Sentinel Rework & Heartseeker | Coming to Last Epoch April 17th

since when? i cannot find anything about it

They demonstrated it in the stream with talkative try yesterday. It’ll be in one of the woven echo’s where you can smash up all your set items and turn them into set crafting shards.

You can use the shards to craft onto a rare item and it counts as part of the set for getting the set bonus. looks pretty sweet.

Highest would be fine if it capped at, lets say 50%, while Slow/Time Rot scaling remained uncapped.

I hadn’t considered the global “speed” passives, but I suppose that wouldn’t be so bad then with the other sources of global speed that Psojed mentioned here:


Edit: On the other hand, the Sentinel Changes are nice: but Heartseeker has really made me want to re-make my Marksman from 1.1 as it was one of the most fun builds I’ve played but now I feel like it’ll be better.

Recurve is an interesting mechanic. But if I need a calculator to be able to tell what the skill is going to do (in this case number of hits), it makes it very difficult to judge whether or not my investment in it worth it. I feel like a simpler implementation could have been possible.

So the utility of Volatile Reversal is only for the 3 seconds after the first jump? So 3 second of frenzy and mitigation every 9 seconds? Yeah… Other than that I guess we’ll see, a lot of changes

DWing a sword & axe (or mace?) would give you double that from memory. Though they might have fixed that a few years ago…

Yes, that’s the point, they changed it from lightning-specific to generic.

Yep, currently it’s:
20% Increased Spell Crit Chance per point
20% Increaaed Throwing Crit Chance per point
+10% More Crit Multiplier with Lightning Skills
10 point maximum.

The Crit Chance is universal (as long as you use spells/throwing attacks) but if you’re not going for Lightning then you’re losing out on the best part, the crit multiplier.

The rework is much better for general use being that it’s 10% global increased crit chance per point and then +3% more crit chance with the threshold (or do I have “more” and “increased” backwards again?) with a +3% more (?) global crit multiplier per point.

Yes, it’s flat crit chance as the threshold bonus, though the crit multi is increased (additive with all other crit multi, not multiplicative) not more. It’s also 5% crit multi not 3%.

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it is iirc, its 50% pen now.(lol)

What I think will define if its best in slot, is what the set affixes are for it. if the sword for example gives void damage/speeds, and the shield gives timerot chance, and the amulet gives timerot chance on their affixes, it opens you up to using the set and still getting 9 other useful affixes.

Me personally, im just going to ignore that set early on, and pick up a dreamthorn. +30% speeds, and 2h value on t7 slow chance for a 1lp.

Also as far as I understand it, skills which convert ailments to timerot chance shouldnt interact with rotgrip right?

Yup, its global chance only, so passive tree and gear and idols. If i dont remember incorrectly Warlock has something similar with poison chance

it makes me wonder then if “Slow chance with void skills” on idols will work, because that wont show up on the “Global” character sheet iirc.

But we probably wont know about that till we get the patch and mess with it.

Pretty sure idols work, i used snapshot on my torment warlock with idols to temporarily increase my global poison chance

It will, since that’s slow chance for void skills. The “global” bit means that it won’t work with slow chance from skills (I believe) but any item or passive that gives your skills chance to slow (as long as they also apply to void skills) will work. This language is used elsewhere.

Correct Rotgrip will not care for a skill specific conversion like Warpath converting bleed to timerot or its own additional % timerot chance from the skill tree.

But anything that says global timerot/slow chance or timerot/slow chance with void skills(like the idols) will work.

Melee slow chance or melee timerot chance will NOT work as it doesn’t apply to all void skills.

I always get “more” and “increased” confused in LE. The tooltip says “increased crit chance: 10% per point”, so I would assume that’s multiplicative with other modifiers (if you had base 20%, each point would add 2%) and “Crit Multiplier: +5% per point” so a base 20% crit multiplier would gain a flat 5% more crit chance per point.

So it seems like “increased” is multiplicative and “more” is additive. Is that wrong?

Yes & no. If you only have 1 source of an increased thing then it is multiplicative. If you have several sources, they are additive with each other. So if you had 3 lots of 100% increased crit chance they would add together (300% increased) then multiply. But if you had 3 lots of 100% more crit chance they would all be applied separately (so your base of 5% crit chance would become 35% chance to crit if you had 3 lots of 100% more).

