I'm live! Come say "hello!" twitch.tv/silentstil I should have gone into more detail on crit chance as it turns out there are actually a few different affix types which impact it in different ways! There are "+X% Chance to Crit" affixes as described here, but there are also "Gain X% increased critical hit chance" affixes which contribute to a singular additive pool, similar to damage affixes. Those "increase" affixes are summed, multiplied by the base crit, then multiplied by any "X% more crit chance" modifiers for your overall crit chance!
A couple of questions: 1) Where does other "Gain" come in? (ex Gain 20% cold dmg) 2) "+% Global physical" (gem) 3) "15% more Maximum Lightning" (e.g., Wild storm node)?
Wait, I am confused. Where the % damage affix on the weapon enters? For what I understood the % increased damage ON A WEAPON is in the same pool of the others % increased damage? Is that right? So, for example, lets says we have one Hammer whit round 100 damage BASE (White value) and it gets 100% increased damage and gets blue damage on it of 200, then let's say I have 200% increased damage on passives, and nothing more. No add damage (flat), no other more damage. In this case my damage would be (100base +100%weapon) + 200%passives = 600 damage OR 100base + (100weapon+200%passives) = 400 damage??? Someone that REALLY knows can answer, please? Thanks all
In case anyone else want to know the answer for my question above, I was answered by himself in other question of mine below (outside the pinned commentary). Thank you for your quick and accurate reply! I am understanding the poe2 mechanics way batter thanks to your videos!
I´m not invested enough to feel comfortable spending hours researching how everything in poe2 works, but watching your videos is just enjoyable and informative. Really great, thank you so much!
@@lukaspumo3498you clearly dont understand the difference between doing your own research and watching a content that someone has researched for hours
Extremely underrated channel. - Accurate info - Presented in an easy to digest way - In depth - No BS gets straight to it - No click bait Just subbed because this type of content is invaluable. Now I need to go search your channel for a video on Evasion and the Acrobatics node. Can't decide if the -70% Ev rating is worth it.
I'm running a high evasion build with acrobatics and I'm ending up with about 77% evasion chance. It's definitely worth picking up if you have high evasion values, especially if you're pairing it with Tailwind. If you can take the node and still hover above 65% evasion chance, it's worth taking.
The absolute best damage guide I have seen. Definitely going to send this to anyone that doesn't understand how damage works. Keep it up, your production quality is great and your flow is perfect!
Your videos have been a huge help in me getting better at understanding what makes a good item worth selling; I'd love to see your guides tied in with what to look for when deciding what loot is worth picking up and what is worth trying to "craft"
Excellent suggestion. I'm kind of trying to get the fundamentals established with these first few, from here, we can branch into some common builds or crafting guides for archetypes and what is worth looting vs crafting!
1 important thing about crit chance is that there are 2 types, n% increased Critical Hit Chance and n% to Crit chance. note that if you have base 10% crit chance, the "to crit chance" modifier is additive -> 10% + 1% = 11% crit chance increased is multiplicative as in: 15% increased crit chance means 10% base x 1.15 = 11.5% crit chance. increase mods are always the last step here so getting more flat crit chance added is much more beneficial. i.e. 10% -> 100% increase = 20% 10% + 3% to crit -> 100% increase = 26% so yeah crit is a tiny bit more complicated than you mentioned, but also way easier to understand than the rest. Great video, very helpful! especially for beginners its very clear and understandable. Keep it up! 😊❤
Yeah, I've had a couple of people ask about it. I should've spoken to it in a bit more detail to be sure. I think I'll pin a comment with a breakdown (and this is a great example).
@@silentstill There is one more thing actually, if i remember that mechanic correct. So, basically "increased critical strike chance" is like other increases, but if it is a suffux on a martial weapon - it's local. so, let's take that we have 100% inc cri chance from tree, 30% inc cri on a weapon suffix, 10% base crit chance. In that case we have in total [10% base crit chance + 30% suffix increase] = 13% weapon source of crit chance. After that another 100% increase by the tree - so 26% crit chance in total. I am not 100% sure in that, but i believe it's correct. Also my apologies, eng is not my native so it could be painful. P.S: Very nice content, I'm glad to see videos like that, thank you
Yeah crit chance modifiers multiply your base crit chance not ADD to it. Otherwise I think you'd get people with like +300% crit chance which would make no sense.
@@silentstill Maybe a video about crit chance, accuracy and anything else related? I don't know if there is actually enough material there. Just a thought.
Lol, just an hour before this video came out I was teaching a friend by sharing screen about trade and also touched the topic of dmg and how superior are more/less things compared to increase. This one is far better structured and thus easier to follow, great job
@@silentstill Yeah I both love and hate this about PoE, so much complexity which adds a lot of depth but trying to explain to a new player about 'increased vs more vs enemy takes." and a laundry list of different keywords and tags... They call it Math of Exile of a reason, and as someone who likes math that's great but yeah lol....
i was looking forward to this, i loved all your guides til now. Imo you‘re putting out the most quality guides by far, explained in a super understandable way for a new PoE player like me. Also, i love your voice, super calm and nice to listen to. Keep up the good work man!
Hey, thats so nice to hear! Thanks for watching, Exile. If you are looking for a group to hang out with, I'm trying to build a bit of a community in the discord server. Feel free to jump in! discord.silent.tube
Thanks for the comprehensive video but I think what most people want is to see the actual difference in gameplay. Show the difference when Putting certain things together. I am sure that will make you more popular with this.
