I am glad it helped. You're doing the right thing by trying to learn the essentials. I also recommend looking at Zizaran's PoE University video series. Best of luck.
I appreciate the kind words. Ive started to tinker with a defense guide a bit recently. Ill put more effort into it if I RIP my current character or reach my goals.
Thank you so much for this class. If it's already difficult to understand for someone who has English as a native language, imagine for people like me, who don't speak English very well. For example, in my language, there is no production of content like the one you made available, so this was a very important job you did. I think that at GGG there should be people like you, expanding the knowledge about the game, in a simple way for as many players in as many languages as possible. It would be a great way to reach more audiences for this complex but magnificent game.
I'm so glad it helped. Recently GGG agreed to host poewiki.net, which is a great resource. I hope that means eventually they will dedicate some resources to making sure the information there is correct and up to date. Check it out if you haven't done so yet. Thanks for your kind words.
@@CowPimp I definitely watched it with a "grain of salt" mindset due to its age, but I think the biggest takeaways such as additive vs. multiplicative modifiers and diminishing returns are evergreen.
Videos like this are essential to making the POE community better. 2Much ppl trying those meme 50mil DPS TH-cam builds and them complain that they suck cuz they didn't know how to analyze if the build was good or not for real world gameplay.
Thanks i needed this it makes all the difference knowing these details in damage scaling. Now I don't have to get aggravated when calculations get aggregated.
Thank you for this guide. I have always been confused by impale which has kept me from playing hit bases phys builds. I now understand why they call it that but the use of the term “reflected” damage is misleading. It is interesting though. A couple quick questions that you… um may have answered but I failed grok, T/F? Impale damage can not be scaled in any way after it is applied? T/F? There is no inherent limit to the number of impales that can be applied? Thanks again, great video.
Reflected damage is definitely a bit confusing; I'm glad it helped. Thanks for the kind words. There are two stats I can think of that directly affect the damage of the impale: impale effect and impale damage overwhelm. Basically, if it doesn't directly reference impale, then it probably doesn't affect the impale. This avoids double dipping on modifiers. Anything that scales your physical hit damage indirectly scales it though, of course. There is no limit to the number of impales applied. However, they only last a limited duration and store a limited number of hits. Thus, there is a functional limit, but not a true limit. Without the Impaler keystone, the number of stacks is functionally limited to the number of hits that your impales last (five by default). Because the Impaler keystone can apply multiple impales per hit, it allows you to exceed that value, but will still be limited by the impale duration (which is eight seconds by default if I remember correctly; you may want to confirm that).
@@CowPimp Ok thank you. I now have a basic understanding of this mech, and otherwise would not. … it is so far off meta.. and it is hard not to get caught up a little with a new league. That said give me a couple weeks and I’ll get all axey😀
hey @Cowpimp, what about the "added x damage" (not % x added as y), how does that work? Like in the skill "explosive arrow", it says added x fire damage, does it scale with elemental, or fire mods?
@@federicocapriotti2180 I would go back to the beginning of the video and watch the section about local and global modifiers. This will address that misconception.
Hey man, great vid, I'm surprised TH-cam took this long to recommend this to me! I'm interested in if you have a process to walk through an existing build that isn't up to spec damage-wise to see where improvements could be made? At level 100, I converted my 5-way farmer deadeye to a kinetic blast magic find build, and I'm finding the damage is a little shy of where I want it to be. I have a few options with replacing the helmet, gloves, and making changes on the tree/jewels, I'm just interested in how you would attack a problem like that. Cheers, keep up the great work!
