UPDATE: Double-proc bug #3 appears to only work for Sunder, other Slams do not have the same behaviour. Mace nodes chance to aftershock likely DO stack additively with Titan/aftershock support, and the bug is to do with Sunder specifically
so what you're saying is that aftershocks aren't really broken unless you are using Sunder? Considering that my Warrior is my slowest and lowest DPS character, I'd say that aftershocks aren't really broken.
You didn't mention my favorite bug, aftershocks on Rolling Slam do 0 damage. They actually buffed Rolling Slam with seemingly no understanding that its been bugged this way since day 1.
They just changed the numbers before leaving for the holidays. They did the same thing for cast on freeze and ignite, they nerved the numbers but didn't implement magnitude affecting the meta gems because they didn't have time. They're getting to it, my man ✌️
The tree nodes procing two aftershocks might be what Carn was eluding too on Ziz’s video when he said stuff is bugged that is making warrior better than they’re supposed to be but they still feel like shit.
@^ yep, ben played cultist hammer so there would be more posts about it so it gets 100% fixed and now this video = please! please make warrior even more sht! we beg you ggg!
It's strange that to me warrior felt like it was closest to the intended power level in the campaign (and endgame is way overtuned). Everyone else could just ignore boss mechanics to the point that GGG might as well not bother designing bosses.
Thanks for the demo with Volc-fissure, you've given me a solid second/quicker skill place down with/over/before Sunder, and multi proc setup for skull crusher
I like this idea of either aftershocks adding multiplicatively (less chance, more damage), or additively (more chance, same damage). If they enter in the code a way so that the stacked animations can combine into one larger, perhaps different color, to help express the power difference. I think leaning into the complexity but creating more parameters feels like the right method. For example, what if 3 stacking aftershocks produces a blue flame, or a different animation altogether? Clearly the tooltips need to become more advanced
On the Note of your volcanic fissure tech, if you want to take it one step further, put jagged ground support on fissure and then stampede over it. If the fissure has a target to hit it causes a feedback loop between generating more jagged ground and that jagged ground hitting the fissure, as if the fissure were hit by a slam. Do note this gets you seemingly rate limited for the rest of the instance because of what it does to the server
Side note, i think the quality on earthquake that adds 2 maximum jagged grounds isn't just for eathquake. It seems that if i have earthquake at 20% quality and jagged ground support totems, the totems go over the limit of 2 jagged grounds.
Its actually insane with the 2h mace, Hrimnor's Hymn in the off hand and a 2h main hand for damage. Use Hammer of the Gods combined with Tremors, it's pretty crazy feeling on Witchhunter. Might have to make a video to show it even though it wasn't a finished character because I started other things instead. Can't stick to one thing for too long tbh lol
This is exactly what I’ve been doing just with Chronomancer. It’s so good, for clear I use earthshatter aswell. You don’t even need to shout because of the 100% aftershock
@@gravellergear4703 Yeah it’s pretty good! What I’m doing with it at the moment though is using two setups like a lot of people I guess. I have my main hand with A good 2H and hrimnors for general mapping at T15+ and then two good hammers in the off hand because they will outdamage hrimnors when it comes to single target. Atleast from my testing, I just use mace strike to stun the boss quickly and then infernal - seismic - hotg and that’s enough to kill most bosses
Thanks for this video, it helps explain a lot. I made a warrior that was getting kind of stale (armor explosion) and went with a totem build to test it out. I placed volcanic fissure in the ancestral with earthquake and upheaval then use sunder and it's crazy the amount of AOE it's doing. I'm not running titan though but the amount of aftershocks I seem to be getting is similar to what your video is showing.
Something you've not mentioned in the video, Hrimnor's Hymn. This two handed mace causes all slams "you use yourself" to aftershock, also works with totems. Very solid budget option on totem builds.
Well, the totem skill is indeed a slam skill, and you have to use it in order to have a totem appear, so it kinda makes sense that it's a slam skill you are using yourself.
Every warrior passive has reduced attack speed, every warrior gem has lower base attack speed, every warrior support gem has reduced attack speed or damage or both. It's sooooo bad.
and maces have the lowest base attack speed as well. its a very common thing for GGG to do, which is double, tripled and even quadruple down on absolutely massacring something
@@junk3996 Well with all the other weapons coming to the game, mace probably has that slow hitting, aftershock identity. Just use quarterstaff if you dont like it or wait for axes, swords, flails, claws, daggers or shapeshifting skills.
I kinda want to see Falling thunder with that tech, if the aftershocks stay enhanced by the power charges or not. Cream on the top would be Stormwave working too (since it is a "fissure" skill like volcano, you usually want the +2 fissures support gem on it)
Hrimnor's Hymn which also causes aftershocks you use yourself also works with totems effectively guaranteeing them. I'm guessing it has something to do with the fact totems inherit all of your stats unlike say minions which have their own stats.