Man I was just looking for a channel that shows information about the game mechanics in a simple and practical way for my friends who are new to the game and I found you. Great videos
More more more. Please make this a long series, like a poe mechanics course. I feel like I learned more in this 11 minutes than the last 10 years of playing the game lol
Amazing video! Now I really the continuation... the enemy layers of defenses, like resistances, debuffs, magnitude, armor break, etc.! Please keep the amazing work!
It would be cool if you can post the finished diagram of those For another video can I suggest calculations around resist penetration, exposure, curses that lower resists, ailments(shock) and how all that stack up to increase damage?
AH! I love this. I'm new to POE and have tested myself a bunch of stuff and ASSUMED it was bucketed similarly but definitely did not understand the full nuance or what applied where. This is amazing Like + Sub
Great video. I'd love to see more of these! Regarding multi-stage attacks with a projectile and AoE, I think you're right about projectile damage applying to the AoE when its damage is derived from the projectile itself. This is my observation with Crossbow's Explosive Shot. At level 24, it lists 531% attack damage for the projectile. The explosion tab has no percentage of its own. The primary difference between the two is the projectile converting 30% of physical to fire damage, whereas the AoE is an 80% conversion. I also tried removing a single small passive of projectile damage +10% and the AoE damage seen the specific "expanded" damage tab did indeed go down.
This is the explanation I've been looking for. Not only did I not understand how the attack % works but I also started as a ranger so I have 0 idea how to value spell-based items. I understand items waaaaaay better now. Not that the game doesn't include all this info but its hard to decipher what it all means. All arpgs have all this computation so it's not just Poe's fault.
This skips over resistances/enemy damage taken modifiers, which can be some pretty big multipliers to build around. I'm not totally confident, but I think it works like this: Resistances start with a 1x multiplier at 0% resistance. Increased resistances reduce the multiplier, so 50% resistance yields a 0.5x damage multiplier. Exposure and curses can reduce resistances, yielding a positive multiplier. So -60% resistance from a curse plus -60% resistance from exposure gives -120% resistance (in PoE 1 this was capped at -200%), giving a 2.2x damage multiplier. After other resistance modifiers are applied, penetration reduces the remaining resistances, but not below zero. So 50% resistance + 30% exposure + 30% penetration gives 0% resistance. Increased damage taken modifiers stack additively in a single bucket (citation needed). Shock is one example of this, I'm not sure what others exist. So if for example you had two 45% shocks (Stormweaver ascendancy), and one other effect that increased enemy damage taken by 20%, they would add to 110% increased damage taken or a 2.1x multiplier. If we were to combine the numbers from my examples (easily achievable for shock builds currently), we get more than a 4x multiplier on all shocked + exposed targets.
There's a bit more to the crit modifiers than mentioned here. Weapons/spells have a base crit chance, but they can also have modifiers that directly add to the BASE crit chance (and crit damage). This looks like "+5% to Critical Hit Chance" on martial weapons. Blood Mage also has a skill that changes the base crit chance of spells. As an example, say we have a weapon with 10% base crit chance. We can add a few modifiers: +5% to Critical Hit Chance => 15% total chance +100% increased Critical Hit Chance => 30% total chance 50% more Critical Hit Chance => 45% total chance Similarly for crit damage: +30% to Critical Damage Bonus => 130% total damage bonus +100% increased Critical Damage Bonus => 260% total damage bonus 50% more Critical Damage Bonus = 390% total damage bonus (4.9x damage multiplier)
@@metallicafan416 spells hits, like firebolt impact on an enemy is a "hit". The difference is between the words "attack" and "spell". any modifier that says '+x% damage type on Attack" only applies to weapon hits, not spells. I think I got that right.
I'm going to update the pinned comment with some of this, I shouldn't have jumped over it so quickly in the breakdown. This is a really good delve tho, thanks for typing it out.
I wanted to know how damage work in POE2 to one day make my own builds but I didn't have the time to research everything, massive thank you for making it easy to access!!!
Good video, specially the conversion, took me a lot of reading to understand it last week... I just want to discuss the critical chance, from how I understand, when you have "increase % crit chance", I understat that it is an additive "bucket" that increases your base chance... lets say you have 5% weapon crit chance, if you have a total of increased 130% crit chance, your final crit chance is 11.5%, then the "% more crit chance" comes into play,,, so a 50% more crit chance gives a final value of 17.25%. So the best way to have high crit chance is with a high base crit chance weapon and the affix " + x% to critical hit chance", thats the affix that directly sums to your base crit chance, so is stronger than increased crit chance. Please check this, i might be mistaken, but im pretty confident thats how it works.
First time watching a video from your channel, and I really enjoy you getting strait to the point! Intro's should be between 3-5sec! Your title is the intro.....everything else was perfect! Great video, i subscribed
Yep I'm LA... trying to Min Max damage in shock magnitude/ light penetration/exposure. Also note lucky damage. I'm sure there's more. I'd love to know how much res monsters have but I guess just get 100% pen reguardless, I've settled on 96% in my current build for now
Love these breakdown videos youve been doing. I'd like to clarify that crit is not as simple as you made it seem. Having 10% base crit chance and 10% increased crit chance is 11% crit not 20%. There are sources of "to" crit chance, so 1% to crit chance would take 10% base to 11%. this 11% would then be multiplicitve with all of your % increased. The "to" distinction also comes up in crit damage. Where its addative to the base crit damage % before being scaled by % increases. This makes "to" values extremely valauable when scaling damage.
