Funnily enough, it is probably going to be better to just get forbidden flesh/flame with that notable than it will be to actually pick it yourself. I can imagine it will be pretty cheap.
That Dervish is way more than just rampage, two swinging minions can apply so many things thru support gems, free chill, free bleed, free poison, free ignite, free maim , free cull (with item rarity) and so on, if it doesn't change back, it will be like the old fortify, sounds like a melee buff but instead buffing caster way more, just this time it's a minion buff that works so much better on non-minion builds.
There already is Sinvicta's Mettle for weapon swap rampage on demand I've been doing it on every build that has the stats to wield it, the supportable minions were the issue yep.
all that shit literally means fuck all outside of cull for bosses. Its a literal non issue. If your build kept trash mobs alive long enough for it to do any of those things you are worried about, pick a better build
His explanation about Devish put everything he says after it to such a degree of suspicion about his patch knowledge... Just turned it off right there. can't take any opinion after that, sorry.
@@Dx_Ach I'm pretty sure for "against chilled/bleeding/poisoned" effects it doesn't matter if the application effectiveness on the boss is 1%, and stuff like blind and maim doesn't care about DMG to HP ratios, but sure, everyone but you is an idiot with a shitty build, overvaluing these things they'd get with no downside 💀
i think you misunderstood the slayer vaal pact question, what ggg meant is that leech from overkilling is instant, there is no 'regenerative' leech from overkilling if you kill with a melee hit, worms will just give you extra instant leech if you kill them
Yeah so if you want useful overleech you'll need to use a skill that has a secondary component that isn't melee, such as Lightning Strike or Frost Blade. (The projs don't have a melee tag, and therefore aren't affected by vaal pact)
@@grass23 they never mentioned weapon, they said melee kills will give instant leech while kills from other sources give normal leech, so like if you use frostblades and kill with the melee attack the overkill leech will be instant, if you kill with the frost blades projectile the overkill leech will not be instant.
@@Isabelle-mp8rk isnt it just gonna be a skill with melee tag? i feel like it would be weird for a skill that has projectiles but is tagged "melee" to not heal, isnt it all the same skill? even tho its proj?
What got on my nerfs was people saying "No its clearly worded, and it wont work, look in the wiki, everything correct." and there comes ggg clearly stating that it was worded wrongly, while people sayed I don't understand english as a german -.-
I'd even say 10 max is fantastic because it will severely limit hideout warriors and flippers while barely impacting the average exile, which is what they want out of the market to begin with.
I think the Hoarfrost change allows for freezes over 2 seconds, they said after adding it all up if its _less_ than 2 seconds it sets it to 2 seconds. That implies that the minimum freeze duration is 2 seconds, but doesn't sound like it has a cap on the maximum freeze duration.
Taming cost roughly 20-50c in the first week with few people using it, the price would skyrocket if it was that good. It wouldn't surprise me if they nerfed it immediately after discovering it though.
7:37 how does the shield mastery "gain 1% to block attack damage per 5% chance to block on shield" work with this? does it count as the equip shields value, or does it scale off of the 50% since the ascendancy node overrides it?
I’m so excited to have atlas runners as a thing, having 834 t16s last league and knowing I’ll never be able to run them all myself and not having the energy to spend 90 hours trading them, will be so nice just to throw 50 maps into the queues (it looks like 15 maps per map device) and come back in however long and reap rewards will be so nice, regardless of if ‘they’ll get as much as the player does’ or not, it’s just extra reward for progress
3:00 From what I understand, with Vaal Pact you never get leech regen even with over kill leech. Overkill leech is just another source of instant leech. Normally leech is capped at 10% of your max health i assume. So if you hit and kill a monster, max leech you get is 10% instant from hit and 10% instant from overkill damage, 20% instant leech at total. As long as whole your damage is instant. So if you are doing only melee damage, it doesn't make much sense to get Endless Hunger since you can never benefit of stun/bleed immunity and attack speed. It would probably work with for example ligtning strike i assume, assuming projectile damage does not count as melee damage.
10 might end up being more than it seems since that is just the amount of types of currency exchanges you can have posted at a time, not the number of transactions (1500 of a currency posted at a 15:1 ratio could be 100 transactions in a single posting). Still, probably going to be increased (I expect to 25) early since people will probably want to post multiple different kinds of div cards and scarabs.
@@skyguard39 Div cards are stack-able and confirmed (in the Q&A with ZiggyD I think) to be tradable on the market. Fragments, scarabs, oils, etc. as well, any item that stacks and is thus exactly equivalent to others of the same name.
They are worried about bots and people manipulating the market etc. Its intended as a way for regular players to quickly get the small bits an pieces that they need. 10 shouldn't be bad and the trade site is still there
@@evildarkeevildark5943 unlimited is a very large number, the backend would undoubtedly fail. Looking at what happened with GW2's Trading Post at launch, it is better to have a more restricted experience that everyone can use than an unlimited that some people can use some of the time randomly for a month. Once they figure out how the system scales they should increase the numbers unless it turns out the system doesn't scale at all.
@@isnanesavant none of which actually matters besides cull on a boss. If you're build is keeping trash mobs alive long enough to do any of these hypothetical things ghazzy fearmongered you need to pick a better build.
with the exert node you'll have a 35% aggravate chance for EQ, and EQ hits TWICE to proc aggravate. I hit 2x a second(4) so for late-game single target I think aggravate is good enough for EQ as well.
There is also a new eldrich implicit on gloves for aggravated bleeds, so it should be closer to 50% in the end, without counting vuln curse which would bring it past 60%.
I love that with taming everyone in the discord sayed: "it wont work it wont work, its well worded as it is you dont understand taming and elemental hit" 2 days later: GGG changed the wording, cause it WAS wrongly worded and the so called pros were full of s...
When even GGG forgets Ascendant can also aggravate with the Gladiator perk, you know which class is really going to be bonkers this patch. Edit : seems to be only 25% in PoB now. Sad.
oh yeah, Scion exists ^^* But it's only 25% chance with the same text, so even if it procs, it only affects the bleed already on it, not the one you inflict with that hit
Re: Atlas runners If you pause the livestream, it shows that your lab runners complete variable percentages of the maps. Presumably based on your workers' power and the juice of the maps.
When they talked about bleeding, the line at the end seems to indicate that a moving aggravated enemy will take 3x more damage than a non moving non aggravated enemy. Was it not just 2x before aggravated was added when enemies were moving ?
No, it has been 3x on a moving target for 7 years. Base bleed is 70 % of the physical damage of the inflicting hit, increased to 210 % if the target is moving.
On a side note: is the recombination chance changed? (Yes/no/not disclosed?) I know the crazy modifiers were removed and now it’s just combine, but I wonder if the previously figured out numbers were also tweaked.
All we know for sure is that 'it is nerfed' from the reveal. We don't even know if all special modifiers are gone or if they were replaced etc.. We will have to wait and see what people discover 1 week into the league.
Couple of people have said "nerfed state" and that that means it won't give recomb-exclusive mods anymore. If that's the case, i think the functionality will be the same apart from that
Aggravated bleeding is so complicated. It should just be if they have aggravated bleeding debuff on them, they take damage bleed damage as if moving at all times. So it wouldn't be complicated. Also watch someones works find a mirror first week.
