Random Questions I have

Came late to the party. I am in a way thankful that S2 got delayed so I have more time with S1

Anyway, for starters

What happens to the cycle content? is it totally removed or is it retained? I honestly have not had my fill yet and still want to engage in the season content. As such is the black knight reputation retained?

I don’t think I’ll be reaching aborath any time soon but how much dps are players expected to have.

also how much HP do we need? is armor very important in the fight or can we just stack tons of HP? i m melee btw

I’ve also come to realize swiftness is so damn useful. is it compulsory?

How much movespeed should we need to comfortably engage with the end game bosses?

so far i’ve killed 2 harbingers. my life is 2.5 k but seems really insufficient. i’m expected to push my corruption levels up but it seems i need to fix my defences more first.

Your character moves to Legacy and that’s it. Same game, same content, you can continue playing like nothing happened.

What changes is …

  • Your stash tabs will be lost.
    Think of it as having two separate stashes, one is for Cycle and one for Legacy. So your Cycle stash contents are moved to Legacy and become a dropdown that’s “remove only”, so you can still access everything you had, but you can no longer store new stuff in there.
    You can store any new stuff into your Legacy stash, but if you never played Legacy, your stash will have one stash tab = you lose your stash tabs :slight_smile:
  • uhh, Bazaar will now list items from people who played a year ago with weird and exorbitant pricing. If you don’t play Merchant’s Guild, no effect on you :smiley:
  • you’ll see less people in hubs since most players will go play the new cycle/season

Yes, but you have to go to your stash and press a button for … reasons unknown … to get back your crafting materials and gold and faction reputation. No clue why this isn’t automatic.

There’s no specific DPS number, but basically if you can kill him without dying and it takes you less than 3 minutes you can consider your build to be very good :+1:

3000 HP is a good starting point for melee. As you obtain better gear, you can go even higher, some players have 4000 or even 5000 HP, but this may be a tradeoff for less damage.

Armor is a form of damage reduction, so it’s always good to have it rather than not. Around 8000 Armor is a good number to target, you can still go higher (players stacking Strength often do) but the diminishing returns start to kick in.

More importantly, be sure to get some kind of healing too - it could be a spell that directly heals, it could be HP regen, or it could be Health Leech.

Swiftness isn’t compulsory, many people play without it. But you are right that it’s very useful, moving fast helps you avoid damage from bosses and makes the game feel more ACTION packed :slight_smile:

With the addition of Evade, I think you don’t actually need a ton of movement speed, but comfort level is subjective for each player, so let’s say having 40% movement speed should be the bare minimum.

How to approach this depends on your class and build. Some classes use Ward to boost their HP total. Some choose to take the hits, healing through them. Some can get “tanky” and reduce the incoming damage a lot. And some choose to go crazy for DPS and try to kill bosses before they can do their attacks :smiley:

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There is no cycle content for now. Everything added is core, which means is available for both.
So current content will still be available in Season 2, and Season 2 content will be available in legacy and offline as well.

Yes. When your characters are migrated, you have a merge option that will give you back your ranks/reputation/favor/gold/materials.

You’ll still have to move gear from remove-only tabs manually (and buy tabs in legacy).

Curreny Aby is around 500c corruption. They will lower it a little, but uber Aby will be expected to be higher than that.

That will depend on the build. What matters is not HP but eHP (there’s a calculator for this in tunklab). Defenses in LE work in layers. Just having HP isn’t important. You also need sustain or other forms of defense.

It’s not. It’s basically something you might prefer. You sacrifice a gear slot for it. So you might want to take it, but plenty of builds don’t use it because they don’t want to sacrifice that slot.

Depends on whether you have a movement skill or not. Or if you have evade or not. More speed is always better for a faster gameplay experience. I personally never try to push it too much, running around 30-35-ish, but I usually have evade and a movement skill.