Very good video, I would have suggested going over increased damage taken on enemies however. For example taryns shiver gives 50% increased damage taken to frozen enemies and that's essentially a more multiplier (or at least a different damage bucket than increased damage)
Great video! One thing I couldn't make out is, how "gain x% of [insert damage type] as extra [insert damage type] damage behaves with increased damage. Does it follow normal conversion rules, so in order to boost the extra damage portion, would you need increased damage for that damage type, or can you also increase its damage by increasing the base damage type? So if I for example have burning strikes node ("gain 12% of physical damage as extra fire damage"), would I want to increase my physical or my fire damage to increase the extra portion? Greetings
Thanks for your guide. The tool tip and explaination on non-english version client is not very clear and this video guide is a huge help for me and my friends. Thank you again.
as a long time warframe player enjoying poe2 for the first time, i'm surprised to hear myself say that i think ggg should learn from DE with regards to how to make a stats screen (though to eb fair to pablo, in the past year, they've made wf's tooltips way more readable and complete). trying to put together all my damage without having a unified screen telling me what my totals are is kinda a nightmare. and i jsut happened to decide to make a poison ranger, so i'm trying to figure out how evasion and poison work on top of understanding damage and crits and such. ugh. you're doing awesome, though. great video!
Excellent! You keep makin these great videos - I'll keep watching and sharing them! The thing that you pointed out that took me forever to realize is how valuable "add x value to attacks" is for damage scaling on weapon users, so it's great to see you call that out here and save other people the time and frustration. What I'm trying to wrap my mind around currently has to do with Crossbows: Reload Speed, Increased Attack Speed, and Extra Projectiles. Specifically, what is the optimal setup for Crossbow type, Gem setup, Passive nodes, and answering the question of "How much (of each) is too much". I discovered that Rapid Fire has huge synergy with Fresh Clip Support given that you can easily reload more than 100 Bolts in the 6 second window, thus gaining 100+% More Damage, but maximizing this has proven bewildering. Side note, Rapid Fire stacks Deadeye's Tailwind in a fraction of a second, so it is currently the closest thing in the game to having Fortify. Emergency Reload seems to be bugged in that you gain the bonus damage, but it doesn't seem to count as actually Reloading, so it doesn't synergize with Fresh Clip in the way that I had hoped. The same can be said for Shard Scavenger, unless neither of these bonuses are displayed on the sheet. I don't suppose you've messed with it at all, eh? I sincerely hope that they are able to clear some of this up for users, and provide more and more accurate info on the Skill tab. I also think that they could expand the Recommended Support Gem section, right? Maybe that's a follow up to this video, tying Support Gems into what we just learned here.
I'm afraid my highest ranger/merc is like level 7 haha. I'm debating doing a deeper dive on each class tho, and I think we'd want to get into these interactions, for sure. If you aren't already, hop in the discord! I'll be looking for merc-oriented math heads to be bouncing ideas off of. discord.silent.tube
Very useful info however let me add that you need to account for increases to monster damage taken as another step of the equation. Not sure yet exactly how shock works in PoE2 (in PoE 1 it was that if you crit, you would always shock for a certain amount) but regardless if you're critting shock will usually apply a final multiplier to the damage being dealt. This again multiplies the final value after crit and is why sources of increased dmg taken were so strong in PoE1. There are things like intimidate that can also do this. Thought I would mention
Great information! You went over how damage conversion is normalized at 100% - Do you know if it's possible to go over 100% from a single conversion for bonus damage? For example, an Original Sin ring corrupted to give 120% of Elemental Damage Converted to Chaos Damage.
Hmm, thats a really good question. I'm inclined to believe that it doesn't give you bonus damage. Assuming its still getting normalized... normally, I'd suspect it just balances "more" against other potential conversion at the same step. For example, if you had another "10% to fire", instead of 91 chaos and 9 fire, you'd end up with 93 and 7.
It's normalized. The 120% could still be useful though because it's normalized. So let's say you got 60% conversion from somewhere else, you'd have a total of 180% conversion. So you'd end up with 66.6% (120) and 33.3% (60) of the other. If you want to lean more heavily into one conversion vs any others then this is nice to have. It allows for greater control of your conversion output. It's not typically wanted since you're losing other potential mods, but there are fringe cases where you might want to do that.
It would be interesting to get sort of a tier list break down of the terms used in game such as "% more damage" "increased %" etc. just comparing which types of modifiers give you the most bang for your buck.
It really depends on what stage in the game you are. If you have a huge multiplier early on, it wont make much difference since you have a low base damage. But later on, you’re better off stacking multipliers multiplier(more/less) since you already have a good damage built up from a good weapon, leveled skill, flat dmg items, dmg multipliers from passives and items, etc.
Great video! I knew about almost all of this, except the « Extra » keyword. I somehow thought that this extra damage was applied after all the increases and multipliers, so it’s much worse than I thought, unless you’re scaling the damage type from this extra.
Great info, thank you man. Short and concise. One thing that I think is missing here is enemy resistances and how they factor in. Does -100% resistance on an enemy just double the final damage? Or are the -100% included somewhere in the more/increased steps?