What are you talking about? Aggravated will be op against bosses, lol. Most Bosses barely move. Aggravated Bleeds are more of a bossing thing than a map clear thing.
@@torinux4980 I am not saying it is not strong just that it is overly complicated instead of it just being a debuff just makes bleeds as if they are moving it has to be some layer stuff where it aggravates last bleed inflicted. So if you are not Glad and using like earthquake it could aggravate initial bleed (which does almost nothing) instead of strongest bleed from the after shock meaning you have to hit him a few times unless you are gladiator
I understood the market that you can exchang an infinte amount of two currencies with one trade. So with 10 trades you can trade 10 different currencies an unlimited amount of time
they said in the dedicated video that you have to manually put in an 'order', and each 'order' costs gold to place. once the 'order' is filled, it clears it from the list. It's not infinite in any way, because otherwise botters could just lurk in hideouts and annoy everyone.
My guess as to why they currently have a low number of maximum concurrent trades is to try and limit people from trying to "read" the market and post trades that are above or below the recommended ratio hoping that the market will adjust in their favor. As to why they want to discourage this normal exchange market behavior, it's probably because they think it would reduce immediate liquidity, and they really want to try and make the system as convenient and simple as possible for people who just want to trade currency without waiting.
Freezes from warden CAN be longer than 2s, but they cannot be less. It checks the duration the freeze should have, and if it's lower than 2s, it sets it at 2s.
@@Tetinha1 maybe i wrote it wrong but i mean when i first heard of aggrivated i instantly thought of crimson dance. Yes, they answered the only question i had lol
Taming is still buffed though. if Im not mistaken. Sure, it's not 1000% like it would have been. But compared to the OLD taming, it's like.... a Maximum of 240% inc damage vs 140%.
Map runners still OP, getting anything from a map you otherwise would have never run is 100% more loot right? hopefully with the possibility of a random divine
i wonder how saffels frame works with that glad node, will it have 50 attack block stat that doesnt work or else. I wonder which one has the priority (cannot block attacks i assume)
@@Brillanty why would everyone go ralakesh now? archmage builds already had their charges. jug/chief only care for end charges which they can easily get. slayer too can generate his own charges... the only ones that need ralakesh are builds that use maven belts and some right side builds that struggle with phys mit. yes that is still a lot of builds but not even close to everyone. last league 2% of all poe ninja builds used ralakesh. yes that is a lot but that is no where near mandatory tier. you know whats mandatory ? watchers eye.
Any suggestion on Lighting Strike builds? I was thinking going Lighting Strike Warden, but am unsure if it will work out the way I'm thinkin especially with the elements.
I would say go slayer if you dont like to die all the time. warden brings a lot and I mean a loooot of damage but bark skin is hot garbage so the ascendacy basically has no innate defense. you will be able to close this gap with gear as usual but as zizaran would put it : "this will happen later in the league, day 2 or 3" by which he means after week 2 or 3 for normal people.
Go warden for easy damage scaling (that shock node looks juicy), go any of the three duelist ascendancies depending on what flavor of defense you want. Champ is mitigation/adrenaline, glad it block, slayer is leech/cull. I personally, will be going gladiator bleed but will switch to LS if bleed feels bad to level. LS always feels good.
@@MrWilliGaming don't underestimate permafreeze on everything as a defensive tool combined with 100% suppression and close to evade cap. Not saying slayer isn't good but it's not as defensive as some people think either. It has only 1 tool to mitigate incomming damage and that's frenzy + endurance charge stacking which requires good gear and alot of passive points aswell. If you want to be really save and actualy prefer defences over speed then block cap gladiator or endurance charge stacking juggernaut will be the better picks for you.
Simple explanation for the bleed/aggravated bit: A target must already be bleeding in order to inflict "aggravated". If you inflict aggravated on a non bleeding target it does nothing. A hit that inflicts bleeding can be overwritten by a hit that inflicts a higher damage bleed. A weak hit that inflicts a 100 dps bleed will have it's bleed be overwritten by a massive slam that inflicts a 1000 dps bleed. The results will be the mob now bleeding for 1000 dps. Once the target is bleeding, the bleed can be aggravated by a hit that successfully inflicts aggravated. If a hit against a bleeding target successfully procs aggravated, that hit will not inflict bleeding. Using the previous example - a weak hit that inflicts a 100 dps bleed, followed by a massive slam that successfully inflicts aggravated. The results will be an mob that is taking a 100 dps bleed that is aggravated. AKA aggravated chance is bad for slow hitting abilities. UNLESS you are using the new Jagged Technique node in the gladiator tree which allows all bleeding inflicted to be aggravated by default. SOMETHING THAT IS UNCLEAR: If you have Jagged Technique and path through % chance to aggravate bleeds. Will a hit that successfully procs aggravated (based on your % chance to aggravate) prevent you from inflicting bleed on that hit?
This is incorrect aggravating hits can proc bleeding lol. It can't aggravate the bleeding applied in that one hit. In your example you hit a bleed for 100 then a big slam for 1000 the target will be taking 1200 bleeding damage. 1000 from its "bleed" stack and 200 from its "aggravate" stack. if you aggravate again it will be taking 3000 since the aggravated 1000 bleed will overwrite the small bleed for the "aggravated" stack. It's actually done in a way that is far more beneficial to the player that what i expected.
Their wording leads me to believe that "is aggravated" is a condition for bleed application that always starts as false, checking each subsequent attack for chance to aggravate. Jagged technique probably overrides that starting point, skipping any additional checks for aggravation. It should basically do nothing, at all.
