No just a change from 1 to 2, and I still don't fully understand it.Was there some change announcements?
Yup. I just wait for a minion build and go do that.I'm too dumb for this shit
I'm too dumb for this shit
Yeah, the fact they kind of lock out the keyboard/mouse stuff and vice versa when you're on controller, is kinda retarded.Yeah controller feels great.....I tried WASD but couldnt fully get used to it. It didn't feel bad, but I definitely prefer playing on controller.
Can't wait until they implement keyboard / mouse working normally for inventory while playing with it.
From the wiki ‘Damage conversion is calculated after combining any sources of additional damage to base damage, but before any damage modifiers (e.g. increased or more damage).’
what does that mean? What are ‘additional damage to base damage’ sources?
The basic damage calculation is:
Damage = (Base_Damage + Added_Damage) * Increased_Damage * More_Damage * Hit_Rate * (Critical_Strike_Damage * Critical_Strike_Chance)
- Base_Damage: The primary damage of the skill. This is either specified in the skill itself (and increases with the level of the skill gem), or is determined by the damage of your weapon (in the case of most Attacks).
- Added_Damage: Additional flat damage applied, modified by the skill's damage effectiveness value.
- Increased_Damage: Additional percentage damage applied. All applicable sources of increased damage stack additively (e.g. two +10% increased damage modifiers add together to make 20% increased damage: 100% + 10% + 10% = 120%).
- More_Damage: Additional percentage damage applied. All unique sources of more damage are multiplicative with each other (e.g. two +10% more damage modifiers will multiply on top of each other: 110% * 110% = 121%).
- Hit_Rate: The rate at which the damage is applied, typically based on attack speed or cast speed.
- Critical_Strike_Damage: See Critical Strike Multiplier.
- Critical_Strike_Chance: See Critical Strike Chance.
This was the one that clicked for me. Thanks a lot for the detailed writeup. It was the "base damage" calculation that kept confusing me.The wording of that is confusing. Like everything is in PoE.
Damage | PoE Wiki
www.poewiki.net
So lets say you are using a skill that does 1000 physical damage, and you have 1000 flat physical damage from gear (weapon, rings, etc) and the skill you are using has 200% damage effectiveness (read as "Attack Damage: X%" on specific skills in game)
Your overall base damage, before conversions, is:
Base + Added (1000 + 1000) * damage effectiveness (200%)
2000*3 = 6000
Now you have your "base" damage number. From here lets say you convert 50% to lightning
50% physical = 3000
50% lightning = 3000
From there you apply the appropriate multipliers based on damage types. In PoE1 the lightning portion of that damage would still benefit from %multipliers to physical damage. In PoE2 it does not.
Basically what the "Before any damage modifiers" line means is, you convert and then you do your calcs rather than doing all physical calcs, and then converting 50% of that resulting number to lightning at the end
But what if you explore to the south!Fucking hauled ass for 30+ maps getting to this one...
"Fix your game GGG!!!"
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Im still gunna be that guy. I fucking hate, hate losing exp when I die. It just makes me want to f4.
Don't worry, all the offerings would've just been 1ex trash uniques, like the old man I got.Fucking hauled ass for 30+ maps getting to this one...
"Fix your game GGG!!!"
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Yeah I did that with warrior but wanted to make it to maps first so I dont have to buy a full 2nd set of gear at level 65+.You'll start to get 1 exalt per map minimum fairly quickly, I suggest spending 1 exalt per slot on starter gear via the trade website and go from there.