God, I wish all feedback would be as straight forward and so well articualted as this here, big thank you! Great member of POEs (mostly) great community
Devastate and Armour explosion is bugged too, does not work on Ancestral totem, regardless armour breaker or stampede slotted in it Devastate - Supports any skill that Hits enemies, causing them to apply Broken Armour to enemies when causing a Heavy Stun to enemies. Didnt say skills you use yourself or cannot support skill used by minion or totem. Armour explosion - Supports Attacks, causing them to trigger a Fiery explosion when they Fully Break an enemy's Armour. Didnt say skill you use yourself or cannot support skill used by minion or totem
The Aftershocks with Ancestral Totems is intended because totems inherit your damage passives in POE2, as mentioned in the Alt-Help info. Two-Hand Melee and Mace passives even works with Ancestral Totems because they use Two-handed Maces, but don't work with Shockwave totem because that totem doesn't use a Mace. The Titan's "Yourself" one definitely shouldn't work though as that's specific wording compared to the notable. The Volcanic Fissure tech was pretty cool, although that'd brick my PC... I was trying use totems to make the fissures, then I make them chain with aftershocks, but apparently you can' trigger the fissures if they came from a totem cause I never got it to work :/
@@toukoenriaze9870 I think the issue is that shockwave totem's base weapon isn't being classified as a mace, while ancestral warrior totem's is. Although, shockwave should in theory, since it is in the mace skill tree.
My favorite thing: try the stampede with volcanic fissure. EVERY STEP proc the FISSURE. You just spam max fissures before the boss or rare and do the stampede. Game start lagging like insane, but boss just melts. And thats interacts with aftershock...
Impact Shockwave doesn't do anything with boneshatter. This is weird because boneshatter primes for heavy stuns and impact shockwave relies on heavy stuns. It's a bug, some people swear there's a tiny AoE in the boneshatter but that doesn't make sense since it does no damage and aftershock happens... after... the shockwave.
Information about volcanic fissure because you might want to put a comment on it. I did some testing and apparently, when an aftershock procs the "fissures", all the interconnected paths of the fissure activate at once, but an enemy can only be damaged once by all of that lava. I tested it by equipping LGOH gloves and smacking the act2 final boss right after obtaining volcanic fissure with tremors, and I was getting around 10 health back every time an aftershock activated, once for the aftershock and once for the "fissure activation". If all those path were individually hittting the boss my health should have been going back up instantly, but it clearly wasn't. There was no noticeable damage increase even after my instance started lagging either. All that thing about the aftershock activating a delayed AoE that only hits one is my interpretation of how it's coded, but it's clear that the fiery laggy thing is only cosmetic, it DOESN'T do multi hits.
I can explain why the line from Titina tree works on totems. Because all attacking (related to the damage of the Character lines - this is everything that does not concern the character's weapons) lines work on totems. Therefore, this is not a bug. The unique mace with the line on aftershock also works. It is not tied to a specific weapon, but simply gives this effect to the character. The lines from the main hand on the chance of stun also work. Because they are tied to the main hand, and not to a specific weapon (a very specific thing) and work on totems, because totems also have weapons, and they are also in the main hand.
Does anyone know how the aftershocks scale for volcanic fissure? Is it the damage of the aftershock from the slam or is it a flat value? What happens if you stampede through a volcanic fissure zone?
Gonna have to try a molten strike aftershock build with two 2 handers. It might be fun. Bump up the ignite chance and combine the bleed node from the blood mage ascendancy. That could be pretty cool i think, if you can get two 2 handers with lower attribute req that is 😁
Howd you setup your character to apply multiple poisons specifically? I say that I need to test it myself on Dual Wielding. I have a feeling many of the skills arent actually giving you double strike while still applying the dual wield damage penalty
I think that some part of how Tremors functions is intended. Atleast it says that the aftershock is additional so its not the same as the one from the passive tree. Compared to Aftershock support it doesnt mention that the aftershock is additional so it should be the same as in the passive tree??? Liked the video, GGG will fix these as the game is in early access and youre doing good job being informative! Can you showcase next how Blood Mages ascendancy point Gore Spike literally has 0 function right now and how reaching max overflow health with Couture of Crimson deactivates Blasphemy.... RIP my build LOL
@Dreamcore Hey, did you know that Volcanic fissure gets procced (aftershocked) by every single sunder segment as a seperate aftershock, including the extra sunders generated by tremors? Try it out :^)
Its really hard for me to figure out which damage triggers which thing and what damage is being calculated. For example my earthquake slam does 77% attack damage but then it says the shock is 240% or something. But then my totem triggers jagged ground of the earthquake early. Same with the shield wall. Does it always do damage or only when I slam it? Because my totem and jagged grounds and aftershocks destroy it. I just make a lot of things explode and everything seems to die but I dunno what's actually happening.
What if the multiple aftershocks stuff isn't a bug, but intended? They said they have a lot of interactions and more for us to discover. So, maybe they meant for this, and the real bug is that the Titan thing doesn't affect the totem, but actually should. And, while yes, the 22% and 25% don't additively compound, they do work out to a good idea for compounding. The chance that at least one aftershock occurs would be 1-(0.78*0.75), comes out to ~41% that at least one will happen.
This was some really good testing! I have a question regarding Aftershocks, does it snapshot the damage dealt by the initial ability, or does it snapshot the configurations of the initial ability? For example will Sunder consume armor to crit for the initial hit and aftershocks? Or will the aftershocks deal less damage because the conditional was consumed by the initial hit?