Amazing video, helped me understand better how damage works so now its time to bring out the spreadsheet and check where i can get the highest increase. Though the passive can be a bit difficult to figure out which group they are: +15% lighting damage, is that an add, increase or more
so having 100% increased phys damage would not increase the amount of damage increased from conversion? so you do 100 phys damage, then conversion happens for 50%, now its 50 phys 50 ele 100% increased phys is now 100 phys but the conversion stays at 50 ele? instead of 200 phys with 50% ele conversion it going to 100 phys 100 ele Also what about conversion as added,. so double dipping. gain 10% phys as added chaos. so 100 phys, gets 10 chaos as well. Is this during conversion or modifiers?
Could you go into more detail about calculating the weapon damage? How do the increased% physical damage, %increased elemental damage with attacks, quality, and runes interact with each other?
Hey Question here, does Crit also have a more/less categorie? The Skillnode "Pain Attunement" (At 9:47 on the Skilltree if u imagine a Clock) has 30% MORE crit dmg bonus while low life.
Amazing video, thanks a lot! Quick question - where does shock multiplier come into play? I would assume it's one of those separate more/less multipliers, but not sure
Very insightful. You should do a follow up video where you calculate specific examples of damage going out and how it changes with different weapon affixes. Basically just do the math on more examples and walk us through the numbers. At least that would be helpful for my little brain.
Two small things. Local debuffs (to the monster) also scale as more/less modifiers including things shock etc. Also despite being worded as increased the mod that is going to be local to the monster "%x increased dmg taken by y" is another multiplicative modifier despite saying "increased".
Great video. Very informative. Would you be able to touch on how attribute increases factor into damage as well as how decreasing enemy resistances can affect damage? Thanks!
Attribute increases do not affect damage. However, some passive skill tree nodes can give bonuses to damage indirectly (+1% increased attack speed per 15 dexterity as one example). Enemy resistances cannot go below 0. So if a monster has say, 30% elemental resistances, take 30% off of all elemental damage on your attack. If you penetrate the monster's elemental resistance (say, all 30%), then you're doing all of the elemental damage normally calculated. Only players take increased elemental / chaos damage due to having resistances in the negative.
Great video, i think it would be very educational if you could show the net damage dealt to the monster after taking effects like penetration, shock and exposure into account
The crit chance mods are usually percent increase on the base. So if you take a node that says 100% increased crit chance it doesn't mean you have a 100% crit chance. It mens you have 100% increased on the base chance you started with. So if you skill has a crit chance of 10 then you would go from 10% chance to crit to a 20% chance.
I'm live! Come say "hello!" twitch.tv/silentstil
I should have gone into more detail on crit chance as it turns out there are actually a few different affix types which impact it in different ways!
There are "+X% Chance to Crit" affixes as described here, but there are also "Gain X% increased critical hit chance" affixes which contribute to a singular additive pool, similar to damage affixes. Those "increase" affixes are summed, multiplied by the base crit, then multiplied by any "X% more crit chance" modifiers for your overall crit chance!
A couple of questions: 1) Where does other "Gain" come in? (ex Gain 20% cold dmg) 2) "+% Global physical" (gem) 3) "15% more Maximum Lightning" (e.g., Wild storm node)?
there is also a difference in +crit damage +crit damage bonus iirc. please look into that as well
Wait, I am confused. Where the % damage affix on the weapon enters? For what I understood the % increased damage ON A WEAPON is in the same pool of the others % increased damage? Is that right? So, for example, lets says we have one Hammer whit round 100 damage BASE (White value) and it gets 100% increased damage and gets blue damage on it of 200, then let's say I have 200% increased damage on passives, and nothing more. No add damage (flat), no other more damage. In this case my damage would be (100base +100%weapon) + 200%passives = 600 damage OR 100base + (100weapon+200%passives) = 400 damage??? Someone that REALLY knows can answer, please? Thanks all
In case anyone else want to know the answer for my question above, I was answered by himself in other question of mine below (outside the pinned commentary). Thank you for your quick and accurate reply! I am understanding the poe2 mechanics way batter thanks to your videos!
I´m not invested enough to feel comfortable spending hours researching how everything in poe2 works, but watching your videos is just enjoyable and informative. Really great, thank you so much!
Hours? The video is 11 minutes long 😂
@@lukaspumo3498 was the comment too long for you to finish or what?
@@boogalooter7280 listen
@@lukaspumo3498you clearly dont understand the difference between doing your own research and watching a content that someone has researched for hours
Thankfully you don't need to understand to play the game
Extremely underrated channel.
- Accurate info
- Presented in an easy to digest way
- In depth
- No BS gets straight to it
- No click bait
Just subbed because this type of content is invaluable. Now I need to go search your channel for a video on Evasion and the Acrobatics node. Can't decide if the -70% Ev rating is worth it.
Hey, thanks so much! That means a lot.
confirm.
I'm running a high evasion build with acrobatics and I'm ending up with about 77% evasion chance. It's definitely worth picking up if you have high evasion values, especially if you're pairing it with Tailwind. If you can take the node and still hover above 65% evasion chance, it's worth taking.
40k views on a 5k subs channel seems anything else than underrated. it’s more overrated
The absolute best damage guide I have seen. Definitely going to send this to anyone that doesn't understand how damage works. Keep it up, your production quality is great and your flow is perfect!
Hey, I appreciate that on all fronts! I'm glad you found it helpful!
