I'm just getting into this game, and damn is it mechanically dense. I've tried to get into PoE so many times, but bounced off that density hard, each time. This time, I'm really enjoying it. Videos like this make it so much more approachable for a newbie like me. Thank you!
Hey E², I just wanted to say: I love your guides! I'm playing only for a week or so and it feels like I have already learned SOOO much. I'm always looking out for videos by you when concerning special categories in POE. I just love how you structure everything and how it is presented. Huge love, dude! Keep up the good work
Thanks for these guides. I am playing PoE for the first time since it was released, and I'm pretty lost when it comes to the new loot. I was shocked when the game didn't end at the end of act 3!
Good explanation for the status ailments, although one important fact was forgotten: They always require a HIT in order to be applied (for example "burning" can be caused from ignites, but doesn't need to). Also secondary effects like from Explosive/Caustic Arrow, Kinetic Blast or even chilled ground from Vortex would be worth mentioning, but overall as a guide for first understanding of status ailments it's very well done.
One thing I forgot to mention: Stun. Jup, it's an status ailment and you're probably like me and always take stun immunities in almost every build so they become non-existent :D. It's still worth mentioning that the threshold is based on max life/base life if taken CI.
Right, I debated on adding stun effects and then completely forgot :( and it is a huge issue, but mainly with CI. (which most new players don't take...except for me back in beta :) )
I assume your first char was a shadow as well, because he's the edgelord? xD Even without CI people don't know that with increasing life they also reducing the effectiveness of getting stunned. That's why the first build (including mine) never went past merciless.
regular monsters always die with no troubles at all, but what about high map boses ? do they have any physical mitigation ? because wiki dont show anything about it.
Question about ailments. Elemental ailments are caused by elemental damage. Meaning, if you use Fireball or have a weapong with fire damage, you can burn, right? But what about bleeding? Can all physical damage cause bleed by default, or do you need support gems like Chance to bleed?
Right, right, I knew that i could only be caused by Physical damage (okay, or rather, physical attack damage). I wanted to confirm the other part. Kind of unfair, no? A simple fireball can burn, but a cleave, or tectonic slam, or sunder can't actually bleed unless you support it...
So if you do damage of every type and you score a critical hit it grants burning, freeze and shock? I'm using a physical crit build, maybe I should ensure I have some damage of the other types.
Yes, however the damage that you deal with the secondary effect is based on the initial hit from its respective element, so you will need to be stacking a good deal of front end elemental damage for it to work.
Jake Surname wow that sounds great, I will change my rings (I have a full fire shadow trapper) to have at least a little of cold and lightning damage for the ailments!
This is how percentages work. You will be multiplying those percentages against the base to find the increased amount and then adding that result to the original base to find your total. So you can also have the formula as such: fv = 100 + (100 * (.25+.15+.15)) = 155 Since we are just adding the base back to the percentage multiplier, we just add the percentages to 1 so that we are now finding the increased amount and adding to the base without two steps: fv = 100 * (1+.25.15.15) = 155 The 1 simply keeps the base value intact, while simultaneously adding on the increased percentages.
Hey Engineering Eternity, do all "increased" modifiers add up together, independent of their damage type? For example: I have 100 Base damage, 20% increased physical, 30% increased elemental damage and an attack that converts every physical into elemental damage. I would suggest the formula would be: 100 * (100% + 20% + 30%)? Am I right?
This follows the rules of Damage Conversion and Added Damage (pathofexile.gamepedia.com/Damage_conversion). Say we have the following: 100 base physical damage and are converting all that damage to fire. So your final damage is 100 fire damage. Now you get 20% increased physical damage, 30% increased elemental damage. The following will occur: Physical: 100 * (1.20) = 120 --> Convert to 120 Fire Fire: 120 * (1.30) = 156 Final damage. You will only add increased modifiers that are of the same type together, and they will only operate on their respective types. In this case, having these two separate increased modifiers act like pure more modifiers, since we do 100% conversion.
Someone on reddit told me otherwise, so thanks for clarification, Engineering Eternity. So going for phys. increase mods, than converse all to an element and go for ele increases seems like a good way of scaling.I was thinking about going Iron Grip, stacking strength, playing Spectral Throw, using 50% phys to lightning, Avatar of fire to converse 50% lightning and phys to 100% fire, stacking ele damage on gear and some passives, going EO and Beserker for two 40% Multipliers :) Let's see how this will play out :)
That can definitely work! I recommend checking out Xoph's Blood Amulet (pathofexile.gamepedia.com/Xoph%27s_Blood) to give you Avatar of Fire and Fire Penetration all in one item.
There's one thing that seems to be either wrong, or confusingly worded. " 'Less modifiers' will produce smaller number than 'reduced' ". Say, you have base of 100. 25% reduced, 15% reduced and 15% reduced will lead to 100 * (1 - 0.25 - 0.15 - 0.15) = 100 * 0.45 = 45. With 25% less, 15% less and 15% less you get 100 * (1 - 0.25) * (1 - 0.15) * (1- 0.15) = 100 * 0.75 * 0.85 * 0.85 = 100 * (0.541875) = 54 (approx.) That applies in general. Specifically, when less/reduced is beneficial (e.g. in context of "less/reduced mana reserved"), "reduced" is strictly better than "less". In any case, those are the best PoE videos for beginners ever made; keep up the good work!
