whether they've lowered the evasion on monsters when they turn and walk away from you as they seem to be unhitable with a Marauder, swing like crazy and get no-where you have to chase them all over the place to catch up with them to hit 'em.
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Devon_Da wrote:
no word on whether they've lowered the evasion on monsters when they turn and walk away from you as they seem to be unhitable with a Marauder, swing like crazy and get no-where you have to chase them all over the place to catch up with them to hit 'em.


That's not monster evasion. What happens is that your swing takes a long time to animate. Near the end of your swing, it will make the check to see if you hit. By the time your swing is ending, they have walked out of range. The game makes the hit check and sees that you cannot hit the monster, due to it being too far away.

Last edited by aimlessgun#1443 on Sep 30, 2011, 5:08:20 PM
Just had a read about the notes of upcoming patch. Great work, and much appreciated for the sake of co-op with testers, and their suggestions. Without showing interest of devs, PoE wouldnt step forward THAT much.

"This is too good for you, very powerful ! You want - You take"
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konfeta wrote:
Ither, I am fairly certain what you should be looking for is the line Weapon Class: Scepter and an Intelligence/Strength requirement.

What you are showing is a mace class weapon that happened to be named "Spectre" because they put a Thesaurus through a lemon juicer.
I would not be surprised if that mace has been renamed by now for 0.9.3 - it was named before sceptres were in the game, so at the time the name was fine.
Not that it only has a Str requirement, not Str and Int.
Last edited by Mark_GGG#0000 on Sep 30, 2011, 6:05:06 PM
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aimlessgun wrote:
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Devon_Da wrote:
no word on whether they've lowered the evasion on monsters when they turn and walk away from you as they seem to be unhitable with a Marauder, swing like crazy and get no-where you have to chase them all over the place to catch up with them to hit 'em.


That's not monster evasion. What happens is that your swing takes a long time to animate. Near the end of your swing, it will make the check to see if you hit. By the time your swing is ending, they have walked out of range. The game makes the hit check and sees that you cannot hit the monster, due to it being too far away.
There's already a bonus in place to melee hits range to catch fleeing enemies. It's intended that with a really slow attack you can't hit a really fast enemy.
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Mark_GGG wrote:
There's already a bonus in place to melee hits range to catch fleeing enemies. It's intended that with a really slow attack you can't hit a really fast enemy.


Hmm is this feature applied differently to different skills? I can see it in action with my Dualstrikes, which tend to hit runners, but Frenzy never ever hits fleeing monsters. And this is with a dualwield duelist rocking in excess of 3 attacks per second.
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konfeta wrote:
Actually, I am suddenly curious about the legacy mechanism.

So, what happens if a later legacy merger results in stash overflow?


You'll keep the items. We'll go into details on this system in the future.

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aimlessgun wrote:
Just in case question since I don't see it explicitly mentioned: does the patch fix the discrepancy between 2h and DW base dps?


We're trying to.
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