I don't think that's exactly how it works, from what has been mentioned, Aggravation can only affect existing Bleeds on the target because it's applied before Bleeding is applied, it does not overwrite Bleed chance as you mention. If you mean the last line, I'm pretty sure he's just saying that a Freshly applied Bleed cannot be Aggravated unless you have the Gladiator Ascendency Node which turns all Bleeding into Aggravated due to said Aggravation application BEFORE Bleed application order. From what I can understand, Bleed now has two "sources of damage", Normal Bleed and the Moving Bleed Bonus. An Aggravated Bleed is essentially a Bleed Stack dealing damage as if the target was moving. Total Bleed DPS is then Normal Bleed DPS + Moving Bleed Bonus, this Moving Bonus being either the target Moving or a Bleed being Aggravated. What this means is that an Aggravated Bleed can contribute it's Moving Bonus even if the Normal Bleed Damage Source is lower since a Non-Aggravated Bleed would have it's Moving Bonus at 0 while the target is Stationary. Now the example actually does cause some confusion due to both the Normal Bleed and the Aggravated Bleed dealing 200 DPS but what I can guess is that Highest applies, which is why the target takes 600 DPS (200 * 3) instead of 800 DPS when Moving (600 Moving Bleed + 200 Aggravated Bleed). This is because the Normal Bleed dealing 200 DPS does NOT HAVE A MOVING BONUS DPS when the target is Stationary and thus uses the Aggravated Bleed's Moving Bonus of 200 DPS. (200 Aggravated DPS > 0 Moving DPS since Stationary) Once the target moves, the 200 DPS Bleed now has a 400 DPS Moving Bonus and thus takes priority since 400 Moving DPS > 200 Aggravated DPS Using your example, this is what should happen, your 100 DPS Bleed Stack will be Aggravated and your Moving Damage Pool will deal 200 DPS. Your 100 Normal Bleed DPS output is now overwritten (the Bleed is still there) by the 1k DPS Stack from the Slam and so, you now deal 1.2k DPS (1k from the Slam, 200 Moving Bonus from the now Aggravated 100 DPS Bleed) IF the target is Stationary. If the target moves, they take 3k DPS instead because the 2k Moving Bonus DPS from the Slam beats the 200 Moving Bonus DPS from the 100 DPS Aggravated Bleed. If you hit the enemy again and it Aggravates the Bleed, but it inflicts a weaker Bleed then you'd just deal a constant 3k DPS whether or not the target is moving. For Visualization, Against Stationary Target: First Bleed Stack (Aggravated): 100 Bleed DPS + 200 Moving Bonus Second Bleed Stack: 1k Bleed DPS + 0 Moving Bonus Bleed DPS: 1k Bleed > 100 Bleed = 1k Bleed DPS Moving DPS: 200 Moving Bonus > 0 Moving Bonus = 200 Moving Bonus Total Bleed Damage = 1k Bleed DPS + 200 Moving Bonus = 1.2k Against Moving Target: First Bleed Stack (Aggravated): 100 Bleed DPS + 200 Moving Bonus Second Bleed Stack: 1k Bleed DPS + 2k Moving Bonus Bleed DPS: 1k Bleed > 100 Bleed = 1k Bleed DPS Moving DPS: 2k Moving Bonus > 200 Moving Bonus = 2k Moving Bonus Total Bleed Damage = 1k Bleed DPS + 2k Moving Bonus = 3k
Even I that am I PoE noob, understood how aggravated + Jagged will work. If you have 100% bleed chance and Jagged. You'll always be dealing aggravated bleeds. This mechanic is more for bossing than map clear, obviously. Now, that being said, this is how it will work with Jagged: You land a bleed for 200 bleed damage, you'll deal 400 aggravated damage. If you then land a hit that applies a 1000 bleed, then you'll replace the 400 aggravated damage for the 2000 one. Now, if you land a 200 bleed, and then you apply a 100 bleed, the 400 aggravated bleed will remain and won't be overwritten by the smaller one. The only thing that will update Aggravated damage, will be Aggravated hits that deal a higher damage than the current one.
they should just move the aggrevated node for GLAD into the pops... becuse its relly akward :S , then you got aggrivated and pops on the same node imo + THEY gutted Bow bleed archetype aswell.... i relly wanted to play that
The shield is decent (+2 ALL max res, free Onslaught), the helmet is acceptable (8-12% Phys as Extra Chaos, 50% reduced crit extra damage), the sword is garbage (50% global crit mult, 450-500 accuracy; but it's a bad stat stick).
I wish they would have hit Ralakesh boots instead of eternal damnation or restricted the charge changes to only endurance charges. Feels weird how a nerf at an items defensive capabilities now also kills its use on builds that just use frenzy/power charges.
No lmao. Some of these questions weren’t asked for sure either, they’re just the devs saying “o btw we nerfed this” and pretending ppl asked them to nerf it lol.
Question , can we only get materials to the settlement via maps and the acts , or can we also aquire it through the town it self so we end up playing farmville and never even have to leave town to make profit, would be fun to have as a side game where all you do is managing your towns income and stuff instead of actually having to map 😂
AFAIK it just meant you could fake max charge status for effects that require it, not give you the cumulative stat benefits of having those charges granted.
ED has been relevant for some time so I think a nerf was due for some time. Would I personally care if they nerfed or didn't nerf it? No I play my own game and as long as it's not literally game crashing idc
the ascendancy is worded as "Bleeding YOU inflict is Aggravated" so no, you will have to do some attack hits with Aggravate chance yourself to aggravate your Reaper's bleeds if you want to do that.
Aggravated Bleed: 100dps normal bleed hit + Later Aggravated proc hit = 100dps normal bleed + 200dps Aggravated bleed If a higher bleed hit lands: Old 100dps normal bleed + New 200dps normal bleed + 200dps Old Aggravated bleed = New 200dps normal bleed + Old 200dps Aggravated bleed Aggravated Bleed and Movement: Old 200dps normal bleed + Aggravated proc hit + movement = Old 400dps normal bleed + New 400dps Aggravated bleed Gladiator: 100dps Normal bleed + movement = 200dps Normal bleed + 200dps Aggravated bleed No need to wait for a Aggravated proc hit. At least that's my understanding.
Slightly incorrect, you don't get movement bonus on bleeds that are already aggravated, it only happens when you apply a stronger base bleed that isn't aggravated. While moving enemies don't take aggravated damage, just the normal x3 bonus, they don't count as moving twice; 100dps base + 200dps aggravated Apply new 200dps base: 200dps base + 200dps aggravated OR 600 dps while enemy moves which overrides aggravated. Once you aggravated the new bleed it will then be 200+400 = 600dps regardless if enemies move or not.
With the EO and PA question, wouldn't it be that you can ONLY inflict ailments with critical strikes BUT they never count as being from critical strikes and thus get no benefit?
it's not even a case of no benefit, it would literally do nothing because you are considered as applying an Ailment without Critting and PA discards these Ailments. PA states "Non-Critical Strikes cannot inflict Ailments" which means to APPLY the Ailment, even a Non-Damaging one that wouldn't even benefit from DoT Multi, it must come from a Source of Crit. Proliferation should be fine as it treats the Ailment as an Aura application I.e you aren't applying an Ailment, you are sharing the effect of an Ailment. EO states "Ailments applied via Crits do not count as being applied via Crits". This means any Ailments that were caused via a Crit is not considered as being applied through Crit's +100% Ailment Chance and thus are considered as Ailments applied as if you didn't Crit and just had innate +100% Ailment Chance. Since EO causes you to apply Ailments as if you didn't Crit, PA discards these Ailments since it only allows applying Ailments through Crit
This is 10 minutes of why POE has the most convoluted mechanics of any game on the market. Even the developer can't keep track of all the interactions.
Which is fine considering they are ok with doing quick fixes like this. Most devs would wait 3 months for these fixes as they are not "bugs" technically.
@@Chris-zg7ty that's probably the downfall of a lot of players, you dont need to understand everything at once. Focus on what affects you and branch your knowledge overtime. Is it really a big deal if you dont understand a minion mechanic if you are not playing minions? Or bleed? Take it slow, a lot of us dont understand it either but will compound experiences with time :) PoE is a long ride and that's what makes it exciting and refreshing.