It snapshots the hit... and Dreamcore is missing the critical information that Aftershock from sunder doesn't seem to have a "target cap", so every single wave from sunder that is copied can hit the same target. This is why he gets double poison stacks, not because there is "2 aftershocks can proc on top of eachother". Try stacking AoE, so it causes it to shotgun more, and every initial wave will be a snapshotted critical too. Seismic cry is the easiest way to get a 100% aftershock attack, you only need a stunned target and use seismic cry on it to gain a charge. You'll get more charges per consumed endurance charge, so this even makes them useful for this. I've melted bosses with this huge AoE stacking as the waves all hit the same boss. It does more than the hammer of gods if you wield 2x 2 handers. For some reason offhand critical is 400% and scales to 600% with just the closest 4 crit damage nodes... :D
I'm not 100% certain that the Titan aftershock node working on Shockwave Totem is a bug. The skill itself is a slam skill with the slam tag and you are using the skill yourself. That same node working with Ancestral Warrrior Toem is **definitely** a bug, though. But yeah, there are tons of issues with aftershock, even more than are in this video as you can see by scanning through the comments here.
Before game was released, my theory crafting took me to Ancestral Totem using Volcaninc Fissure. I was so disappointed that the fissures they create cannot be interacted by the player. Odd that for earthshatter you can do it but not for volcanic fissure. Not sure if this was fixed sometime after I tried it.
I really hope the ascendency is bugged in the sense that it is intended to work this way, and they just haven't updated the text to reflect that yet. It'd be a nice little thing to have.
The fissures chaining to the old fissures all around is so fun to watch though probably pretty useless since it'd just be going backwards to where you've already killed stuff
While not the best bossing skill compared to HotG. It could he useful when in a boss arena and needing to run around as you can use it anywhere and proc the whole chain. Not sure if the skill has viable damage but could be interesting to see if it could keep up ignite or armor break while you run around.
You forgot 1 Major aftershock bug. When Rolling Slam causes an aftershock it shows the animation for the aftershock, but the aftershock never hits/deals any damage.
Great video man - did you happen to test totems with ancestral empowerment node on the ascendancy tree for Titan? It’s the last node on the branch with the 20% aftershock chance node. It also has the same verbiage as the aftershock node so I’m curious if that one would work with totems as well
17:00 just to double check, if you do VF on your totem and get your totem doing its own aftershocks, it should proc the same way, correct? Really starting to regret spending so long on my stormweaver after warbringer felt so bad, i wanted to go titan from the started but i got a bit baited into picking warbringer instead
Wanted to ask: how exactly does multiple jagged ground work with shockwave totems? (aka does multiple jagged ground eruptions from a single totem slam count as multiple separate eruptions, or just 1? Also, I suspect the fissures being able to chain aftershock back to each other in a loop likely isn't intended either (or at least, that's not how it works with shockwave totem jagged ground eruption chains)
I was toying around with volcanic fissure aftershocks with Olrovasara to stack its damage. Its....pretty effective at stacking it up, but you need hammer or sunder or something else to like do damage because fissure is so weak, even hitting a couple dozen times a second.
@@ericlandon950 no it just reapplies the volcanic fissure damage. inc whatever less damage multipliers you have. But you can use fissure to stack up olrovasara to max damage and then swap to sunder and delete most things. the bonus is all the lightning damage will shock the enemy so the next hit not only is fully stacked added damage, but also gets another multiplier.
My volcanic fissure deals 50 damage, my other slam deals 100 damage. How much damage does my fissure's aftershock deal when I use my other slam on the fissure?
Something you didn't mention (Idk if this is a bug or intended) is that aftershocks can sort of double crit. I tested this with Trephina and Hammer of the Gods while going through cruel. If you use seismic cry and Hammer of the Gods and hit both the hammer and the aftershock while the enemy is stunned you'll notice the aftershock does absurdly more damage. This is due to the aftershocks base damage equaling the hit that crit and then the aftershock critting again.
My first build attempt on PoE2 was to use Totem with volcanic fissure and use earthshatter with upheaval to proc my totems volcanic fissures damage with its aftershocks, but it was bugged, you can't proc the totems fissures
Funny fact aftershocks do work with rolling slam, but do no damage(literally zero). Well i tested it the day ggg added tremors support, so maybe it already fixed.
Well then, looks like its possible to make a lag machine with attack speed deadeye using volcanic fissue instead of molten blast lol. honestly might try it out later.
Hey dream, did u ever end up testing if the aftershocks from sunder would snapshot a Guranteed crit if the target was armour broken? Ie: I break armour, sunder hits and crits, aftershock hits and crits. It sounds like the aftershock shouldn't crit but I was wondering nonetheless
Have you tried earthquake with decreased skill duration scaling…you can get around 86% skill less skill duration. This would make earthquakes go from 4 seconds to 0.5 and I think the aftershocks would still go off
I tried it, it’s pretty good actually even if it requires a cursed tree. Support EQ with armour explosion and it clears very nicely with AOE investment, can recommend
You can anoint forthcoming, and then weapon swap points as well. It shouldn’t be too bad. All warrs builds seem to spec into the skill speed nodes next to the reduced skill duration nodes. Shouldn’t be too bad. I just rolled a warr (5th toon) he is only 74 but I will work my way toward it. Thx!