The difficulty is it depends highly on the build, what you have already, and a variety of factors. Generally though, you need to find additional multipliers to invest into, or multipliers that you are currently invested into that are still efficient targets for further investment. A good place to start looking is PoEDB. Pull up the mod lists for each slot you can reasonably upgrade and scroll through the mod lists. See if there are any damage mods that would boost your damage, again, especially multipliers you aren't currently invested into. Things like chance to deal double damage, impale, penetration, increased damage taken by enemies, and the like are some potential examples depending on damage type (this is far from a complete list). This also includes looking at cluster jewels as an option. Don't forget to look for really powerful implicits, particularly the new influence mods. Another decent place to look is PoE Ninja. Look for other people using the same main skill and see if anyone is wearing uniques that could prove valuable for boosting damage, or if you spot any powerful mods you missed scrolling through PoEDB. Another thing to examine is if there are better support gems or awakened support gems available. Just use the wiki and find the list that works with that skill. PoB is a good place to check this as well. I would also check for alt quality skills and support gems that can boost damage. Sometimes there are some really powerful options. I would also make sure you aren't missing any powerful auras. Often, investing in getting another aura (if reasonable) is one of the most powerful damage boosts you can find. The last thing I'll mention is helm we enchants. Sometimes there are helm enchants that give 10% damage or more. This is not to be overlooked. Because of the new influence system, it's easier than ever to get an enchanted base and make something useful with it. I appreciate the kind words, and hopefully that helps. It is not an exhaustive list of things to check, but should cover some of the most important items.
Thanks! I don't believe anything is actually outdated or inaccurate. None of these mechanics have changed fundamentally (like some did with defenses after my first defense guide).
Hi i might’ve missed it if you answered this but if i convert physical to fire and i have 50% increased physical damage and 50% increased fire damage would it go through the steps increasing the physical then converting it to fire then scaling it again with the fire modifier? So that your creating an additional step so that the overall damage is higher?
Those modifiers are equal in this case. Modifiers "remember" the damage types prior to conversion, so to speak. So, for physical damage that has been converted to fire damage, %increased physical and %increased fire are functionally the same. Do not confuse this with " increased damage taken", as the modifier only cares about what type of damage you actually deal. So, increased fire damage taken would have an effect on phys converted to fire. However, increased physical damage taken would not.
Toxic Rain is interesting to scale. It scales a bit more like a caster build than an attack build typically does. What is the main issue you're encountering?
@@curt685 2mil Shaper DPS is good, assuming that you're basing that on a PoB that isn't heavily padded with stats that represent an unrealistic combat scenario. You can certainly make it higher, but that typically only has a substantial impact for really high end aspirational content. What kind of content is giving you trouble? Also, can you share a PoB? No promises I have a good chance to sit down and comb through it in a reasonable time frame, but I will if I can. Just to be forthright, I have never made a bow DoT build. I'm mostly a melee player. Still, I will provide useful input if I can.
Great video and explanation of damage calc. and mechanics. Do You know how double damage interacts with crit chance and crit multi? Example: I have 22% to deal double damage, 10% for my crits to deal double damage (from cluster pressure points) and I have 100% crit chance and 300% crit multi. Thanks!
I'm not 100% sure if those rolls are separate (i.e. it could be a 22% roll, then a separate 10% roll, which results in a 29.8% chance to deal double damage; it could also be just a single 32% roll). Either way, double damage can only happen once. It's a boolean yes or no state, kind of like a critical strike. Mathematically, your chance to deal double equates to a more modifier equal to the chance. That is, a 32% chance to deal double damage is the same net effect on DPS as a 32% more modifier. With respect to this calculation, there is no special interaction with critical strikes. Providing a 32% more damage boost is true whether you crit or not. Technically, the math gets a little weird if you don't have 100% crit chance because of the conditional damage damage boost from Pressure Points. I don't think it's best explained here though. Finally, I can't remember if I mention this in the video, but figuring out how much of a damage boost your get from a chance based modifier isn't too tough. You take the bonus to your damage and multiply it by the percent chance to proc. For example, if you had a 400% total crit multiplier and a 60% crit chance, you would take the more modifier (a 400% total multi is 300% more damage when you crit) and multiply by percent chance to crit. This ends up being 180% more damage. This works for double damage as well: 32% chance of 100% more is 32% more (to reference our previous example). Hope that helps!