@@jequiti6057 Oh I know. I have played the game off and on for years. The problem is I don't have the kind of time required to get much into the meat of the game. I usually follow a guide and get to around level 60 or 70 and that's when things break down for me. I get lost on what to do or how things interact or what I should prioritize and end up spending more time researching all these things which gets boring and I play something else. With limited time I just find it tough to overcome that end game barrier. I love the game it's just a bit much for my limited time and small brain I guess.
trading will onyl be instant if there are orderes waiting to be traded, when th elimit is 10 there is a high likeleyhood that no one is trading most of the items. Since many people will want to trade more high-volume items (oils, divination cards, fossils, scarabs, essences, resonators etc) Most of the items that are annoying to get because of volume issues in trade today will ahve the same problem, because no one has space to list them. A seller who doesnt sell a currency for a bit will inevetibly remove it for something else, and a buyer wont take up a spot to buy a thing if its limiting them by 10% of their potential volume. Just imagine trying to sell after farming essences for a bit, you have a bunch of each essence, you sell 2 kinds instantley but then have 10 with bigger stacks and less demand that are sittin gin there. You have 0 space for anything more exotic that you have 1-2 of rather than several stacks of. And those lower volume items will then never be put up.
The Dervish change was worse than that. It would be a pseudo 7 link as you could summon the dervishes and they would remain post weakon swap. Basiclaly an extra 7 link by weapon swapping
We're on the same page with our ideas, and it looks like our build should handle up to Tier 16 maps if we do it right (obvious higher with more upgrades) but at day 2 this is what I'm hoping. But I know things might change once we start playing. I'm hopeful for the best results once we can actually play
2 corrections: Dancing dervish isnt rampage on kill but rampage on hit. That's why it would have felt mandatory. Oath of Winter freezes can be longer than 2 seconds. It will however check if your freeze duration is >2s with all your modifiers, if the answer is no it will set the duration to 2 seconds. That means that a build with 100% increased freeze duration which applies a 1.5s freeze would still get a 3s freeze. If the same build however ends up freezing for only 0.5 seconds it would freeze for 2s.
It never left! PConc of Bouncing is an insane skill to leaguestart with Trickster (Jungroan) or Pathfinder (Rue). Jungroan has a voidstone run with it on his channel
@@johnnyp6202how does slayer generate flask charges though, even pathfinder barely does it on leaguestart, do you invest into crit just on the passive tree just for charges?
Barkskin reserving 10% mana after spending points to allocate it is confusing. No other ascendancy needs to reserve mana for their defensive nodes 🤔
it also sucks
Funnily enough, it is probably going to be better to just get forbidden flesh/flame with that notable than it will be to actually pick it yourself. I can imagine it will be pretty cheap.
@@TheNPC_ give up two sockets and 10% mana instead? Good trade deal.
@@daibaandtheghostmachine8952hands down the best defense ascendancy in combination with winddancer until you reach red maps, then you can ditch it
-30 Physical Damage per Bark is crazy weak lmao
That Dervish is way more than just rampage, two swinging minions can apply so many things thru support gems, free chill, free bleed, free poison, free ignite, free maim , free cull (with item rarity) and so on, if it doesn't change back, it will be like the old fortify, sounds like a melee buff but instead buffing caster way more, just this time it's a minion buff that works so much better on non-minion builds.
There already is Sinvicta's Mettle for weapon swap rampage on demand I've been doing it on every build that has the stats to wield it, the supportable minions were the issue yep.
all that shit literally means fuck all outside of cull for bosses. Its a literal non issue. If your build kept trash mobs alive long enough for it to do any of those things you are worried about, pick a better build
His explanation about Devish put everything he says after it to such a degree of suspicion about his patch knowledge... Just turned it off right there. can't take any opinion after that, sorry.
@@Dx_Ach I'm pretty sure for "against chilled/bleeding/poisoned" effects it doesn't matter if the application effectiveness on the boss is 1%, and stuff like blind and maim doesn't care about DMG to HP ratios, but sure, everyone but you is an idiot with a shitty build, overvaluing these things they'd get with no downside 💀
I love playing dervish as a minion and an idea of intuitive link discharge with it. But I think it's still not the patch for dervishes. Sadge!
Nerfs before a league are preferable to nerfs during a league.
First league? there will be undocumented changes and very important changes right before league launch like always
@@Dx_AchAnd that is not his point
@@Dx_Ach Right before is still before. Use your brain.
i think you misunderstood the slayer vaal pact question, what ggg meant is that leech from overkilling is instant, there is no 'regenerative' leech from overkilling if you kill with a melee hit, worms will just give you extra instant leech if you kill them
Yeah so if you want useful overleech you'll need to use a skill that has a secondary component that isn't melee, such as Lightning Strike or Frost Blade. (The projs don't have a melee tag, and therefore aren't affected by vaal pact)
@@notaweeb6513 Overkill with a MELEE weapon will still be instant this was noted in the video and the post.
@@grass23 they never mentioned weapon, they said melee kills will give instant leech while kills from other sources give normal leech, so like if you use frostblades and kill with the melee attack the overkill leech will be instant, if you kill with the frost blades projectile the overkill leech will not be instant.
@@grass23 Vaal Pact is "Life Leech from Melee Damage is Instant" not "with Melee Weapons".
@@Isabelle-mp8rk isnt it just gonna be a skill with melee tag? i feel like it would be weird for a skill that has projectiles but is tagged "melee" to not heal, isnt it all the same skill? even tho its proj?
Ralakesh still works, you scared me Ziz!
If no one had said anything, they would have nerfed The Taming immediately upon people using it that way. Mid league? Yes. Yes they would have.
What got on my nerfs was people saying "No its clearly worded, and it wont work, look in the wiki, everything correct." and there comes ggg clearly stating that it was worded wrongly, while people sayed I don't understand english as a german -.-
@@ArchRaven1990 Most of us native English speakers don't understand English.
tbh i feel like 10 max trades at once is completely fine, unless ull be trying to flip a lot (if ull have even gold for that)
I'd even say 10 max is fantastic because it will severely limit hideout warriors and flippers while barely impacting the average exile, which is what they want out of the market to begin with.
@@_Freariose For real, I'll wait for my 10 to sell, then put up another. Less interacting with the website, the better.
I think the Hoarfrost change allows for freezes over 2 seconds, they said after adding it all up if its _less_ than 2 seconds it sets it to 2 seconds. That implies that the minimum freeze duration is 2 seconds, but doesn't sound like it has a cap on the maximum freeze duration.
4:25 Jokes aside, I'm really happy they fixed that, would've hated someone breaking the economy of bosses in the first league with a 1c unique item
Taming cost roughly 20-50c in the first week with few people using it, the price would skyrocket if it was that good. It wouldn't surprise me if they nerfed it immediately after discovering it though.
Taming wouldnt have been a 1c uniq. It has never been that cheap and it would've been very expensive since its quite rare.
I bought my taming first week for like 100c lol it’s far from cheap early on
"You're not going to keep it up all the time" -Zizaran 3:11
idk four hours is pretty good uptime on it's own.
Watch me
Im hoping that I can dump the corrupted maps that i cannot run into the automated guys
7:37 how does the shield mastery "gain 1% to block attack damage per 5% chance to block on shield" work with this? does it count as the equip shields value, or does it scale off of the 50% since the ascendancy node overrides it?
counts the 50%, so that node is now 10% block chance. Good catch
It works off the 50%, so you get 10% extra block. Hitting block cap is really easy this league
I’m so excited to have atlas runners as a thing, having 834 t16s last league and knowing I’ll never be able to run them all myself and not having the energy to spend 90 hours trading them, will be so nice just to throw 50 maps into the queues (it looks like 15 maps per map device) and come back in however long and reap rewards will be so nice, regardless of if ‘they’ll get as much as the player does’ or not, it’s just extra reward for progress
Looks like we need an entire Video showing us how bleed works now...