Yea, I meant it in that, Less will 'reduce' your damage output by 'more'. Or that it will provide 'more' reduction than 'reduced'...its hard to word haha.
I think the correct formula for reduced is as follows: 100/(1+SumOfReduced) i.e. 100/(1+0.25+0.15+0.15)=100/1.55=64.5. As have been said, reduced/increased have weaker effects than less/more.
@@EngineeringEternity Hey boss, if I want to scale high dmg, I should put only support gems with "more" modifiers or I should combine both to scale and base dmg? For example frost blades, is it better to put some flat dmg like added cold gem or I should put only with MORE modifier gems?
Is all of this critical for someone who's only just starting?! How do people get into this game in the first place when it's this deep and you're required to know so much stuff to play the game as its intended? My friend sent me to this playlist cos he wants me to get into this game but I'm really struggling.
It depends what your goals are. If you wanna do really well you should have a base understanding of the game (it doesn't require that you know all the mathematical equations.) however you can always be like most of the playerbase and just copy someone else's build guide for your own character without actually knowing much. (Best way to start) If you want you can also just mess around on your first character and fuck up like all of us have without following any guides. Path is a game that is increasingly more encouraging for you to try new character builds ("reroll") all the time anyway. Basically all you have to take away from this video is that sources of "more damage" are generally better than "increased damage"
I'm just getting into this game, and damn is it mechanically dense. I've tried to get into PoE so many times, but bounced off that density hard, each time. This time, I'm really enjoying it. Videos like this make it so much more approachable for a newbie like me. Thank you!
You are welcome, and welcome back to PoE!
1:50 - These are the things that killed all of us when we started playing. Running while bleeding.
Hey E², I just wanted to say: I love your guides! I'm playing only for a week or so and it feels like I have already learned SOOO much. I'm always looking out for videos by you when concerning special categories in POE. I just love how you structure everything and how it is presented. Huge love, dude! Keep up the good work
New player here: OMG - these series are awesome ! As is your website. Thank you for creating this.
Thanks for these guides. I am playing PoE for the first time since it was released, and I'm pretty lost when it comes to the new loot. I was shocked when the game didn't end at the end of act 3!
Good explanation for the status ailments, although one important fact was forgotten: They always require a HIT in order to be applied (for example "burning" can be caused from ignites, but doesn't need to). Also secondary effects like from Explosive/Caustic Arrow, Kinetic Blast or even chilled ground from Vortex would be worth mentioning, but overall as a guide for first understanding of status ailments it's very well done.
Good call. For this guide I wanted to keep it basic and straight forward for new comers to the game.
One thing I forgot to mention: Stun. Jup, it's an status ailment and you're probably like me and always take stun immunities in almost every build so they become non-existent :D. It's still worth mentioning that the threshold is based on max life/base life if taken CI.
Right, I debated on adding stun effects and then completely forgot :( and it is a huge issue, but mainly with CI. (which most new players don't take...except for me back in beta :) )
I assume your first char was a shadow as well, because he's the edgelord? xD
Even without CI people don't know that with increasing life they also reducing the effectiveness of getting stunned. That's why the first build (including mine) never went past merciless.
Haha, naw I was a ground slam marauder. I built my tree terribly and then switched to a freeze pulse witch and went CI asap and hated my life lol.
great video and channel, keep up the good work!
tho you could've mentioned elemental penetartion and damage conversion :)
2:20 POSION ... literally unusable
first view so it seems only right i comment, nice video backed by real statistics and legwork. keep it up!
regular monsters always die with no troubles at all, but what about high map boses ? do they have any physical mitigation ? because wiki dont show anything about it.
Question about ailments. Elemental ailments are caused by elemental damage. Meaning, if you use Fireball or have a weapong with fire damage, you can burn, right?
But what about bleeding? Can all physical damage cause bleed by default, or do you need support gems like Chance to bleed?
Bleed can only be cause by Physical Attack damage, and you will need some source of chance to bleed.
Right, right, I knew that i could only be caused by Physical damage (okay, or rather, physical attack damage). I wanted to confirm the other part.
Kind of unfair, no? A simple fireball can burn, but a cleave, or tectonic slam, or sunder can't actually bleed unless you support it...
and how i get "more spell damage/chaos dmg" for chaos spell like soulrend?
i tried it but i can only get more dmg from void manipulation
MORE POWAH
Can somebody tell me what is the "sign" over your toon's head when you receive damage?
Immortal Call with Cast when Damage Taken
@@EngineeringEternity Thank you so much!
So if you do damage of every type and you score a critical hit it grants burning, freeze and shock? I'm using a physical crit build, maybe I should ensure I have some damage of the other types.
Yes, however the damage that you deal with the secondary effect is based on the initial hit from its respective element, so you will need to be stacking a good deal of front end elemental damage for it to work.