Ye they need to fix volcanic fissue when used by ancestral totem. I had an idea to use my attribute stacking gemling with ancestral totem using volcanic fissure and I would be exploding fissures with my skills like stampede or something but that does not work sadly as I cant explode any fissures totem creates. Not sure if this is intended but I do not think it should as its a nice mechanic when you think about it. Right now i use ancestral totems with molten blast and it works just nice but still... hoping to try someday more active version of totem summoner
i am not sure if totems are a bug, because totems are basicly just a copy of oneself but stationatry and require maces with ancestral totem specificly, titan note wording is very clear though, shoukd not work on shockwave totem, but we will find out soon, any chance where ggg posted the announcement you talked about btw?
Have you tested this more extensively ? I remember testing this a couple weeks ago and got some odd rare results sometimes where i would only get 1 aftershock instead of the 2. My guess is the "randomness" is simply coded as a 100 die where, let's say, you'd roll a die and if you get 80 or above you'd trigger both the 20% chance to aftershock and the 25% chance to aftershock, but if you'd roll between 75 and 80, you'd only roll a single aftershock (so technically a 5% chance to only roll a single aftershock). That would work the same way for the tremors support. I honestly don't think it's a bug simply because if that were not the case, the damage numbers would not make sense at all because a single aftershock, guaranteed or not through seismic cry, would make tremors on average a DPS loss.
The key value missing from this testing is that Sunder consists from multiple small waves that do more damage the longer it goes around, but it can only hit once per target, so it doesn't shotgun. Well the aftershock ignores this and can shotgun as it 100% copies the attack. So before they just nerf aftershocks as a whole, you can abuse it. Just stack more AoE nodes, use more AoE support gems and see the damage skyrocket.
believe this is fixed now, and possibly even more broken....assuming these after shocks are fix i'm not seeing my after shock from titan or passive anymore
You didnt even bring up that aftershocks deal zero damage on the second hit of rolling slam. Seismic into rolling slam does the aftershock animation, but does zero damage.
UPDATE: Double-proc bug #3 appears to only work for Sunder, other Slams do not have the same behaviour. Mace nodes chance to aftershock likely DO stack additively with Titan/aftershock support, and the bug is to do with Sunder specifically
seems balanced compared to ES by not having life
Does the interaction change at all with Hrimnor's Hymn?
Aftershock also does no damage with the "rolling slam" ability. ua-cam.com/video/TlIlVq4cD38/v-deo.html
Did you do any testing with seismic cry? It seems to do more than just 1 aftershock damage aswell I have noticed.
so what you're saying is that aftershocks aren't really broken unless you are using Sunder? Considering that my Warrior is my slowest and lowest DPS character, I'd say that aftershocks aren't really broken.
You didn't mention my favorite bug, aftershocks on Rolling Slam do 0 damage. They actually buffed Rolling Slam with seemingly no understanding that its been bugged this way since day 1.
They just changed the numbers before leaving for the holidays. They did the same thing for cast on freeze and ignite, they nerved the numbers but didn't implement magnitude affecting the meta gems because they didn't have time. They're getting to it, my man ✌️
Since day 1 sounds like a long time but actually its just a few weeks and they are not working because holiday 😊
fissure actually looks interesting like that lol
Yeah i'm starting a new build now
The tree nodes procing two aftershocks might be what Carn was eluding too on Ziz’s video when he said stuff is bugged that is making warrior better than they’re supposed to be but they still feel like shit.
Except that its bugged in a bad way lol. You are getting about half the aftershocks you are supposed to
Another possible bug: Aftershocks from rolling slam appear to be causing no damage
Not appear, 100% do not cause damage
I came here to complain about this shit RIGHT NOW LUL.
They said in the forums that they are looking into it.
Yup I noticed this when I got the unique hammer that makes aftershocks it’s 100% does zero damage lol
It seems it has been fixed just now
"Fixed a bug where aftershocks of Rolling Slam were not dealing damage." on Patch 0.1.0f
Tried out the totem stuff (mace nodes + earthbreaker) and it seems to work like a charm, big ups for the find!
Nerfed any day now 😅
Warrior cant have even remotely nice thing@@Cryttanz
@^ yep, ben played cultist hammer so there would be more posts about it so it gets 100% fixed
and now this video = please! please make warrior even more sht! we beg you ggg!
@@rusduderus lol! "We love melee - GGG"
i find it funny that the only things good about maces are things that arent even intended
That's Warrior in general. It's like they intend warrior to suck
@@maskettaman1488warrior is for tryhards like carn
@@jedrusnowak3317 I'd respond to this but I'm a Titan player currently stuck in my wind-up animation.
@@jedrusnowak3317 Nah, warrior is just underdeveloped.
It's strange that to me warrior felt like it was closest to the intended power level in the campaign (and endgame is way overtuned). Everyone else could just ignore boss mechanics to the point that GGG might as well not bother designing bosses.