Thank you so much for those explanations. Very clear, good illustrations and examples. What I do wonder now (and maybe I’ll find it in one of your other videos :p) is what piece of gear, which slot, will have the tendency of giving you more defense (life resists basically) and on which one should I prioritize crafting damage. I don’t know if I’m clear but when you know a bit about the mods and what you need for your build to work, even though you have a guide, you can quickly feel that it’s not gonna be easy to craft everything on every piece of gear because having 3-4 good mods on a single item is already quite hard and you need to have resistances and life first so then you can try to get more damage. so basically my question is: when you have your gear for mapping safely, are there some part of the gear that have more chances to get you good defensive rolls (chest, shield…?) and other to get you offensive rolls (weapon, rings?) or is there no rule and any piece can give you any mod because that’s what it looks like when you’re lost in the ton of mods you’re rolling on every item, you feel like the boots could give you 200% more damage and your weapon 50% resist it’s really confusing. Sorry for the long message and thanks again for this great work.
Thanks for the kind words! The problem with answering a question like that is it depends completely on the build. Some slots are more efficient for damage or defense for a given build. It depends on the kinds of mods that efficiently scale each, if you run any uniques that create additional pressure for specific stats, the specific defensive layers you've chosen, what stats are readily available on your passive tree, if there are stats you need to reach a certain threshold with (e.g. ignite or bleed chance), etc. The bottom line is you need to look at each gear slot individually and determine what gives you the most bang for your buck for special defense/offense stats and where you should get your bare essentials (HP and resists). Just as one example, if you're playing a Facebreaker build, then the ring slots are practically non-negotiable. Steel rings with T1 flat physical damage rolls just give you so much damage that it's a tough sell to go with anything else. That explanation is probably not as straightforward as you hoped... but nothing in this game is ever simple, lol.
Hi there! I have another question here .. : How Elemental Equilibrium works with Wild Strike , linked with multistrike? Is it correct? : 1.) let say Wild Strike choosed Fire damage 2.) 3 strikes with fire damage in a row (1 from Wild Strike roll and +2 from multistrike. - WHICH is main point - I don't know: multistrike repeats chosen element on each strike, or reroll element on each repeat , considering the animation it repeats chosen element 2 times) 3.) 1st strike deal fire damage remove fire exposure and set cold and lightn exposure , 2nd strike do the same (deal fire) , 3rd strike do the same . 4.) Only on 4th strike I get benefit from Elemental Equilibrium , cause wild strike rolls to cold or lightn damage if this all is correct , then multistrike is not proper gem to link with if I use Elemental Equilibrium. What other gem should I use then?
Howdy. I took a quick look at poewiki.net and it indicates that the repeat attacks are of the same element as the first. Assuming that's correct, the situation you laid out is accurate: Wild Strike would only benefit from exposure for 1/3 of hits. In terms of what support gems to use, there are plenty of options. The ones that come to mind as obvious choices are Elemental Damage with Attack Skills and Trinity. After that, it really depends on your build. I will add that ideally you choose supports that affect both the melee and secondary effect portions of the skill, though sometimes it is worth not scaling the secondary part for a particularly powerful effect (e.g. Fortify support). A few others worth considering that will scale both melee and secondary effects: Rage, Inspiration, Increased Critical Strikes/Damage, Nightblade, Damage on Full Life, Elemental Focus and Behead. One last thing to mention is that alternate ailments are generally going to be really strong with this skill. I would consider those as an option. Best of luck!
@@CowPimp thank u for ur help! I've made my build totally from scratch without any guides and templates, and If u're interested , I send u my pob (insert this code after "/" on pastebin site , cause TH-cam blocks all links) MbX03Q0W the problem with Ele Equilibrium in my build uses Omniscience , and with hi penetration it will diminishing returns . And of course it's not completed, I'm still workin' on it , specially thinking of improving Helmet \ Gloves \ And Boots , PS: this build has pretty interesting defence method , which based on Armour \ Shield and Helm
54:40 Does the perfect agony keystone also apply to cold damage over time, lets say from creeping frosts ground? or is it useless to scale critical multiplier with cold DoT?