3:00 From what I understand, with Vaal Pact you never get leech regen even with over kill leech. Overkill leech is just another source of instant leech. Normally leech is capped at 10% of your max health i assume. So if you hit and kill a monster, max leech you get is 10% instant from hit and 10% instant from overkill damage, 20% instant leech at total. As long as whole your damage is instant.
So if you are doing only melee damage, it doesn't make much sense to get Endless Hunger since you can never benefit of stun/bleed immunity and attack speed. It would probably work with for example ligtning strike i assume, assuming projectile damage does not count as melee damage.
The projectiles in skills like Lightning Strike and Frost Blades don't have a melee tag, so that should be fine yeah.
barkskin sounds fair
at 10% mana for these stats its arguably the best aura for its cost BUT it costs you 2 ascendancy points
so it seems balanced
10 might end up being more than it seems since that is just the amount of types of currency exchanges you can have posted at a time, not the number of transactions (1500 of a currency posted at a 15:1 ratio could be 100 transactions in a single posting). Still, probably going to be increased (I expect to 25) early since people will probably want to post multiple different kinds of div cards and scarabs.
i expect to be unlimited no points on making limits.. its a test league for them anyway..
Isn't it only for CURRENCY exchange? Have they added div cards to it?
@@skyguard39 Div cards are stack-able and confirmed (in the Q&A with ZiggyD I think) to be tradable on the market. Fragments, scarabs, oils, etc. as well, any item that stacks and is thus exactly equivalent to others of the same name.
They are worried about bots and people manipulating the market etc. Its intended as a way for regular players to quickly get the small bits an pieces that they need. 10 shouldn't be bad and the trade site is still there
@@evildarkeevildark5943 unlimited is a very large number, the backend would undoubtedly fail. Looking at what happened with GW2's Trading Post at launch, it is better to have a more restricted experience that everyone can use than an unlimited that some people can use some of the time randomly for a month.
Once they figure out how the system scales they should increase the numbers unless it turns out the system doesn't scale at all.
Some of these questions, even though im on my 3rd year of Path of Exile, remind me of just how DENSE this game is, and how very little I know.
I'm perma aggravated.
you can already weapon swamp for rampage with the blue axe....
Yeah why was this a problem? It didn’t seem that good
@@Ryan_but_the_name_was_taken The dancing dervish minions also can maim or cull or apply ailments.
@@isnanesavant none of which actually matters besides cull on a boss. If you're build is keeping trash mobs alive long enough to do any of these hypothetical things ghazzy fearmongered you need to pick a better build.
@@Dx_Ach Thats another way of saying if you don't one shot everything the game isn't worth playing.
with the exert node you'll have a 35% aggravate chance for EQ, and EQ hits TWICE to proc aggravate. I hit 2x a second(4) so for late-game single target I think aggravate is good enough for EQ as well.
There is also a new eldrich implicit on gloves for aggravated bleeds, so it should be closer to 50% in the end, without counting vuln curse which would bring it past 60%.
I love that with taming everyone in the discord sayed: "it wont work it wont work, its well worded as it is you dont understand taming and elemental hit"
2 days later: GGG changed the wording, cause it WAS wrongly worded and the so called pros were full of s...
typical self proclaimed "1%" poe players thinking they understand the game at a glance without testing anything.
Your Atlas Runners are still a way to get some extra stuff from your surplus maps. So that's still a net profit you wouldn't have gotten otherwise.
When even GGG forgets Ascendant can also aggravate with the Gladiator perk, you know which class is really going to be bonkers this patch. Edit : seems to be only 25% in PoB now. Sad.
oh yeah, Scion exists ^^*
But it's only 25% chance with the same text, so even if it procs, it only affects the bleed already on it, not the one you inflict with that hit
@@Luzarioth Damn it, I was sure it was also guaranteed in PoB yesterday.
Re: Atlas runners
If you pause the livestream, it shows that your lab runners complete variable percentages of the maps. Presumably based on your workers' power and the juice of the maps.
yeah that was also mentioned in the q&a they did in the livestream
Theses bleed change impact your bleed gladiator build that you posted earlier?
Thanks again for thoes video !
When they talked about bleeding, the line at the end seems to indicate that a moving aggravated enemy will take 3x more damage than a non moving non aggravated enemy. Was it not just 2x before aggravated was added when enemies were moving ?
No, it has been 3x on a moving target for 7 years. Base bleed is 70 % of the physical damage of the inflicting hit, increased to 210 % if the target is moving.
@Zevrael oh ok , I've been. Misinformed for a while lol , always though moving was just 2x, ty!
@@HolyLemon16 Don't you worry. I only found out because I checked the wiki and the forum post it references after reading your comment.
On a side note: is the recombination chance changed? (Yes/no/not disclosed?) I know the crazy modifiers were removed and now it’s just combine, but I wonder if the previously figured out numbers were also tweaked.
I can't find it in patch notes or the faq so it's probably not been disclosed
All we know for sure is that 'it is nerfed' from the reveal. We don't even know if all special modifiers are gone or if they were replaced etc.. We will have to wait and see what people discover 1 week into the league.
Couple of people have said "nerfed state" and that that means it won't give recomb-exclusive mods anymore. If that's the case, i think the functionality will be the same apart from that
Aggravated bleeding is so complicated. It should just be if they have aggravated bleeding debuff on them, they take damage bleed damage as if moving at all times. So it wouldn't be complicated.
Also watch someones works find a mirror first week.
What are you talking about? Aggravated will be op against bosses, lol. Most Bosses barely move. Aggravated Bleeds are more of a bossing thing than a map clear thing.
@@torinux4980 I am not saying it is not strong just that it is overly complicated instead of it just being a debuff just makes bleeds as if they are moving it has to be some layer stuff where it aggravates last bleed inflicted. So if you are not Glad and using like earthquake it could aggravate initial bleed (which does almost nothing) instead of strongest bleed from the after shock meaning you have to hit him a few times unless you are gladiator
I understood the market that you can exchang an infinte amount of two currencies with one trade. So with 10 trades you can trade 10 different currencies an unlimited amount of time
they said in the dedicated video that you have to manually put in an 'order', and each 'order' costs gold to place. once the 'order' is filled, it clears it from the list. It's not infinite in any way, because otherwise botters could just lurk in hideouts and annoy everyone.
I am new to poe and I am looking forward to going all in on tinctures when this comes out
My guess as to why they currently have a low number of maximum concurrent trades is to try and limit people from trying to "read" the market and post trades that are above or below the recommended ratio hoping that the market will adjust in their favor. As to why they want to discourage this normal exchange market behavior, it's probably because they think it would reduce immediate liquidity, and they really want to try and make the system as convenient and simple as possible for people who just want to trade currency without waiting.
Freezes from warden CAN be longer than 2s, but they cannot be less. It checks the duration the freeze should have, and if it's lower than 2s, it sets it at 2s.
Crimson dance doesnt stack with aggravated bleed is the only question i had.
No, they told that already.