Your videos have been a huge help in me getting better at understanding what makes a good item worth selling; I'd love to see your guides tied in with what to look for when deciding what loot is worth picking up and what is worth trying to "craft"
Excellent suggestion. I'm kind of trying to get the fundamentals established with these first few, from here, we can branch into some common builds or crafting guides for archetypes and what is worth looting vs crafting!
1 important thing about crit chance is that there are 2 types, n% increased Critical Hit Chance and n% to Crit chance.
note that if you have base 10% crit chance, the "to crit chance" modifier is additive -> 10% + 1% = 11% crit chance
increased is multiplicative as in: 15% increased crit chance means 10% base x 1.15 = 11.5% crit chance.
increase mods are always the last step here so getting more flat crit chance added is much more beneficial. i.e.
10% -> 100% increase = 20%
10% + 3% to crit -> 100% increase = 26%
so yeah crit is a tiny bit more complicated than you mentioned, but also way easier to understand than the rest.
Great video, very helpful! especially for beginners its very clear and understandable. Keep it up! 😊❤
Yeah, I've had a couple of people ask about it. I should've spoken to it in a bit more detail to be sure. I think I'll pin a comment with a breakdown (and this is a great example).
@@silentstill There is one more thing actually, if i remember that mechanic correct.
So, basically "increased critical strike chance" is like other increases, but if it is a suffux on a martial weapon - it's local. so, let's take that we have 100% inc cri chance from tree, 30% inc cri on a weapon suffix, 10% base crit chance. In that case we have in total [10% base crit chance + 30% suffix increase] = 13% weapon source of crit chance. After that another 100% increase by the tree - so 26% crit chance in total.
I am not 100% sure in that, but i believe it's correct.
Also my apologies, eng is not my native so it could be painful.
P.S: Very nice content, I'm glad to see videos like that, thank you
Yeah crit chance modifiers multiply your base crit chance not ADD to it. Otherwise I think you'd get people with like +300% crit chance which would make no sense.
@@silentstill Maybe a video about crit chance, accuracy and anything else related? I don't know if there is actually enough material there. Just a thought.
@@wolfgangwestmark5107 its a good thought! I'm considering doing one on monster damage and resistance as well
This is some of the most informative videos available! Keep up the great work!
Lol, just an hour before this video came out I was teaching a friend by sharing screen about trade and also touched the topic of dmg and how superior are more/less things compared to increase. This one is far better structured and thus easier to follow, great job
11:00 monster resists and resist penetration? monster armor and break armor?
Also, "enemy takes X% increased damage" which is its own multiplier bucket. Including stuff like Wither.
I honestly wasn't even privy to these final "enemy takes" buckets. I'll look into these and get them added to future videos.
@@silentstill Yeah I both love and hate this about PoE, so much complexity which adds a lot of depth but trying to explain to a new player about 'increased vs more vs enemy takes." and a laundry list of different keywords and tags... They call it Math of Exile of a reason, and as someone who likes math that's great but yeah lol....
i was looking forward to this, i loved all your guides til now.
Imo you‘re putting out the most quality guides by far, explained in a super understandable way for a new PoE player like me.
Also, i love your voice, super calm and nice to listen to.
Keep up the good work man!
Hey, thats so nice to hear! Thanks for watching, Exile. If you are looking for a group to hang out with, I'm trying to build a bit of a community in the discord server. Feel free to jump in! discord.silent.tube
Thanks for the comprehensive video but I think what most people want is to see the actual difference in gameplay.
Show the difference when Putting certain things together. I am sure that will make you more popular with this.
Great vid, this is so helpful for both new players and vets of POE1.
Just wanted to say that your videos are incredible and your presentation style is relaxing. Keep em coming!
Man I was just looking for a channel that shows information about the game mechanics in a simple and practical way for my friends who are new to the game and I found you. Great videos
Thank you for explaining something in less than 20 minutes and not dragging it out to make a 45 minute video lol. Easy sub
haha, thanks Exile!
Second video watched on your channel so far, subscribed for quality, to the point visual and helpful content.
Liked + commented, so more people can find this gem. Thank you for your work!
haha, thanks a bunch
Saved 3 or 4 of your vids to my POE2 playlist already. This is essential knowledge. Thank you so much 💪
The way you explained these mechanics is really great, accurate and easy to follow! 👏🏻 great job
You about my fav content creater for POE 2 so far. Great video!
Thanks, Exile
Thank you !! This was so helpful .. after playing for several years it finally clicks 😅
Thank you for your work, genuinely appreciate these breakdown videos.
Love the way you deliver info Its precise no fluff straight to the point! good job on those video!
Beautiful presentation, first POE 2 damage guide that I thoroughly enjoyed watching and understood fully. Keep making more
somewhat related but I'm curious if you've done a video on how ailment/exposure works, love the level of detail here my man; absolutely worth the sub
More more more. Please make this a long series, like a poe mechanics course. I feel like I learned more in this 11 minutes than the last 10 years of playing the game lol
haha, thanks! I've got one on ailments and defense already. I'm kicking around what to do next!
Thanks for the video! Really appreciate your explanation and examples. Helps a lot!
you’re my math-hero dude, thanks for the breakdown!!!
Amazing video! Now I really the continuation... the enemy layers of defenses, like resistances, debuffs, magnitude, armor break, etc.! Please keep the amazing work!
I think enemy defense would be a good topic as well! I didn't want to get into it here for brevity, but that is a component of damage.
Exactly the content I was hoping to see from you ! Thx a lot !
Thanks for the information! I've really been enjoying all these educational videos you've posted.