Thanks for the demo with Volc-fissure, you've given me a solid second/quicker skill place down with/over/before Sunder, and multi proc setup for skull crusher
I like this idea of either aftershocks adding multiplicatively (less chance, more damage), or additively (more chance, same damage). If they enter in the code a way so that the stacked animations can combine into one larger, perhaps different color, to help express the power difference. I think leaning into the complexity but creating more parameters feels like the right method. For example, what if 3 stacking aftershocks produces a blue flame, or a different animation altogether? Clearly the tooltips need to become more advanced
On the Note of your volcanic fissure tech, if you want to take it one step further, put jagged ground support on fissure and then stampede over it. If the fissure has a target to hit it causes a feedback loop between generating more jagged ground and that jagged ground hitting the fissure, as if the fissure were hit by a slam. Do note this gets you seemingly rate limited for the rest of the instance because of what it does to the server
Side note, i think the quality on earthquake that adds 2 maximum jagged grounds isn't just for eathquake. It seems that if i have earthquake at 20% quality and jagged ground support totems, the totems go over the limit of 2 jagged grounds.
this got patched
@revlover3797 oh, didn't know that, for the best for sure, absolutely murdered any instance you did it in
That’s a cool interaction at the end there. Nice research
Great vid! That tech at the end was awesome!
16:06 bit late with the fireworks, nice one tho
very clear and informative! Thank you very much!
Its actually insane with the 2h mace, Hrimnor's Hymn in the off hand and a 2h main hand for damage. Use Hammer of the Gods combined with Tremors, it's pretty crazy feeling on Witchhunter. Might have to make a video to show it even though it wasn't a finished character because I started other things instead. Can't stick to one thing for too long tbh lol
I was thinking of using this with giants blood but haven't gotten around to it yet.
This is exactly what I’ve been doing just with Chronomancer. It’s so good, for clear I use earthshatter aswell. You don’t even need to shout because of the 100% aftershock
@@Odinataa Awesome man, still deal good damage? With Giants Blood?
@@gravellergear4703 Yeah it’s pretty good! What I’m doing with it at the moment though is using two setups like a lot of people I guess. I have my main hand with A good 2H and hrimnors for general mapping at T15+ and then two good hammers in the off hand because they will outdamage hrimnors when it comes to single target. Atleast from my testing, I just use mace strike to stun the boss quickly and then infernal - seismic - hotg and that’s enough to kill most bosses
@@Odinataa Nice bro, you got a build guide or passive tree you're open to share? Keen to have a look.
Thanks for this video, it helps explain a lot.
I made a warrior that was getting kind of stale (armor explosion) and went with a totem build to test it out. I placed volcanic fissure in the ancestral with earthquake and upheaval then use sunder and it's crazy the amount of AOE it's doing. I'm not running titan though but the amount of aftershocks I seem to be getting is similar to what your video is showing.
Something you've not mentioned in the video, Hrimnor's Hymn.
This two handed mace causes all slams "you use yourself" to aftershock, also works with totems.
Very solid budget option on totem builds.
Would it work with giants blood? Hymn as off hand and main hand with 700+ dps mace?
"you use yourself", works with totems, hahaha
Well, the totem skill is indeed a slam skill, and you have to use it in order to have a totem appear, so it kinda makes sense that it's a slam skill you are using yourself.
Every warrior passive has reduced attack speed, every warrior gem has lower base attack speed, every warrior support gem has reduced attack speed or damage or both. It's sooooo bad.
And half the ascendancies perks don’t work
Meanwhile rangers just have to deal with too much loot to pick up.
@@TheModdedwarfare3You could play warrior support then and pick up the loot of the ranger with your bigger inventory :P
and maces have the lowest base attack speed as well. its a very common thing for GGG to do, which is double, tripled and even quadruple down on absolutely massacring something
@@junk3996 Well with all the other weapons coming to the game, mace probably has that slow hitting, aftershock identity. Just use quarterstaff if you dont like it or wait for axes, swords, flails, claws, daggers or shapeshifting skills.
I kinda want to see Falling thunder with that tech, if the aftershocks stay enhanced by the power charges or not.
Cream on the top would be Stormwave working too (since it is a "fissure" skill like volcano, you usually want the +2 fissures support gem on it)
I been trying to run an earthshatter titan. I love the idea of aftershock. Warrior is already so clunky and slow
Hrimnor's Hymn which also causes aftershocks you use yourself also works with totems effectively guaranteeing them. I'm guessing it has something to do with the fact totems inherit all of your stats unlike say minions which have their own stats.
9:47 uh, that's a pretty cool bug. you can visually see the hit animation playing twice and two sound effects one right after the other
God, I wish all feedback would be as straight forward and so well articualted as this here, big thank you! Great member of POEs (mostly) great community
Fortunately they have pre-nerfed Volcanic fissure with major %less stats on the supports and a high processing skill effect.
"how much does this build cost?" "a high end gaming pc and a 5090 so maybe $3k?"
Devastate and Armour explosion is bugged too, does not work on Ancestral totem, regardless armour breaker or stampede slotted in it
Devastate - Supports any skill that Hits enemies, causing them to apply Broken Armour to enemies when causing a Heavy Stun to enemies. Didnt say skills you use yourself or cannot support skill used by minion or totem.
Armour explosion - Supports Attacks, causing them to trigger a Fiery explosion when they Fully Break an enemy's Armour. Didnt say skill you use yourself or cannot support skill used by minion or totem
The Aftershocks with Ancestral Totems is intended because totems inherit your damage passives in POE2, as mentioned in the Alt-Help info. Two-Hand Melee and Mace passives even works with Ancestral Totems because they use Two-handed Maces, but don't work with Shockwave totem because that totem doesn't use a Mace. The Titan's "Yourself" one definitely shouldn't work though as that's specific wording compared to the notable.