I don’t believe there are any sources of flat crit multi, theŕe are only a few sources of more crit multi and this isn’t one of them.

Crit multi is an odd beast, mathematically speaking. It looks like it should be treated as any other increased modifier, but it’s applied very differently. If you have 300% crit multi, that means that every crit does 3x the damage, while if you had 300% total increased damage you’d be doing 4x the damage. But crit multi isn’t a more modifier, if it was, that 300% would also mean crits do 4x damage.

I see where the confusion lies, I’m speaking strictly about how the stat interacts with your base stat.

If I have six sources of 5% increased crit chance, I’d have 30% increased crit chance and that would be 1.3x my base crit chance.

If I had six sources of +5% more crit chance, I’d have +30% more crit chance and that would be base+30% crit chance.

I don’t take into account how the stats interact within themselves because, afaik, all stats are additive until applied to the base stat

‘Increased’ is an additive one. Meaning if you got 50% and 60% then you get 110% extra damage.

‘More’ is a multiplicative one. If you got a 10% one and a 20% one then you - for example - get first 110% and then 20% of that new value is ultimately 132% damage.

A very important difference.
As a reminder ‘more is better’ can be the sentence to remember in basically any Hack’N’Slash since they tend to use the same language, reminding you that it’s the multiplicative option.

Also what’s described with ‘crit multiplier’ is a additive value set in another layer simply.

For example:

Your base damage is 100.
You get 300% increased… that makes it 400. (100% + 300%)
Then you make a crit, which is baseline 200%
But you got 40% crit multi, so it’s 240%. That means it becomes 960 already.
And you got 2 different ‘more’ multipliers. One with 10%, one with 20%
The 10% increases it to 1056
The 20% has a new base (1056) and hence increases it to 1264,8 as a end-result.

Crit chance only affects if a crit happens or not. What you might mean is ‘crit multiplier’.

The example above showcases how the layers would interact.

The easiest method I’ve found out is to think about damage calc like ‘layers’.
Each layer itself generally adds values together… outside of ‘more’.
Then each layer gets multiplied with the others. Each ‘more’ value simply adds an extra layer to multiply with.
More layers means massive scaling.

No, if you had 6 sources of more crit chance they would all be applied separately-> 5% (base) x 1.05 x 1.05 x 1.05 x 1.05 x 1.05 x 1.05 for a total of 34% higher crit chance (ie, 6.7% versus 6.5% when you do the maths).

No. This is the issue. Increased modifiers are all added together then applied as a single larger figure. More modifiers are applied separately.

No, I meant what I said. If the base chance of a crit happening is 20% and I have 6 sources of 5% increased crit chance that’s a 30% increase on my base 20% or a 1.3x increse or 26% chance to crit.

Does EHG not know what ‘+’ means? 6 sources of +5% = 5%+5%+5%+5%+5%+5% = 6×5% = 30% in every universe except LE’s.


Edit:
For fun, I decided to ask ChatGPT how it would handle the following prompt:
“I have 5 points of “Increased Crit Chance: 10% per point” and 5 points of “Crit Multiplier: +5% per point”. My base crit chance is 5% and my base crit multiplier is 200%. What is my resulting crit chance and crit multiplier?”

Result:
"To calculate your resulting crit chance and crit multiplier, we need to understand the difference between “increased” and “+”.

  1. Crit Chance Calculation:

    • Base Crit Chance: 5%
    • Increased Crit Chance: 10% per point for 5 points = 10% * 5 = 50% increased crit chance.
    • To calculate the resulting crit chance, we use the formula for increased values:
      Resulting Crit Chance = Base Crit Chance × (1 + Increased Crit Chance)
      Resulting Crit Chance = 5% × (1 + 0.50) = 5% × 1.50 = 7.5%
  2. Crit Multiplier Calculation:

    • Base Crit Multiplier: 200%
    • Crit Multiplier: +5% per point for 5 points = 5% * 5 = 25% added crit multiplier.
    • To calculate the resulting crit multiplier, we simply add the bonus to the base:
      Resulting Crit Multiplier = Base Crit Multiplier + Crit Multiplier
      Resulting Crit Multiplier = 200% + 25% = 225%

Final Results:

  • Resulting Crit Chance: 7.5%
  • Resulting Crit Multiplier: 225%"