Can I clarify some thoughts? 1st question: Let say my char dealing lightning damage with Shock Nova , and enemy has 50% lightning res.This enemy is cursed by Conductivity (21 lvl) which lowers his res by 45% , so after that he has 5% lightning res, then I have 9% lightning penetration and 6% elemental penetration, which both lowers his res to -10% (5-15=-10) (I guess so). Is it correct? 2nd question: Does any elemental penetration (and Conductivity) stacks with Inevitable Judgement of Inqusitor ascendancy? Which sais: " Critical Strikes ignore Enemy Monster Elemental Resistances" -- Let say my crit chance is always 100%, that means enemy elem res is always a zero. Then I have 9% lightning penetration and 6% elemental penetration, which lowers his res to -15% , andthen he also cursed with Conductivity (21 lvl) lowering his res to 45% , so as a result he has -60% lightning res, is it correct? Long story short: Can I penetrate into negative numbers? And does elem curses (conductivity, flammability etc.) reduce into negative numbers? And does Inevitable Judgement stacks with penetr and reduction?
First question: All of that is correct Second question: The ascendancy node Inevitable Judgement does not stack with penetration. The resistance portion of the calculation is simply skipped/ignored entirely. It's functionally the same as saying the enemy has 0% resistance, and it cannot be lowered or penetrated. Final questions: Yes, both resistance reduction and penetration can bring the enemy into/calculate as though they haven't negative resistances. To be clear, resistance reduction actually changes the enemy resistance, but penetration just "ignores" it. These effects are completely bypassed if you take Inevitable Judgement and crit though. Hopefully that helps!
The general concepts should remain true. Crucible does make it a bit more difficult to distinguish between local and global mods from the trees though. Do you have a specific question? Maybe I am able to clarify.
@CowPimp nah, I'm just hovering around 160k on the tool tip for lightning arrow, but not at all sure where to go. Listening to this does make me aware I probably want to change my plus elem damage on every slot setup tho.
@@jamesdempsey1330 The tooltip is highly inaccurate, as it cannot factor in anything that is a conditional modifier, requires consideration of enemy stats, or applies some kind of effect to an enemy. I would suggest using Path of Building to identify high impact upgrades. It's difficult to make any suggestions without more details.
I have 1 more question, and it seems to me so complicated, so I would like to ask your discord, in order to chat or make a call, if u don't mind. I think it would be better to explain the main point of question via discord. What u think?
The Discord server I hang on mostly isn't really mine, but I can ask if folks are cool with inviting you (I'm sure it's fine). I'll get back to you. Warning: I spend somewhat limited time on these days, but am happy to chat if it works out!
Very comprehensive video, I'm learning about poe in 2023, hope there are no major changes
I am glad it helped. You're doing the right thing by trying to learn the essentials. I also recommend looking at Zizaran's PoE University video series. Best of luck.
Hands down, the best edjucational Poe damage calculation video I have ever watched. Thank you so much
Glad you enjoyed it. Thanks for the kind words.
By far one of the best PoE mechanical breakdowns I've seen to date.
I appreciate the kind words. Ive started to tinker with a defense guide a bit recently. Ill put more effort into it if I RIP my current character or reach my goals.
@@CowPimp Looking forward to it my man. Best of luck on your endeavors.
Great vid, defense guide will also be appreciated, there are just so many options
Another vote for the defenses vid. Noted!
Out of all the streamers, the youtubers, and other players.....you, sir, have made the biggest difference in my gaming experience in PoE. Thank you!
I am very happy to hear that. This is precisely what motivates me to get off my butt once in a while and make something, haha.
Thank you so much for this class. If it's already difficult to understand for someone who has English as a native language, imagine for people like me, who don't speak English very well. For example, in my language, there is no production of content like the one you made available, so this was a very important job you did.
I think that at GGG there should be people like you, expanding the knowledge about the game, in a simple way for as many players in as many languages as possible. It would be a great way to reach more audiences for this complex but magnificent game.
I'm so glad it helped. Recently GGG agreed to host poewiki.net, which is a great resource. I hope that means eventually they will dedicate some resources to making sure the information there is correct and up to date. Check it out if you haven't done so yet. Thanks for your kind words.
The man, the myth, the legend.
Haha thanks dude. Glad to see your channel is doing so well, by the way. Well deserved good sir!