That's for ignite and the like right? couldn't I sneak in 1 cold and lightning damage for a freeze and shock effect?
Jake Surname wow that sounds great, I will change my rings (I have a full fire shadow trapper) to have at least a little of cold and lightning damage for the ailments!
i dont understant the number 1 in formula can u explain the number 1 in additive formula? in my mind should be fv = (100)x (0,25+0,15+0,15)
This is how percentages work. You will be multiplying those percentages against the base to find the increased amount and then adding that result to the original base to find your total. So you can also have the formula as such:
fv = 100 + (100 * (.25+.15+.15)) = 155
Since we are just adding the base back to the percentage multiplier, we just add the percentages to 1 so that we are now finding the increased amount and adding to the base without two steps:
fv = 100 * (1+.25.15.15) = 155
The 1 simply keeps the base value intact, while simultaneously adding on the increased percentages.
Hey Engineering Eternity, do all "increased" modifiers add up together, independent of their damage type? For example: I have 100 Base damage, 20% increased physical, 30% increased elemental damage and an attack that converts every physical into elemental damage. I would suggest the formula would be: 100 * (100% + 20% + 30%)? Am I right?
This follows the rules of Damage Conversion and Added Damage (pathofexile.gamepedia.com/Damage_conversion).
Say we have the following:
100 base physical damage and are converting all that damage to fire. So your final damage is 100 fire damage.
Now you get 20% increased physical damage, 30% increased elemental damage. The following will occur:
Physical: 100 * (1.20) = 120 --> Convert to 120 Fire
Fire: 120 * (1.30) = 156 Final damage.
You will only add increased modifiers that are of the same type together, and they will only operate on their respective types. In this case, having these two separate increased modifiers act like pure more modifiers, since we do 100% conversion.
Someone on reddit told me otherwise, so thanks for clarification, Engineering Eternity. So going for phys. increase mods, than converse all to an element and go for ele increases seems like a good way of scaling.I was thinking about going Iron Grip, stacking strength, playing Spectral Throw, using 50% phys to lightning, Avatar of fire to converse 50% lightning and phys to 100% fire, stacking ele damage on gear and some passives, going EO and Beserker for two 40% Multipliers :)
Let's see how this will play out :)
That can definitely work! I recommend checking out Xoph's Blood Amulet (pathofexile.gamepedia.com/Xoph%27s_Blood) to give you Avatar of Fire and Fire Penetration all in one item.
There's one thing that seems to be either wrong, or confusingly worded.
" 'Less modifiers' will produce smaller number than 'reduced' ".
Say, you have base of 100. 25% reduced, 15% reduced and 15% reduced will lead to 100 * (1 - 0.25 - 0.15 - 0.15) = 100 * 0.45 = 45.
With 25% less, 15% less and 15% less you get 100 * (1 - 0.25) * (1 - 0.15) * (1- 0.15) = 100 * 0.75 * 0.85 * 0.85 = 100 * (0.541875) = 54 (approx.)
That applies in general. Specifically, when less/reduced is beneficial (e.g. in context of "less/reduced mana reserved"), "reduced" is strictly better than "less".
In any case, those are the best PoE videos for beginners ever made; keep up the good work!
Yea, I meant it in that, Less will 'reduce' your damage output by 'more'. Or that it will provide 'more' reduction than 'reduced'...its hard to word haha.
reduced will reduce your demage more tham less. Or is 45 bigger than 54?
I think the correct formula for reduced is as follows: 100/(1+SumOfReduced) i.e. 100/(1+0.25+0.15+0.15)=100/1.55=64.5. As have been said, reduced/increased have weaker effects than less/more.
@@EngineeringEternity Hey boss, if I want to scale high dmg, I should put only support gems with "more" modifiers or I should combine both to scale and base dmg? For example frost blades, is it better to put some flat dmg like added cold gem or I should put only with MORE modifier gems?
Does POE always round down? The answer is 255.75.
Is all of this critical for someone who's only just starting?!
How do people get into this game in the first place when it's this deep and you're required to know so much stuff to play the game as its intended?
My friend sent me to this playlist cos he wants me to get into this game but I'm really struggling.
+M K You learn as you go, but this provides a lot of reference and base knowledge. This game is truly for those willing to learn and invest into it.
It depends what your goals are. If you wanna do really well you should have a base understanding of the game (it doesn't require that you know all the mathematical equations.) however you can always be like most of the playerbase and just copy someone else's build guide for your own character without actually knowing much. (Best way to start) If you want you can also just mess around on your first character and fuck up like all of us have without following any guides. Path is a game that is increasingly more encouraging for you to try new character builds ("reroll") all the time anyway.
Basically all you have to take away from this video is that sources of "more damage" are generally better than "increased damage"
Nice just small spelling with poison when explaining dmg types :)
Yup, got me a couple of those. Always the worst when you see it after its too late :(
Accuracy?
Posion.
Gotta take a fuckin class just to play this game
А перевод на русский можно найти?
E le men tal xD