Beta 0.8.5e Patch Notes

Actually I made something that was working a litle, with Damned the idea was with a necromancer:
You take the damned chance on dread shade, then all of your pet apply damned, and then you curse yourself your target, it was working ! ok not on the order oif magnitude of sorc or paly, but around 20/30k on best scenario in my testing.

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Actually for leveling pebble set for necro, getting +42 flat dammage really makes skeletons viable again!

Great to see you here. Thank you for all the awareness and facts you bring to the community. Keep it up friend :smiley:

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lol really leveling isnt viable we need skeles to be op?
by the time you can wear the three peiece crafted gear would outperform it

Getting gouged open is worse than a burnt tongue.

But I definitely would like to see each ailment have its own gimmick. (Poison has -res, frostbite has freeze etc)

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Would this amount of ward be enough to survive a ground zero of a thermonuclear blast? Or walking in and out of the core of a star unscathed? (which is quite similar to the former, not counting the gravity, ofc)

Just curious how this level of immortality can be even measured in real life terms :joy:

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Yes, if you’re going to compare a wind tunnel to a hurricane… A nuke detonating is a transient effect (comparatively), the core of a star is on-going.

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Guess it depends on the universe, if you can land 100’s of ignites on a falling atomic bomb or land many ignites on a star you possibly could

However if this is Dark Souls/ER universe you can have millions of HP/defence but die from a drop over 10 or so metres

The ring also procs when you get ignited, so that shouldn’t be a problem. But since stars have over 9000 ignite effect that could become a problem sooner or later.

Regarding the ashes/other ward based item nerfs.

As the problem is just “this can scale exponentially and thus be abused for impossible numbers”, instead of nerfing the flat numbers, why don’t you nerf it with a CAP? Perhaps capping at 100% to gain 13-29 ward (the amount of ward isn’t the important part, the cap at 100% so that it doesn’t proc twice is).

I say this because as in your version of the nerf, it only works for the massive abuse builds(as only they can push the bonus to numbers that would even be viable), who will either not work at all as they fail to achieve their objective or they will still be broken because they do infinite scaling shenanigans.

I assume you mean to remove the “per stack” part of the proc rather than upping the chance to proc up to 100%?

This would be my preferred change. And 100 might even be too high especially if they revert the chance nerf because, as it stands right now, the ring no longer matches the intent of the ring that they’ve communicated to us. Heck, revert the entire change but change it to a max of 15 stacks and it would still be an amazing unique.

I just felt (and still feel) like the ring is another step in the same direction PoE went back before the Slam tag was introduced. For melee: Just try to get as much attack speed as you can because it will outweigh any damage you can do with a 2-handed weapon.

I mean the per stack part. the percentage unchanged