2.5k is not a bad value. You just need to go into block and/or endurance, health regen/leech, armor, etc. It really depends on your build. Some have an easier time to increase one or the other.

You should just post your build in the respective category and players will evaluate it and tell you what you should improve upon and why.

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thanks for the response guys.

will look into getting more armor.

on a separate note having seasonal content retained directly really is something i appreciate a great lot.

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For now. It’s not the plan long term, just for as long as they’re adding what they consider core content.

Cycle content becomes Legacy content.
The current ‘cycle content’ is non-existent, it’s a core game expansion. You could call the Nemesis mechanic a cycle mechanic… but that one has been available Day 1 already.

Nonetheless, all of that simply stays as is. Aberroth even gets expanded on.

There’s several defensive layers. If you’re going HP the most important defensive stat will be ‘reduced damage taken from critical strikes’.
That’s also combined with Armor, hence a double-win anyway. Gettin 100% reduction is very important, or at least close to 100% reduction. The variance in damage numbers is very extreme in Last Epoch, meaning the same enemy with the same attack can hit you for 200 base damage… or 600. And criticals respectively increase that value further, which is the difference between taking a sudden nap or not.

Movement speed is king in every ARPG, it allows you to avoid attacks and have a bigger leeway in reacting overall. The more movement speed - while still controlable - the better. You can engage easily with 10% Movement speed for basically every boss… but more never hurts to make it a more comfortable experience. One of the strongest affixes in the game.

This isn’t true. The damage variance is 20%. Not 200%.
And I’ve actually felt this multiple times where the same mob, with the same attack, repeatedly does the same damage.
Best example of this are the annoying robot-like mobs that place a lightning AoE at your feet from a screen away. Plenty of times with my storm totem Shaman I’ve taken several hits from them that each left me at about 5-10% health, while I was searching for them. If the variance was bigger, I would have died randomly, but I consistently always tanked those hits and didn’t die from any of them, nor was I left with a bigger health bar.

The only time you’d have a variance of 200 to 600 is with crits.

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That’s because the extreme ranges of the damage are not often seen. Overall damage tends to converge to a middle ground, though depending on damage type - like in PoE - the amount of done damage differs between element causing it.

Actually ‘FrozenSentinel’ has made a good video about it showcasing it:

This shows decently well how much damage can vary, with the first boss-hit in campaign against Pontifex Aurelius (one of the worst visually design fights btw in the game).
The first attack doing 365 damage against his ‘tanky’ character… while the second does 946 damage.
Meaning the base damage had to be 473 damage.
There is no baseline hence which would allow ‘only’ a 20% variance, so that can’t be true, it’s higher.
Also the likelyhood to get the lowest possible hit and the highest possible hit as an extreme outlier is also extremely unlikely for the example, so that is very easily higher.

Hence the actual range is 40%, 20 negative, 20 positive.
If we go from the lowest possible damage output it’s around 50% variance even.
That’s massive for enemies. For players it’s not as important, but for enemies it’s not a good design direction to include those things, which is why damage calc for players and enemies tends to be different commonly.

Also secondly, which is a direct shortcoming from LE itself in conveying the information to us players… where is the damage range shown?
Has fire the same damage range then lightning… or void? That’s simply missing tooltips which are a very important aspect of ARPGs commonly.

It makes it clear why crit reduction is so powerful… but it’s simply very very badly conveyed to the player, there is no way to find out without actively experiencing it beforehand. A ‘expected’ 500 tooltip hit can turn into 400-600 damage baseline. Which means 800-1200 crit. for the same hit dealt to you. And 400 health is 10% difference of life with a very tanky life-based character.

That actually shows nothing. I immediately spotted what the issue likely was:
If you watch the video closely, you’ll see that in the first hit he has the teleport buff that gives extra resistances, and 1s before the second hit, it drops. So the variance is totally expected.

It’s not.

The damage range is always the same. You calculate the hit and apply 20% variance. Doesn’t matter if it’s lightning, fire, poison, void or physical.