Getting into designing my own builds, and this was an invaluable guide, I feel much more equipped to know where to look for options on damage scaling.
@@kevintrueblood1057 I'm glad to hear that. Maybe one of these days I'll find the time to update this. One can hope.
@@CowPimp I definitely watched it with a "grain of salt" mindset due to its age, but I think the biggest takeaways such as additive vs. multiplicative modifiers and diminishing returns are evergreen.
I was just looking at your old video, found this in the description. Very informative, was always wondering how stuff was calculated.
Videos like this are essential to making the POE community better. 2Much ppl trying those meme 50mil DPS TH-cam builds and them complain that they suck cuz they didn't know how to analyze if the build was good or not for real world gameplay.
Thanks for the kind words! Defense video is coming soon. Presentation is prepared; I just need to record and edit.
Thank you, one of the best explanations available!!!
Glad it was useful!
best video explaining all the damage types and scaling in detail.. !
Thanks for the kind words. Cheers.
Thanks i needed this it makes all the difference knowing these details in damage scaling. Now I don't have to get aggravated when calculations get aggregated.
So glad it helped. Indeed; I never want to see people aggravated by aggregation.
Holy this is thicker and deeper than a lecture in Fourier transform.
That's PoE for you, haha.
So good. Hoping for more. Thanks.
Very nice and clear explanations! Have been playing almost all leages but still learned so much!
Glad to hear it!
Thank you for this guide. I have always been confused by impale which has kept me from playing hit bases phys builds. I now understand why they call it that but the use of the term “reflected” damage is misleading. It is interesting though. A couple quick questions that you… um may have answered but I failed grok, T/F? Impale damage can not be scaled in any way after it is applied? T/F? There is no inherent limit to the number of impales that can be applied? Thanks again, great video.
Reflected damage is definitely a bit confusing; I'm glad it helped. Thanks for the kind words.
There are two stats I can think of that directly affect the damage of the impale: impale effect and impale damage overwhelm. Basically, if it doesn't directly reference impale, then it probably doesn't affect the impale. This avoids double dipping on modifiers. Anything that scales your physical hit damage indirectly scales it though, of course.
There is no limit to the number of impales applied. However, they only last a limited duration and store a limited number of hits. Thus, there is a functional limit, but not a true limit. Without the Impaler keystone, the number of stacks is functionally limited to the number of hits that your impales last (five by default). Because the Impaler keystone can apply multiple impales per hit, it allows you to exceed that value, but will still be limited by the impale duration (which is eight seconds by default if I remember correctly; you may want to confirm that).
@@CowPimp Ok thank you. I now have a basic understanding of this mech, and otherwise would not. … it is so far off meta.. and it is hard not to get caught up a little with a new league. That said give me a couple weeks and I’ll get all axey😀
Fantastic work here sir. Thank you for your effort. Oh, and awesome cat. 😂
Glad you enjoyed it. My cat is both a sweetheart and a maniac; I wouldn't have it any other way.
Sick Video Bruh
Super Helpful
hey @Cowpimp, what about the "added x damage" (not % x added as y), how does that work? Like in the skill "explosive arrow", it says added x fire damage, does it scale with elemental, or fire mods?
Either will scale it. Fire is a subset of elemental damage.
@@CowPimp I though add x damage couldnt be scaled at all unlike %add, ty for clarification again! 😄
@@federicocapriotti2180 I would go back to the beginning of the video and watch the section about local and global modifiers. This will address that misconception.
Hey man, great vid, I'm surprised TH-cam took this long to recommend this to me! I'm interested in if you have a process to walk through an existing build that isn't up to spec damage-wise to see where improvements could be made? At level 100, I converted my 5-way farmer deadeye to a kinetic blast magic find build, and I'm finding the damage is a little shy of where I want it to be. I have a few options with replacing the helmet, gloves, and making changes on the tree/jewels, I'm just interested in how you would attack a problem like that. Cheers, keep up the great work!
The difficulty is it depends highly on the build, what you have already, and a variety of factors. Generally though, you need to find additional multipliers to invest into, or multipliers that you are currently invested into that are still efficient targets for further investment.