Now THAT's how you make an educational video. Thanks a lot for the explanation!
these videos are just brilliant, I generally had an idea but this explains it so well
It would be cool if you can post the finished diagram of those
For another video can I suggest calculations around resist penetration, exposure, curses that lower resists, ailments(shock) and how all that stack up to increase damage?
AH! I love this. I'm new to POE and have tested myself a bunch of stuff and ASSUMED it was bucketed similarly but definitely did not understand the full nuance or what applied where. This is amazing Like + Sub
This was informative. I'd love to see more breakdowns like this. Thank you!
Great video. I'd love to see more of these! Regarding multi-stage attacks with a projectile and AoE, I think you're right about projectile damage applying to the AoE when its damage is derived from the projectile itself. This is my observation with Crossbow's Explosive Shot. At level 24, it lists 531% attack damage for the projectile. The explosion tab has no percentage of its own. The primary difference between the two is the projectile converting 30% of physical to fire damage, whereas the AoE is an 80% conversion. I also tried removing a single small passive of projectile damage +10% and the AoE damage seen the specific "expanded" damage tab did indeed go down.
Yeah, thanks for digging in! I didn't want to speak to it in too much detail without being sure, but that does seem correct.
Yes. I like these deep dives into the mechanics. Its my favorite. Thanks!
I need one of these for every mechanic.
Great work!
Clear explanation. You deserve more subs !
This is the explanation I've been looking for. Not only did I not understand how the attack % works but I also started as a ranger so I have 0 idea how to value spell-based items.
I understand items waaaaaay better now. Not that the game doesn't include all this info but its hard to decipher what it all means. All arpgs have all this computation so it's not just Poe's fault.
Hey, that's exile! Glad it helped!
This skips over resistances/enemy damage taken modifiers, which can be some pretty big multipliers to build around. I'm not totally confident, but I think it works like this:
Resistances start with a 1x multiplier at 0% resistance. Increased resistances reduce the multiplier, so 50% resistance yields a 0.5x damage multiplier. Exposure and curses can reduce resistances, yielding a positive multiplier. So -60% resistance from a curse plus -60% resistance from exposure gives -120% resistance (in PoE 1 this was capped at -200%), giving a 2.2x damage multiplier. After other resistance modifiers are applied, penetration reduces the remaining resistances, but not below zero. So 50% resistance + 30% exposure + 30% penetration gives 0% resistance.
Increased damage taken modifiers stack additively in a single bucket (citation needed). Shock is one example of this, I'm not sure what others exist. So if for example you had two 45% shocks (Stormweaver ascendancy), and one other effect that increased enemy damage taken by 20%, they would add to 110% increased damage taken or a 2.1x multiplier.
If we were to combine the numbers from my examples (easily achievable for shock builds currently), we get more than a 4x multiplier on all shocked + exposed targets.
There's a bit more to the crit modifiers than mentioned here.
Weapons/spells have a base crit chance, but they can also have modifiers that directly add to the BASE crit chance (and crit damage). This looks like "+5% to Critical Hit Chance" on martial weapons. Blood Mage also has a skill that changes the base crit chance of spells.
As an example, say we have a weapon with 10% base crit chance. We can add a few modifiers:
+5% to Critical Hit Chance => 15% total chance
+100% increased Critical Hit Chance => 30% total chance
50% more Critical Hit Chance => 45% total chance
Similarly for crit damage:
+30% to Critical Damage Bonus => 130% total damage bonus
+100% increased Critical Damage Bonus => 260% total damage bonus
50% more Critical Damage Bonus = 390% total damage bonus (4.9x damage multiplier)
Doesn't game say hit Doesn't count with spells?
@@metallicafan416 spells hits, like firebolt impact on an enemy is a "hit". The difference is between the words "attack" and "spell". any modifier that says '+x% damage type on Attack" only applies to weapon hits, not spells. I think I got that right.
@@metallicafan416 everything that isn't damage over time/dot dmg is a hit. game says so if you hover over the keyword
I'm going to update the pinned comment with some of this, I shouldn't have jumped over it so quickly in the breakdown. This is a really good delve tho, thanks for typing it out.
Wheres the gain % as extra phys/ele/chaos damage ?
Such a great channel to break down complicated system. You earn a sub my friend
Top quality breakdown. Subscribed
I wanted to know how damage work in POE2 to one day make my own builds but I didn't have the time to research everything, massive thank you for making it easy to access!!!
Good video, specially the conversion, took me a lot of reading to understand it last week...
I just want to discuss the critical chance, from how I understand, when you have "increase % crit chance", I understat that it is an additive "bucket" that increases your base chance... lets say you have 5% weapon crit chance, if you have a total of increased 130% crit chance, your final crit chance is 11.5%, then the "% more crit chance" comes into play,,, so a 50% more crit chance gives a final value of 17.25%.
So the best way to have high crit chance is with a high base crit chance weapon and the affix " + x% to critical hit chance", thats the affix that directly sums to your base crit chance, so is stronger than increased crit chance.
Please check this, i might be mistaken, but im pretty confident thats how it works.
Yup, I think you are right. I regret not going further into crit chance as it is more involved than I make it out to be.
Great video! Will def help with my damage scaling issues :)
Super informative! Just subbed
First time watching a video from your channel, and I really enjoy you getting strait to the point! Intro's should be between 3-5sec! Your title is the intro.....everything else was perfect! Great video, i subscribed
de-click-baiting youtube one video at a time.