@@Tetinha1 maybe i wrote it wrong but i mean when i first heard of aggrivated i instantly thought of crimson dance. Yes, they answered the only question i had lol
Taming is still buffed though. if Im not mistaken. Sure, it's not 1000% like it would have been. But compared to the OLD taming, it's like.... a Maximum of 240% inc damage vs 140%.
Should we switch to weapon mastery instead of keeping jagged technique for your hemorrhage gladiator build?
Map runners still OP, getting anything from a map you otherwise would have never run is 100% more loot right? hopefully with the possibility of a random divine
Ziz, you had me so aggravated with all that talk of aggravation 😂
i wonder how saffels frame works with that glad node, will it have 50 attack block stat that doesnt work or else. I wonder which one has the priority (cannot block attacks i assume)
Yeah, i'm sure it's binary. Can block? Yes or No.
why does earthquake need the ascendancy node? Doesnt it count as 2 hits, so one would bleed and the second one aggravate?
but you want the aggravate on the second hit, which means you will need a third hit to aggravate the big bleed from the second EQ hit
@@cr6458 ah, now I feel stupid
@@econ347 it's a weird mechanic, for sure
as a noob (still have 91 hours lol) which class is best for us returning to the game. ive never really got into it or reached end game.
Bleed lacerate Gladiator will be nice and easy with the bleed explosions.
TBH i kinda glad that they nerfed ralakesh interaction, was not looking forward to farm gazillion divines for it on every build so heck yeah
I think that's the ralakesh boots that should have been nerfed with possibly the ms back
no the ralakesh boots were in a good spot last league. decently rare and adequately powerful.
@@MrWilliGaming maybe but now everyone will go ralakesh boots and it was already very very very good last league.
Agreed. Now they have to design around them, causing more fallout. The problem is Ralakesh, not the other items/mechanics.
@@seapeajones im kind of a noob though Idk anything about eternal damnation and if it was deserved.
@@Brillanty why would everyone go ralakesh now?
archmage builds already had their charges. jug/chief only care for end charges which they can easily get. slayer too can generate his own charges...
the only ones that need ralakesh are builds that use maven belts and some right side builds that struggle with phys mit.
yes that is still a lot of builds but not even close to everyone.
last league 2% of all poe ninja builds used ralakesh. yes that is a lot but that is no where near mandatory tier. you know whats mandatory ? watchers eye.
Man that 10 maximum trade thing is gonna blow up reddit for sure.
Arn's Anguish works with Ralakesh still, right? Assuming you have some kind of endurance (->brutal) charge generation, of course
Yes :)
Ed was bonkers, on to the next op neck for everyone.
Still not sure what class is best to leaguestart for a big bleed boi like ground slam or earthquake.
Just want to confirm. If you plan on using crimson dance, aggravated bleeding adds nothing?
Yes, because crimson dance prevents extra damage from moving.
Going run a tried and true league starter first, then 2nd char will be something using new tech. TR PF to respect to Warden later, or Frost blink ELE.
Any suggestion on Lighting Strike builds? I was thinking going Lighting Strike Warden, but am unsure if it will work out the way I'm thinkin especially with the elements.
What do you worry about on warden? It's going to be the best dps pick in softcore.
go warden, if bad for some weird reason change to deadeye. that is if you are in softcore =)
I would say go slayer if you dont like to die all the time. warden brings a lot and I mean a loooot of damage but bark skin is hot garbage so the ascendacy basically has no innate defense. you will be able to close this gap with gear as usual but as zizaran would put it : "this will happen later in the league, day 2 or 3" by which he means after week 2 or 3 for normal people.
Go warden for easy damage scaling (that shock node looks juicy), go any of the three duelist ascendancies depending on what flavor of defense you want. Champ is mitigation/adrenaline, glad it block, slayer is leech/cull. I personally, will be going gladiator bleed but will switch to LS if bleed feels bad to level. LS always feels good.
@@MrWilliGaming don't underestimate permafreeze on everything as a defensive tool combined with 100% suppression and close to evade cap. Not saying slayer isn't good but it's not as defensive as some people think either. It has only 1 tool to mitigate incomming damage and that's frenzy + endurance charge stacking which requires good gear and alot of passive points aswell. If you want to be really save and actualy prefer defences over speed then block cap gladiator or endurance charge stacking juggernaut will be the better picks for you.
just put the atlas runners to run blighted maps, they already do not interact with atlas tree so whatever
Simple explanation for the bleed/aggravated bit:
A target must already be bleeding in order to inflict "aggravated". If you inflict aggravated on a non bleeding target it does nothing.
A hit that inflicts bleeding can be overwritten by a hit that inflicts a higher damage bleed. A weak hit that inflicts a 100 dps bleed will have it's bleed be overwritten by a massive slam that inflicts a 1000 dps bleed. The results will be the mob now bleeding for 1000 dps.
Once the target is bleeding, the bleed can be aggravated by a hit that successfully inflicts aggravated. If a hit against a bleeding target successfully procs aggravated, that hit will not inflict bleeding.
Using the previous example - a weak hit that inflicts a 100 dps bleed, followed by a massive slam that successfully inflicts aggravated. The results will be an mob that is taking a 100 dps bleed that is aggravated.
AKA aggravated chance is bad for slow hitting abilities.
UNLESS you are using the new Jagged Technique node in the gladiator tree which allows all bleeding inflicted to be aggravated by default.
SOMETHING THAT IS UNCLEAR: If you have Jagged Technique and path through % chance to aggravate bleeds. Will a hit that successfully procs aggravated (based on your % chance to aggravate) prevent you from inflicting bleed on that hit?
This is incorrect aggravating hits can proc bleeding lol. It can't aggravate the bleeding applied in that one hit.
In your example you hit a bleed for 100 then a big slam for 1000
the target will be taking 1200 bleeding damage. 1000 from its "bleed" stack and 200 from its "aggravate" stack. if you aggravate again it will be taking 3000 since the aggravated 1000 bleed will overwrite the small bleed for the "aggravated" stack. It's actually done in a way that is far more beneficial to the player that what i expected.
to quote directly from the FAQ "If you aggravate bleeding on hit, AND INFLICT A BLEED WITH THAT SAME HIT, the new bleed will not be aggravated."
Their wording leads me to believe that "is aggravated" is a condition for bleed application that always starts as false, checking each subsequent attack for chance to aggravate. Jagged technique probably overrides that starting point, skipping any additional checks for aggravation. It should basically do nothing, at all.
I don't think that's exactly how it works, from what has been mentioned, Aggravation can only affect existing Bleeds on the target because it's applied before Bleeding is applied, it does not overwrite Bleed chance as you mention. If you mean the last line, I'm pretty sure he's just saying that a Freshly applied Bleed cannot be Aggravated unless you have the Gladiator Ascendency Node which turns all Bleeding into Aggravated due to said Aggravation application BEFORE Bleed application order.
From what I can understand, Bleed now has two "sources of damage", Normal Bleed and the Moving Bleed Bonus. An Aggravated Bleed is essentially a Bleed Stack dealing damage as if the target was moving. Total Bleed DPS is then Normal Bleed DPS + Moving Bleed Bonus, this Moving Bonus being either the target Moving or a Bleed being Aggravated. What this means is that an Aggravated Bleed can contribute it's Moving Bonus even if the Normal Bleed Damage Source is lower since a Non-Aggravated Bleed would have it's Moving Bonus at 0 while the target is Stationary.