A good place to start looking is PoEDB. Pull up the mod lists for each slot you can reasonably upgrade and scroll through the mod lists. See if there are any damage mods that would boost your damage, again, especially multipliers you aren't currently invested into. Things like chance to deal double damage, impale, penetration, increased damage taken by enemies, and the like are some potential examples depending on damage type (this is far from a complete list). This also includes looking at cluster jewels as an option. Don't forget to look for really powerful implicits, particularly the new influence mods.
Another decent place to look is PoE Ninja. Look for other people using the same main skill and see if anyone is wearing uniques that could prove valuable for boosting damage, or if you spot any powerful mods you missed scrolling through PoEDB.
Another thing to examine is if there are better support gems or awakened support gems available. Just use the wiki and find the list that works with that skill. PoB is a good place to check this as well. I would also check for alt quality skills and support gems that can boost damage. Sometimes there are some really powerful options.
I would also make sure you aren't missing any powerful auras. Often, investing in getting another aura (if reasonable) is one of the most powerful damage boosts you can find.
The last thing I'll mention is helm we enchants. Sometimes there are helm enchants that give 10% damage or more. This is not to be overlooked. Because of the new influence system, it's easier than ever to get an enchanted base and make something useful with it.
I appreciate the kind words, and hopefully that helps. It is not an exhaustive list of things to check, but should cover some of the most important items.
@@CowPimp This is amazing, thank you so much! I really appreciate the time you put into this response, it gives me a lot to work with :)
Thanks for the amazing videos! Any outdated info on this one?
Thanks! I don't believe anything is actually outdated or inaccurate. None of these mechanics have changed fundamentally (like some did with defenses after my first defense guide).
Really useful video! Good work pal!
I'm glad it was useful; thanks!
Hi i might’ve missed it if you answered this but if i convert physical to fire and i have 50% increased physical damage and 50% increased fire damage would it go through the steps increasing the physical then converting it to fire then scaling it again with the fire modifier? So that your creating an additional step so that the overall damage is higher?
Those modifiers are equal in this case. Modifiers "remember" the damage types prior to conversion, so to speak. So, for physical damage that has been converted to fire damage, %increased physical and %increased fire are functionally the same.
Do not confuse this with " increased damage taken", as the modifier only cares about what type of damage you actually deal. So, increased fire damage taken would have an effect on phys converted to fire. However, increased physical damage taken would not.
@@CowPimp Thanks for the clarification!
Awesome thank you!!
Thx man! Great video!
Thank you for this bro!!! Im having a damn hard time with my TR Occultist
Toxic Rain is interesting to scale. It scales a bit more like a caster build than an attack build typically does. What is the main issue you're encountering?
@@CowPimp having a hard time with ovarall damg and survivability. im barelly 2mil shaper and my ehp sucks....
@@curt685 2mil Shaper DPS is good, assuming that you're basing that on a PoB that isn't heavily padded with stats that represent an unrealistic combat scenario. You can certainly make it higher, but that typically only has a substantial impact for really high end aspirational content.
What kind of content is giving you trouble? Also, can you share a PoB? No promises I have a good chance to sit down and comb through it in a reasonable time frame, but I will if I can. Just to be forthright, I have never made a bow DoT build. I'm mostly a melee player. Still, I will provide useful input if I can.
Great video and explanation of damage calc. and mechanics.
Do You know how double damage interacts with crit chance and crit multi?
Example: I have 22% to deal double damage, 10% for my crits to deal double damage (from cluster pressure points) and I have 100% crit chance and 300% crit multi.
Thanks!
I'm not 100% sure if those rolls are separate (i.e. it could be a 22% roll, then a separate 10% roll, which results in a 29.8% chance to deal double damage; it could also be just a single 32% roll). Either way, double damage can only happen once. It's a boolean yes or no state, kind of like a critical strike.
Mathematically, your chance to deal double equates to a more modifier equal to the chance. That is, a 32% chance to deal double damage is the same net effect on DPS as a 32% more modifier. With respect to this calculation, there is no special interaction with critical strikes. Providing a 32% more damage boost is true whether you crit or not. Technically, the math gets a little weird if you don't have 100% crit chance because of the conditional damage damage boost from Pressure Points. I don't think it's best explained here though.