Yep I'm LA... trying to Min Max damage in shock magnitude/ light penetration/exposure. Also note lucky damage. I'm sure there's more. I'd love to know how much res monsters have but I guess just get 100% pen reguardless, I've settled on 96% in my current build for now
Well explained so its easy to follow.
Liked and subscribed.
Very informative! Cheers to you mate! You earned my sub!
wow, thank you! very decent explanation.
You killed it :D your presentation is terrific
Love these breakdown videos youve been doing. I'd like to clarify that crit is not as simple as you made it seem. Having 10% base crit chance and 10% increased crit chance is 11% crit not 20%. There are sources of "to" crit chance, so 1% to crit chance would take 10% base to 11%. this 11% would then be multiplicitve with all of your % increased.
The "to" distinction also comes up in crit damage. Where its addative to the base crit damage % before being scaled by % increases.
This makes "to" values extremely valauable when scaling damage.
I agree - I think I'll do a follow up on crit as I should have explained it in more detail!
@silentstill Awesome! I'll keep an eye out.
Very good video, I would have suggested going over increased damage taken on enemies however. For example taryns shiver gives 50% increased damage taken to frozen enemies and that's essentially a more multiplier (or at least a different damage bucket than increased damage)
Subscribed. This is kind of content we need more of.
Lovely guide and breakdown, I guess the next steps are performing calculations on the monsters debuffs/buffs and ailments statuses applied to it
Great video! One thing I couldn't make out is, how "gain x% of [insert damage type] as extra [insert damage type] damage behaves with increased damage. Does it follow normal conversion rules, so in order to boost the extra damage portion, would you need increased damage for that damage type, or can you also increase its damage by increasing the base damage type? So if I for example have burning strikes node ("gain 12% of physical damage as extra fire damage"), would I want to increase my physical or my fire damage to increase the extra portion?
Greetings
i think "%x extra dmg" never gets converted to a different type
Thanks for your guide. The tool tip and explaination on non-english version client is not very clear and this video guide is a huge help for me and my friends. Thank you again.
as a long time warframe player enjoying poe2 for the first time, i'm surprised to hear myself say that i think ggg should learn from DE with regards to how to make a stats screen (though to eb fair to pablo, in the past year, they've made wf's tooltips way more readable and complete). trying to put together all my damage without having a unified screen telling me what my totals are is kinda a nightmare. and i jsut happened to decide to make a poison ranger, so i'm trying to figure out how evasion and poison work on top of understanding damage and crits and such. ugh. you're doing awesome, though. great video!
You guys making the game way more harder then it is, I swear no matter what I use I crush because game scales it so everything works
Great video! Please keep making more videos like this!
Most underrated channel in the PoE universe.
Love the video series, keep it up!!
Another great video, very informative and very clear.
Great video! Can also explain the defense of the monsters, and add elemental penetrations in.
I think we'll do a video on it! Stay tuned!
These are the most informative POE2 videos on the internet.
Haha, thanks! That means a lot. Having the positive response has been huge!
Excellent! You keep makin these great videos - I'll keep watching and sharing them!
The thing that you pointed out that took me forever to realize is how valuable "add x value to attacks" is for damage scaling on weapon users, so it's great to see you call that out here and save other people the time and frustration.
What I'm trying to wrap my mind around currently has to do with Crossbows: Reload Speed, Increased Attack Speed, and Extra Projectiles. Specifically, what is the optimal setup for Crossbow type, Gem setup, Passive nodes, and answering the question of "How much (of each) is too much". I discovered that Rapid Fire has huge synergy with Fresh Clip Support given that you can easily reload more than 100 Bolts in the 6 second window, thus gaining 100+% More Damage, but maximizing this has proven bewildering. Side note, Rapid Fire stacks Deadeye's Tailwind in a fraction of a second, so it is currently the closest thing in the game to having Fortify.
Emergency Reload seems to be bugged in that you gain the bonus damage, but it doesn't seem to count as actually Reloading, so it doesn't synergize with Fresh Clip in the way that I had hoped. The same can be said for Shard Scavenger, unless neither of these bonuses are displayed on the sheet. I don't suppose you've messed with it at all, eh?
I sincerely hope that they are able to clear some of this up for users, and provide more and more accurate info on the Skill tab. I also think that they could expand the Recommended Support Gem section, right? Maybe that's a follow up to this video, tying Support Gems into what we just learned here.
I'm afraid my highest ranger/merc is like level 7 haha. I'm debating doing a deeper dive on each class tho, and I think we'd want to get into these interactions, for sure. If you aren't already, hop in the discord! I'll be looking for merc-oriented math heads to be bouncing ideas off of. discord.silent.tube
@silentstill I'm in!
Thank you. Thats informative and entertaining.
Love your style. Thanks mate.
Very useful info however let me add that you need to account for increases to monster damage taken as another step of the equation. Not sure yet exactly how shock works in PoE2 (in PoE 1 it was that if you crit, you would always shock for a certain amount) but regardless if you're critting shock will usually apply a final multiplier to the damage being dealt. This again multiplies the final value after crit and is why sources of increased dmg taken were so strong in PoE1. There are things like intimidate that can also do this. Thought I would mention
Great information!
You went over how damage conversion is normalized at 100% - Do you know if it's possible to go over 100% from a single conversion for bonus damage? For example, an Original Sin ring corrupted to give 120% of Elemental Damage Converted to Chaos Damage.