Now the example actually does cause some confusion due to both the Normal Bleed and the Aggravated Bleed dealing 200 DPS but what I can guess is that Highest applies, which is why the target takes 600 DPS (200 * 3) instead of 800 DPS when Moving (600 Moving Bleed + 200 Aggravated Bleed). This is because the Normal Bleed dealing 200 DPS does NOT HAVE A MOVING BONUS DPS when the target is Stationary and thus uses the Aggravated Bleed's Moving Bonus of 200 DPS. (200 Aggravated DPS > 0 Moving DPS since Stationary) Once the target moves, the 200 DPS Bleed now has a 400 DPS Moving Bonus and thus takes priority since 400 Moving DPS > 200 Aggravated DPS
Using your example, this is what should happen, your 100 DPS Bleed Stack will be Aggravated and your Moving Damage Pool will deal 200 DPS. Your 100 Normal Bleed DPS output is now overwritten (the Bleed is still there) by the 1k DPS Stack from the Slam and so, you now deal 1.2k DPS (1k from the Slam, 200 Moving Bonus from the now Aggravated 100 DPS Bleed) IF the target is Stationary. If the target moves, they take 3k DPS instead because the 2k Moving Bonus DPS from the Slam beats the 200 Moving Bonus DPS from the 100 DPS Aggravated Bleed. If you hit the enemy again and it Aggravates the Bleed, but it inflicts a weaker Bleed then you'd just deal a constant 3k DPS whether or not the target is moving.
For Visualization, Against Stationary Target:
First Bleed Stack (Aggravated): 100 Bleed DPS + 200 Moving Bonus
Second Bleed Stack: 1k Bleed DPS + 0 Moving Bonus
Bleed DPS: 1k Bleed > 100 Bleed = 1k Bleed DPS
Moving DPS: 200 Moving Bonus > 0 Moving Bonus = 200 Moving Bonus
Total Bleed Damage = 1k Bleed DPS + 200 Moving Bonus = 1.2k
Against Moving Target:
First Bleed Stack (Aggravated): 100 Bleed DPS + 200 Moving Bonus
Second Bleed Stack: 1k Bleed DPS + 2k Moving Bonus
Bleed DPS: 1k Bleed > 100 Bleed = 1k Bleed DPS
Moving DPS: 2k Moving Bonus > 200 Moving Bonus = 2k Moving Bonus
Total Bleed Damage = 1k Bleed DPS + 2k Moving Bonus = 3k
Even I that am I PoE noob, understood how aggravated + Jagged will work.
If you have 100% bleed chance and Jagged. You'll always be dealing aggravated bleeds. This mechanic is more for bossing than map clear, obviously.
Now, that being said, this is how it will work with Jagged:
You land a bleed for 200 bleed damage, you'll deal 400 aggravated damage. If you then land a hit that applies a 1000 bleed, then you'll replace the 400 aggravated damage for the 2000 one. Now, if you land a 200 bleed, and then you apply a 100 bleed, the 400 aggravated bleed will remain and won't be overwritten by the smaller one. The only thing that will update Aggravated damage, will be Aggravated hits that deal a higher damage than the current one.
is 10 trades too little? personally i cant imagine trading that many things at one time since they have a tax
they should just move the aggrevated node for GLAD into the pops... becuse its relly akward :S , then you got aggrivated and pops on the same node
imo + THEY gutted Bow bleed archetype aswell.... i relly wanted to play that
Are Ahn's items useable with Eternal Damnation? I think it would work, just not sure if Ahn's items are good enough for hc.
The shield is decent (+2 ALL max res, free Onslaught), the helmet is acceptable (8-12% Phys as Extra Chaos, 50% reduced crit extra damage), the sword is garbage (50% global crit mult, 450-500 accuracy; but it's a bad stat stick).
I wish they would have hit Ralakesh boots instead of eternal damnation or restricted the charge changes to only endurance charges. Feels weird how a nerf at an items defensive capabilities now also kills its use on builds that just use frenzy/power charges.
It was the right thing to nerf.
@@johnnyp6202 Even with it affecting all charges and not just endurance?
@@tsunamie1015 Yeah because Ralakesh is more fundamental to build concepts
the boots should be like you count as having 3 of each charge. they literally just replace all boots and it's dog design.
They had to kill it. It would be 100% elemental damage reduction
All those are the frequently asked questions???, I wonder what are the seldomly or unfrequently asked question then, this game is crazy.
No lmao. Some of these questions weren’t asked for sure either, they’re just the devs saying “o btw we nerfed this” and pretending ppl asked them to nerf it lol.
Question , can we only get materials to the settlement via maps and the acts , or can we also aquire it through the town it self so we end up playing farmville and never even have to leave town to make profit, would be fun to have as a side game where all you do is managing your towns income and stuff instead of actually having to map 😂
Man really got the 88 gang cut
8:22 lmao get rekt fubgun. there goes your smug "ill just wait a month and get legacy goldwyrms" plan.
was naive to think they would leave 2 unique items wich give you 90% DR
You would have been able to reach 100% on jugg
if they left it they would have nerfed it mid league, which would have been a shittier way to go about it
AFAIK it just meant you could fake max charge status for effects that require it, not give you the cumulative stat benefits of having those charges granted.
Did this kill bleed lacerate?
I also thought Ralakesh was nerfed, thanks GGG
ED has been relevant for some time so I think a nerf was due for some time. Would I personally care if they nerfed or didn't nerf it? No I play my own game and as long as it's not literally game crashing idc
Can we use gladiator ascendance to agravete the bleeds of summon Reaper?
the ascendancy is worded as "Bleeding YOU inflict is Aggravated" so no, you will have to do some attack hits with Aggravate chance yourself to aggravate your Reaper's bleeds if you want to do that.
@@Flamewarden_Honoushugoshin so, since snaring arrow effect its off, its a huge nerf for Reapers minions
Aggravated Bleed:
100dps normal bleed hit + Later Aggravated proc hit = 100dps normal bleed + 200dps Aggravated bleed
If a higher bleed hit lands:
Old 100dps normal bleed + New 200dps normal bleed + 200dps Old Aggravated bleed = New 200dps normal bleed + Old 200dps Aggravated bleed
Aggravated Bleed and Movement:
Old 200dps normal bleed + Aggravated proc hit + movement = Old 400dps normal bleed + New 400dps Aggravated bleed
Gladiator:
100dps Normal bleed + movement = 200dps Normal bleed + 200dps Aggravated bleed
No need to wait for a Aggravated proc hit.
At least that's my understanding.
Slightly incorrect, you don't get movement bonus on bleeds that are already aggravated, it only happens when you apply a stronger base bleed that isn't aggravated.
While moving enemies don't take aggravated damage, just the normal x3 bonus, they don't count as moving twice;
100dps base + 200dps aggravated
Apply new 200dps base:
200dps base + 200dps aggravated
OR
600 dps while enemy moves which overrides aggravated.
Once you aggravated the new bleed it will then be 200+400 = 600dps regardless if enemies move or not.