The Volcanic Fissure tech was pretty cool, although that'd brick my PC... I was trying use totems to make the fissures, then I make them chain with aftershocks, but apparently you can' trigger the fissures if they came from a totem cause I never got it to work :/
ye its shockwave totem thats bugged ... because totems *are* you in terms of offensive effects
@@toukoenriaze9870 I think the issue is that shockwave totem's base weapon isn't being classified as a mace, while ancestral warrior totem's is.
Although, shockwave should in theory, since it is in the mace skill tree.
I have been using that Volcanic Fissure tech. And when combined with Sunder to proc it, it's insane. And with the Sunder bug that makes sense.
Great content, keep it up!
My favorite thing: try the stampede with volcanic fissure. EVERY STEP proc the FISSURE. You just spam max fissures before the boss or rare and do the stampede. Game start lagging like insane, but boss just melts. And thats interacts with aftershock...
Impact Shockwave doesn't do anything with boneshatter. This is weird because boneshatter primes for heavy stuns and impact shockwave relies on heavy stuns. It's a bug, some people swear there's a tiny AoE in the boneshatter but that doesn't make sense since it does no damage and aftershock happens... after... the shockwave.
I needed upheaval. Thanks. Sunder and volcanic together is disgusting damage.
To my knowledge totems gain all stat and passive increases from your tree so that's working as intended.
As always great video bro
titan ascendancy should work with shockwave totem as it has a slam tag on it making it a slam skill you use yourself
Thanks!Im gonna play with fissure a bit now :D
ooooh that's what it is, i've tried an attack speed slam aftershock build and had my screen try to give me an epileptic attack.
Information about volcanic fissure because you might want to put a comment on it. I did some testing and apparently, when an aftershock procs the "fissures", all the interconnected paths of the fissure activate at once, but an enemy can only be damaged once by all of that lava. I tested it by equipping LGOH gloves and smacking the act2 final boss right after obtaining volcanic fissure with tremors, and I was getting around 10 health back every time an aftershock activated, once for the aftershock and once for the "fissure activation". If all those path were individually hittting the boss my health should have been going back up instantly, but it clearly wasn't. There was no noticeable damage increase even after my instance started lagging either.
All that thing about the aftershock activating a delayed AoE that only hits one is my interpretation of how it's coded, but it's clear that the fiery laggy thing is only cosmetic, it DOESN'T do multi hits.
I can explain why the line from Titina tree works on totems. Because all attacking (related to the damage of the Character lines - this is everything that does not concern the character's weapons) lines work on totems. Therefore, this is not a bug. The unique mace with the line on aftershock also works. It is not tied to a specific weapon, but simply gives this effect to the character. The lines from the main hand on the chance of stun also work. Because they are tied to the main hand, and not to a specific weapon (a very specific thing) and work on totems, because totems also have weapons, and they are also in the main hand.
Does anyone know how the aftershocks scale for volcanic fissure? Is it the damage of the aftershock from the slam or is it a flat value? What happens if you stampede through a volcanic fissure zone?
Also if you get aftershock on earthshatter, spikes don't get destroyed and the aftershock damage will be the same damage as spikes detonated.
I’m trying the fissure strat tonight with my bloodmage mace build
Please share your results!
Gonna have to try a molten strike aftershock build with two 2 handers. It might be fun. Bump up the ignite chance and combine the bleed node from the blood mage ascendancy. That could be pretty cool i think, if you can get two 2 handers with lower attribute req that is 😁
The Fissure one looks so cool.... There should be support that u can do 360 with fissures.. Like molten earthquake
Howd you setup your character to apply multiple poisons specifically? I say that I need to test it myself on Dual Wielding.
I have a feeling many of the skills arent actually giving you double strike while still applying the dual wield damage penalty
I think that some part of how Tremors functions is intended. Atleast it says that the aftershock is additional so its not the same as the one from the passive tree. Compared to Aftershock support it doesnt mention that the aftershock is additional so it should be the same as in the passive tree??? Liked the video, GGG will fix these as the game is in early access and youre doing good job being informative! Can you showcase next how Blood Mages ascendancy point Gore Spike literally has 0 function right now and how reaching max overflow health with Couture of Crimson deactivates Blasphemy.... RIP my build LOL
walking broken, breathing broken, living broken
@Dreamcore Hey, did you know that Volcanic fissure gets procced (aftershocked) by every single sunder segment as a seperate aftershock, including the extra sunders generated by tremors? Try it out :^)
Its really hard for me to figure out which damage triggers which thing and what damage is being calculated.
For example my earthquake slam does 77% attack damage but then it says the shock is 240% or something. But then my totem triggers jagged ground of the earthquake early.
Same with the shield wall. Does it always do damage or only when I slam it? Because my totem and jagged grounds and aftershocks destroy it.
I just make a lot of things explode and everything seems to die but I dunno what's actually happening.
that explains why some times my sunder will go off like 6 or 7 times in a row
What if the multiple aftershocks stuff isn't a bug, but intended? They said they have a lot of interactions and more for us to discover. So, maybe they meant for this, and the real bug is that the Titan thing doesn't affect the totem, but actually should.