Hmm, thats a really good question. I'm inclined to believe that it doesn't give you bonus damage. Assuming its still getting normalized... normally, I'd suspect it just balances "more" against other potential conversion at the same step. For example, if you had another "10% to fire", instead of 91 chaos and 9 fire, you'd end up with 93 and 7.
It's normalized. The 120% could still be useful though because it's normalized. So let's say you got 60% conversion from somewhere else, you'd have a total of 180% conversion. So you'd end up with 66.6% (120) and 33.3% (60) of the other. If you want to lean more heavily into one conversion vs any others then this is nice to have. It allows for greater control of your conversion output.
It's not typically wanted since you're losing other potential mods, but there are fringe cases where you might want to do that.
This TED Talk was top tier. Take my money.
It would be interesting to get sort of a tier list break down of the terms used in game such as "% more damage" "increased %" etc. just comparing which types of modifiers give you the most bang for your buck.
It really depends on what stage in the game you are. If you have a huge multiplier early on, it wont make much difference since you have a low base damage. But later on, you’re better off stacking multipliers multiplier(more/less) since you already have a good damage built up from a good weapon, leveled skill, flat dmg items, dmg multipliers from passives and items, etc.
Thats impossible to generalise you'd need a spreadsheet with every stat, passive, modifier
Listen and figure it out…
Great video! I knew about almost all of this, except the « Extra » keyword.
I somehow thought that this extra damage was applied after all the increases and multipliers, so it’s much worse than I thought, unless you’re scaling the damage type from this extra.
This video is just as good as your defenses video and that was S tier.
S++++
Bro, huge content well done.
Holy crap I got all that knowledge in 11 minutes? Thats a sub!
Glad I could help, Exile!
Can you please do one of these videos about minions/totems please
Hey, good idea!
Would appreciate it!
Great info again!! Many thanks!
Great info, thank you man. Short and concise. One thing that I think is missing here is enemy resistances and how they factor in. Does -100% resistance on an enemy just double the final damage? Or are the -100% included somewhere in the more/increased steps?
I think we'll do a follow up on enemy resistances! Stay tuned next week.
@@silentstill nice! looking forward to it
Amazing video, helped me understand better how damage works so now its time to bring out the spreadsheet and check where i can get the highest increase. Though the passive can be a bit difficult to figure out which group they are: +15% lighting damage, is that an add, increase or more
so having 100% increased phys damage would not increase the amount of damage increased from conversion?
so you do 100 phys damage, then conversion happens for 50%, now its 50 phys 50 ele
100% increased phys is now 100 phys but the conversion stays at 50 ele?
instead of 200 phys with 50% ele conversion it going to 100 phys 100 ele
Also what about conversion as added,. so double dipping.
gain 10% phys as added chaos. so 100 phys, gets 10 chaos as well. Is this during conversion or modifiers?
bumping for the alg, good work.
Could you go into more detail about calculating the weapon damage? How do the increased% physical damage, %increased elemental damage with attacks, quality, and runes interact with each other?
Hey Question here, does Crit also have a more/less categorie? The Skillnode "Pain Attunement" (At 9:47 on the Skilltree if u imagine a Clock) has 30% MORE crit dmg bonus while low life.
It does! Check out the pinned comment. There is some nuance to crit that I skipped over.
Great informative video! Next please do how defence stacking work, like how to increase maximum ES, armor and evasion.
Amazing video, thanks a lot! Quick question - where does shock multiplier come into play? I would assume it's one of those separate more/less multipliers, but not sure
Damn dope video, very well illustrated
Love this content thanks for posting mate!
No, thank you for watching, Exile!
Very insightful. You should do a follow up video where you calculate specific examples of damage going out and how it changes with different weapon affixes. Basically just do the math on more examples and walk us through the numbers. At least that would be helpful for my little brain.
That is a great idea for a follow up video!
Instant sub, love love love this. Thanks for the insight. Back to crafting my builds.
Get back to crafting those builds, Exile!
Two small things. Local debuffs (to the monster) also scale as more/less modifiers including things shock etc. Also despite being worded as increased the mod that is going to be local to the monster "%x increased dmg taken by y" is another multiplicative modifier despite saying "increased".
Yeah, I missed that those "increased taken by" is a final last step! I wasn't even aware of them.
Great video. Very informative. Would you be able to touch on how attribute increases factor into damage as well as how decreasing enemy resistances can affect damage? Thanks!
Attribute increases do not affect damage. However, some passive skill tree nodes can give bonuses to damage indirectly (+1% increased attack speed per 15 dexterity as one example).
Enemy resistances cannot go below 0. So if a monster has say, 30% elemental resistances, take 30% off of all elemental damage on your attack. If you penetrate the monster's elemental resistance (say, all 30%), then you're doing all of the elemental damage normally calculated. Only players take increased elemental / chaos damage due to having resistances in the negative.
Brother thank you so much. You are a hero
Great video, i think it would be very educational if you could show the net damage dealt to the monster after taking effects like penetration, shock and exposure into account
I hoped for that information.
Can you give any example with this "more" modifier? I haven't ever seen any or found any from market.
The crit chance mods are usually percent increase on the base. So if you take a node that says 100% increased crit chance it doesn't mean you have a 100% crit chance. It mens you have 100% increased on the base chance you started with. So if you skill has a crit chance of 10 then you would go from 10% chance to crit to a 20% chance.