Question.... does the new base type be new uniques or can we upgrade to this new base typed🎉😇
It is sad to see that they killed Mahuxotl in order to promote melee changes.
it's one item vs a whole damn category which have been dead for YEARS
Ралакеши с поясом Мейвен все ещё не плохи.
With the EO and PA question, wouldn't it be that you can ONLY inflict ailments with critical strikes BUT they never count as being from critical strikes and thus get no benefit?
it's not even a case of no benefit, it would literally do nothing because you are considered as applying an Ailment without Critting and PA discards these Ailments.
PA states "Non-Critical Strikes cannot inflict Ailments" which means to APPLY the Ailment, even a Non-Damaging one that wouldn't even benefit from DoT Multi, it must come from a Source of Crit. Proliferation should be fine as it treats the Ailment as an Aura application I.e you aren't applying an Ailment, you are sharing the effect of an Ailment.
EO states "Ailments applied via Crits do not count as being applied via Crits". This means any Ailments that were caused via a Crit is not considered as being applied through Crit's +100% Ailment Chance and thus are considered as Ailments applied as if you didn't Crit and just had innate +100% Ailment Chance.
Since EO causes you to apply Ailments as if you didn't Crit, PA discards these Ailments since it only allows applying Ailments through Crit
@@TheBIindReaper oh forgot the "no non-crit ailment line" my bad.
This is 10 minutes of why POE has the most convoluted mechanics of any game on the market. Even the developer can't keep track of all the interactions.
True. I didn't understand most of this video. lol.
Which is fine considering they are ok with doing quick fixes like this. Most devs would wait 3 months for these fixes as they are not "bugs" technically.
@@jequiti6057 Maybe for them but not so great for any player trying to understand WTF is going on. lul
@@Chris-zg7ty that's probably the downfall of a lot of players, you dont need to understand everything at once. Focus on what affects you and branch your knowledge overtime. Is it really a big deal if you dont understand a minion mechanic if you are not playing minions? Or bleed? Take it slow, a lot of us dont understand it either but will compound experiences with time :) PoE is a long ride and that's what makes it exciting and refreshing.
@@jequiti6057 Oh I know. I have played the game off and on for years. The problem is I don't have the kind of time required to get much into the meat of the game. I usually follow a guide and get to around level 60 or 70 and that's when things break down for me. I get lost on what to do or how things interact or what I should prioritize and end up spending more time researching all these things which gets boring and I play something else. With limited time I just find it tough to overcome that end game barrier. I love the game it's just a bit much for my limited time and small brain I guess.
Ziz is working overtime today 😅
RIP my Facebreaker.
trading will onyl be instant if there are orderes waiting to be traded, when th elimit is 10 there is a high likeleyhood that no one is trading most of the items. Since many people will want to trade more high-volume items (oils, divination cards, fossils, scarabs, essences, resonators etc) Most of the items that are annoying to get because of volume issues in trade today will ahve the same problem, because no one has space to list them. A seller who doesnt sell a currency for a bit will inevetibly remove it for something else, and a buyer wont take up a spot to buy a thing if its limiting them by 10% of their potential volume. Just imagine trying to sell after farming essences for a bit, you have a bunch of each essence, you sell 2 kinds instantley but then have 10 with bigger stacks and less demand that are sittin gin there. You have 0 space for anything more exotic that you have 1-2 of rather than several stacks of. And those lower volume items will then never be put up.
so if ur not Gladiator, all bleed builds need to hit at least twice to get 1 aggravated bleed? I think I get it...
What happens if I've skilled Conviction of Power when I equip Eternal Damnation? 🤔
the item overrides all other modifiers to your min max charges. they are set at 0 regardless of anything else
@@DraguneyeS 😕
snitches, all of you, Exiles
F 6 portal ranger free dps abusers
gonna be really fun buying 10 alts at a time
10 trades, not 10 items. Each tade can have up to 65000 items.
@@frankstolz That makes a lot more sense lol.
I still love Zizaran's sign off but it's really such an unreasonable request for me...
Ziz's hair lookin cute :3
Will the POB auto update if you make changes to the build regarding the aggravated bleeds? Just so Im not using something thats outdated, thank you
You have to take the new link, the build won't update itself
I am regular smol brain so I need a yes or no answer:
Is the immortal (as long as you are killing things) Vaal Pact Slayer back??
Yahooooooo !
so... what do you get by running the maps with atlas runners? rewards? not even atlas passive points for the completion?
It's the only single step reward mechanic. Everything else requires you to produce and then ship to get a reward.
loot and a way to use up your shitty maps. like no one is selling maps one by one that you don't have alot of to do a big trade at once, right? =D
The Dervish change was worse than that. It would be a pseudo 7 link as you could summon the dervishes and they would remain post weakon swap. Basiclaly an extra 7 link by weapon swapping
yeah but that change is good because it was going to become essentially required on every single build. thats not fun, and it isnt fun to play around.
another mindless drone parroting ghazzy's misinformation.
they killed it today brutal women per rate per ring a
there over
new changes are better changes. :)
Sooooo is my bleedquake glad starter safe? 🫣
Should be a very good choice still. Definitely what I'm going for this league start
We're on the same page with our ideas, and it looks like our build should handle up to Tier 16 maps if we do it right (obvious higher with more upgrades) but at day 2 this is what I'm hoping. But I know things might change once we start playing. I'm hopeful for the best results once we can actually play
so when will I find the best melee starter build, some days after league start?
the best melee starter is gonna be boneshatter man. its always boneshatter.
Ziz lookin fresh. You get a haircut?
blame people who would abuse the trading thing for only us getting 10.
2 corrections:
Dancing dervish isnt rampage on kill but rampage on hit. That's why it would have felt mandatory.
Oath of Winter freezes can be longer than 2 seconds. It will however check if your freeze duration is >2s with all your modifiers, if the answer is no it will set the duration to 2 seconds. That means that a build with 100% increased freeze duration which applies a 1.5s freeze would still get a 3s freeze. If the same build however ends up freezing for only 0.5 seconds it would freeze for 2s.
Love people snitching on their own items, they cry when they get nerfed (The Taming).
So correct me if I'm wrong but you can only trade 10 times in total during the league ? That can't be right 😳
10 requests max but if one succèdent you take the curencies and you are at 9/10 so you Can add one more etc
@ryuhayabusa6816 thanks lol I was thinking it was 10 max for the whole league 🤣
hahah what? :D where did you even get that from?
@viktorhhh1 ziz says it really close to the end of his video. I misunderstood it 🤣
Ziz is poisonous concoction back or no?
It never left! PConc of Bouncing is an insane skill to leaguestart with Trickster (Jungroan) or Pathfinder (Rue). Jungroan has a voidstone run with it on his channel
@@itsnoblesse Actually Slayer Pconc is what I will league start and arguably better than both of those
@@johnnyp6202how does slayer generate flask charges though, even pathfinder barely does it on leaguestart, do you invest into crit just on the passive tree just for charges?
Who said them?
Ghazzy fearmongering the dervish revert might be the dumbest shit Ive ever seen.
Do people know what Sinvictas is?
How does trade work?
If i put on a request for 1div for 100c. and someone wants to sell a div for 60c. do i pay 100 or 60?
My expectation is that you pay the cheapest option up to your limit. Its the only way the system could work realistically