And, while yes, the 22% and 25% don't additively compound, they do work out to a good idea for compounding. The chance that at least one aftershock occurs would be 1-(0.78*0.75), comes out to ~41% that at least one will happen.
This was some really good testing! I have a question regarding Aftershocks, does it snapshot the damage dealt by the initial ability, or does it snapshot the configurations of the initial ability? For example will Sunder consume armor to crit for the initial hit and aftershocks? Or will the aftershocks deal less damage because the conditional was consumed by the initial hit?
It snapshots the hit... and Dreamcore is missing the critical information that Aftershock from sunder doesn't seem to have a "target cap", so every single wave from sunder that is copied can hit the same target.
This is why he gets double poison stacks, not because there is "2 aftershocks can proc on top of eachother".
Try stacking AoE, so it causes it to shotgun more, and every initial wave will be a snapshotted critical too. Seismic cry is the easiest way to get a 100% aftershock attack, you only need a stunned target and use seismic cry on it to gain a charge. You'll get more charges per consumed endurance charge, so this even makes them useful for this.
I've melted bosses with this huge AoE stacking as the waves all hit the same boss. It does more than the hammer of gods if you wield 2x 2 handers. For some reason offhand critical is 400% and scales to 600% with just the closest 4 crit damage nodes... :D
@@Kankipappa That's wild! Thanks for the breakdown, I'm too busy trying to stay alive to experiment in maps haha 😅
The unique two handed mace that gives you 100% chance to aftershock also work on Shockwave totme
Didn't check ac totem
I'm not 100% certain that the Titan aftershock node working on Shockwave Totem is a bug. The skill itself is a slam skill with the slam tag and you are using the skill yourself. That same node working with Ancestral Warrrior Toem is **definitely** a bug, though. But yeah, there are tons of issues with aftershock, even more than are in this video as you can see by scanning through the comments here.
So how does Sunder interact with Tremor and aftershock for bug 3? Is it actually hitting up to 14 times?
Before game was released, my theory crafting took me to Ancestral Totem using Volcaninc Fissure. I was so disappointed that the fissures they create cannot be interacted by the player. Odd that for earthshatter you can do it but not for volcanic fissure.
Not sure if this was fixed sometime after I tried it.
I really hope the ascendency is bugged in the sense that it is intended to work this way, and they just haven't updated the text to reflect that yet. It'd be a nice little thing to have.
The fissures chaining to the old fissures all around is so fun to watch though probably pretty useless since it'd just be going backwards to where you've already killed stuff
While not the best bossing skill compared to HotG. It could he useful when in a boss arena and needing to run around as you can use it anywhere and proc the whole chain. Not sure if the skill has viable damage but could be interesting to see if it could keep up ignite or armor break while you run around.
You forgot 1 Major aftershock bug. When Rolling Slam causes an aftershock it shows the animation for the aftershock, but the aftershock never hits/deals any damage.
Mace skills bad?
I am SHOCKED
Mace skills bad?
I am afterSHOCKED
Now there is an idea, a shock based mace build.
Great video man - did you happen to test totems with ancestral empowerment node on the ascendancy tree for Titan? It’s the last node on the branch with the 20% aftershock chance node. It also has the same verbiage as the aftershock node so I’m curious if that one would work with totems as well
17:00 just to double check, if you do VF on your totem and get your totem doing its own aftershocks, it should proc the same way, correct? Really starting to regret spending so long on my stormweaver after warbringer felt so bad, i wanted to go titan from the started but i got a bit baited into picking warbringer instead
I think the vaulting impact skill from monk is compatible with aftershave, I know it repeats like 10 times with like a 20% chance to repeat.
wait what about volanic fissure on warrior totem with aftershocks? do they proc their own fissures?
Have you tested it with the empowered warcry ?
the fissure thing is actually pretty cool, I'd love for it to stay in the game
hope they dont change the last part about volanic fissure, now i want to play it, looks funny
Wanted to ask: how exactly does multiple jagged ground work with shockwave totems? (aka does multiple jagged ground eruptions from a single totem slam count as multiple separate eruptions, or just 1?
Also, I suspect the fissures being able to chain aftershock back to each other in a loop likely isn't intended either (or at least, that's not how it works with shockwave totem jagged ground eruption chains)
So you're telling me that my volcanic fissure + supercharged slam tremor build is going to explode a massive number of time?
neat.
I was toying around with volcanic fissure aftershocks with Olrovasara to stack its damage. Its....pretty effective at stacking it up, but you need hammer or sunder or something else to like do damage because fissure is so weak, even hitting a couple dozen times a second.
I heard before that even with many fissure procs, only 1 will hit or something like that
Is the damage of the fissure aftershock based on which slam caused the aftershock?
@@ericlandon950 no it just reapplies the volcanic fissure damage. inc whatever less damage multipliers you have. But you can use fissure to stack up olrovasara to max damage and then swap to sunder and delete most things. the bonus is all the lightning damage will shock the enemy so the next hit not only is fully stacked added damage, but also gets another multiplier.
Is there something in warrior that actually works?
I don't know if they fixed it but aftershocks from Tremors did no damage with Rolling Slam when I was using it.
My volcanic fissure deals 50 damage, my other slam deals 100 damage. How much damage does my fissure's aftershock deal when I use my other slam on the fissure?