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Sure, the example might show nothing, besides being surprising in how it happened. Fair with the buff.

As for the variance… that’s actually rather clear and also supported by the findings.

If the variance is 20% then that still means +20 to -20 for a total of 40.
Which counted from the lowestmost damage value is around a 50% variance in damage hence.

Sure, but that still doesn’t make the damage range from 200 to 600 like you said. If you have a base damage of 200, it will hit from 180 to 220. Which is a lot different. Or at the high end (considering my character has 2.5k HP), from 1800 to 2200. Which would account for it constantly dropping low, but never actually killing me.
So the damage taken isn’t that inconsistent, especially if you use either crit avoid or reduced dmg from crit.

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No ARPG has ever shown damage ranges of monster attacks.

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Sirus, Awakener of Worlds - Sirus, Awakener of Worlds - PoEDB, Path of Exile Wiki

not sure if this is counts but some places its possible to obtain such data. but overall i would agree most games never actually let players know the damage ranges but players can perform tests to gauge the ranges.

That’s normal, people datamine info from the game files and then put it on wikis and fan pages, that’s been the case since Diablo 1 days.

But he wants a tooltip with monster damage. No ARPG does that.

There’s similar data for LE, but there’s a whole host of modifiers that sit on top to get yo the damage numbers we see on screen.

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Actually most of the time, there’s just two. Game guide mentions that monsters normally don’t have any offensive stats except for 5% crit and then there’s % resistance penetration from area level the monster spawned in.

Some monsters - for example Pontifex Aurelus that was in the linked video - have additional stats which are also listed on the tunklabs site, in this case it’s 474% more damage.

So the formula for his damage should be Meteor base damage * (1+4.74) where Meteor is the monster version, not the player version. Then you apply player defenses, and reduce player Resistances by applying the Penetration from area level.

Plus all of the mono modifiers & corruption. From memory, when the devs were asked about the apparent difference between the datamined numbers & what people were seeing in-game they said that there were a bunch of other modifiers that made the datamined figures meaningless. So I assume that there are area-level modifiers as well.

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It doesn’t even show damage range of player skills :stuck_out_tongue:

At least a basis to infere would be kinda nice to start. Having the information for enemies present goes a step beyond as as ExSea already stated… at least it’s viable to gather from some sources.

I didn’t say tooltip, did I? I want the information somewhere available.

Ok, in that case… how much variance is available damage wise? What’s the lowest possible damage and what’s the highest possible damage?

This goes for both player and enemy after all. I can’t infer for enemies if I can’t even infer my own damage outside of direct numerical feedback after usage… rather then before.

Also the extra effects like corruption… which aren’t at all straightforward, especially combined with mono modifiers which aren’t personally chosen, they ‘just happen’ and make infering a baseline very very hard.
Mono 1 will be a breeze, mono 2 with the same mobs, the same corruption will be a death-sentence… but which modifier causes it specifically? It’s extremely hard to test for a player in LE sadly.

How much of that actually matters though? PoE doesn’t even show damage numbers during combat but I’m not sure many people complain about it (any more, they could have a long time ago tbf).

I believe DJ already answered this one.

Yes, you did say tooltips:

Also secondly, which is a direct shortcoming from LE itself in conveying the information to us players… where is the damage range shown?
Has fire the same damage range then lightning… or void? That’s simply missing tooltips which are a very important aspect of ARPGs commonly.

Well that sucks for you, because monster information is commonly not disclosed to players in any form at all.
Like I said, players usually do the datamining and make fanpages and wikis.

Well they are, since you can tell at a glance which corruption level is being played by looking at the stats in the quest log, and also since gamers already made various calculators for the data they wanted.

I’d argue if one monolith is mostly a swarm of weak bugs and the other is siege golems and casters summoning meteors from off-screen, then it’s pretty easy to tell which is which.

But right now it sounds like you never did any testing.

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