They should just replace first titan ascendancy point with "tremors", but not so that it would remove stacking things, but more like pathfinder tree
Something you didn't mention (Idk if this is a bug or intended) is that aftershocks can sort of double crit.
I tested this with Trephina and Hammer of the Gods while going through cruel. If you use seismic cry and Hammer of the Gods and hit both the hammer and the aftershock while the enemy is stunned you'll notice the aftershock does absurdly more damage. This is due to the aftershocks base damage equaling the hit that crit and then the aftershock critting again.
My first build attempt on PoE2 was to use Totem with volcanic fissure and use earthshatter with upheaval to proc my totems volcanic fissures damage with its aftershocks, but it was bugged, you can't proc the totems fissures
16:36 This was actually really cool for volcanic
Shield Wall has some fun artifacting going on with Stomping Ground Support + Shield Charge, I'll be looking at details tomorrow but brrrrrrroken
How is volcanic fissure aftershock damage calculated?
Funny fact aftershocks do work with rolling slam, but do no damage(literally zero). Well i tested it the day ggg added tremors support, so maybe it already fixed.
Since the aftershock node works, does the Ancestral Empowerment node work as well? It has the same wording
Well then, looks like its possible to make a lag machine with attack speed deadeye using volcanic fissue instead of molten blast lol. honestly might try it out later.
I didn’t know that Volcanic fissure looks so cool
Totems being the only mace archetype enjoyable on totem right now, I hope GGG will not destroy these and just put them as intended
Wanted to run fire warrior type build was thinking fissure with raging spirits, gem to explode them and cast on minion death comet.
Hey dream, did u ever end up testing if the aftershocks from sunder would snapshot a Guranteed crit if the target was armour broken? Ie: I break armour, sunder hits and crits, aftershock hits and crits.
It sounds like the aftershock shouldn't crit but I was wondering nonetheless
Cant you test earthquake with jagged ground support to proc the shockwave.
Have you tried earthquake with decreased skill duration scaling…you can get around 86% skill less skill duration.
This would make earthquakes go from 4 seconds to 0.5 and I think the aftershocks would still go off
I tried it, it’s pretty good actually even if it requires a cursed tree. Support EQ with armour explosion and it clears very nicely with AOE investment, can recommend
You can anoint forthcoming, and then weapon swap points as well. It shouldn’t be too bad. All warrs builds seem to spec into the skill speed nodes next to the reduced skill duration nodes. Shouldn’t be too bad. I just rolled a warr (5th toon) he is only 74 but I will work my way toward it. Thx!
I think notable is intended with ancestral totems. titan's passive is not ofc. not with ancestrals and def not with shockwave.
What about full charged Falling thunder from monk? It is slam, so could it cause aftershock?
Sadly the aftershock does the no charges version, even if you proc chance to not consume charges
@@pedrosad2435 A pity.
Ye they need to fix volcanic fissue when used by ancestral totem. I had an idea to use my attribute stacking gemling with ancestral totem using volcanic fissure and I would be exploding fissures with my skills like stampede or something but that does not work sadly as I cant explode any fissures totem creates. Not sure if this is intended but I do not think it should as its a nice mechanic when you think about it. Right now i use ancestral totems with molten blast and it works just nice but still... hoping to try someday more active version of totem summoner
I thought bug 3 was sunder multihitting single targets the way glacial cascade was when I was playing sunder before. Figures it was just bugged.
i am not sure if totems are a bug, because totems are basicly just a copy of oneself but stationatry and require maces with ancestral totem specificly, titan note wording is very clear though, shoukd not work on shockwave totem, but we will find out soon, any chance where ggg posted the announcement you talked about btw?
Here it is: x.com/pathofexile/status/1876440953529233626
Have you tested this more extensively ? I remember testing this a couple weeks ago and got some odd rare results sometimes where i would only get 1 aftershock instead of the 2. My guess is the "randomness" is simply coded as a 100 die where, let's say, you'd roll a die and if you get 80 or above you'd trigger both the 20% chance to aftershock and the 25% chance to aftershock, but if you'd roll between 75 and 80, you'd only roll a single aftershock (so technically a 5% chance to only roll a single aftershock). That would work the same way for the tremors support. I honestly don't think it's a bug simply because if that were not the case, the damage numbers would not make sense at all because a single aftershock, guaranteed or not through seismic cry, would make tremors on average a DPS loss.
The key value missing from this testing is that Sunder consists from multiple small waves that do more damage the longer it goes around, but it can only hit once per target, so it doesn't shotgun. Well the aftershock ignores this and can shotgun as it 100% copies the attack. So before they just nerf aftershocks as a whole, you can abuse it. Just stack more AoE nodes, use more AoE support gems and see the damage skyrocket.
believe this is fixed now, and possibly even more broken....assuming these after shocks are fix i'm not seeing my after shock from titan or passive anymore
You didnt even bring up that aftershocks deal zero damage on the second hit of rolling slam. Seismic into rolling slam does the aftershock animation, but does zero damage.
Love when I get an aftershock on my HoTG.
I think we would also enjoy a second channel where things are not so condensed
Volcanic Fissure Totems lets go again.
Jung will make a build out of this and complain that GGG targets his builds.
6:12 Forgot a break statement. Oops!