Finally, I can't remember if I mention this in the video, but figuring out how much of a damage boost your get from a chance based modifier isn't too tough. You take the bonus to your damage and multiply it by the percent chance to proc. For example, if you had a 400% total crit multiplier and a 60% crit chance, you would take the more modifier (a 400% total multi is 300% more damage when you crit) and multiply by percent chance to crit. This ends up being 180% more damage. This works for double damage as well: 32% chance of 100% more is 32% more (to reference our previous example).
Hope that helps!
@@CowPimp Yes, it helps. Even GGG doesn't know this damage calc :D... Anyways, best of luck to u and your family! Big hug from Serbia!
Thank you so much for those explanations. Very clear, good illustrations and examples. What I do wonder now (and maybe I’ll find it in one of your other videos :p) is what piece of gear, which slot, will have the tendency of giving you more defense (life resists basically) and on which one should I prioritize crafting damage. I don’t know if I’m clear but when you know a bit about the mods and what you need for your build to work, even though you have a guide, you can quickly feel that it’s not gonna be easy to craft everything on every piece of gear because having 3-4 good mods on a single item is already quite hard and you need to have resistances and life first so then you can try to get more damage. so basically my question is: when you have your gear for mapping safely, are there some part of the gear that have more chances to get you good defensive rolls (chest, shield…?) and other to get you offensive rolls (weapon, rings?) or is there no rule and any piece can give you any mod because that’s what it looks like when you’re lost in the ton of mods you’re rolling on every item, you feel like the boots could give you 200% more damage and your weapon 50% resist it’s really confusing. Sorry for the long message and thanks again for this great work.
Thanks for the kind words!
The problem with answering a question like that is it depends completely on the build. Some slots are more efficient for damage or defense for a given build. It depends on the kinds of mods that efficiently scale each, if you run any uniques that create additional pressure for specific stats, the specific defensive layers you've chosen, what stats are readily available on your passive tree, if there are stats you need to reach a certain threshold with (e.g. ignite or bleed chance), etc.
The bottom line is you need to look at each gear slot individually and determine what gives you the most bang for your buck for special defense/offense stats and where you should get your bare essentials (HP and resists). Just as one example, if you're playing a Facebreaker build, then the ring slots are practically non-negotiable. Steel rings with T1 flat physical damage rolls just give you so much damage that it's a tough sell to go with anything else.
That explanation is probably not as straightforward as you hoped... but nothing in this game is ever simple, lol.
@@CowPimp Thanks for taking the time to answer. Damn this game is the deepest sh*** ever created x)
Hi there! I have another question here .. : How Elemental Equilibrium works with Wild Strike , linked with multistrike?
Is it correct? :
1.) let say Wild Strike choosed Fire damage
2.) 3 strikes with fire damage in a row (1 from Wild Strike roll and +2 from multistrike. - WHICH is main point - I don't know: multistrike repeats chosen element on each strike, or reroll element on each repeat , considering the animation it repeats chosen element 2 times)
3.) 1st strike deal fire damage remove fire exposure and set cold and lightn exposure , 2nd strike do the same (deal fire) , 3rd strike do the same .
4.) Only on 4th strike I get benefit from Elemental Equilibrium , cause wild strike rolls to cold or lightn damage
if this all is correct , then multistrike is not proper gem to link with if I use Elemental Equilibrium. What other gem should I use then?
Howdy. I took a quick look at poewiki.net and it indicates that the repeat attacks are of the same element as the first. Assuming that's correct, the situation you laid out is accurate: Wild Strike would only benefit from exposure for 1/3 of hits.
In terms of what support gems to use, there are plenty of options. The ones that come to mind as obvious choices are Elemental Damage with Attack Skills and Trinity. After that, it really depends on your build.
I will add that ideally you choose supports that affect both the melee and secondary effect portions of the skill, though sometimes it is worth not scaling the secondary part for a particularly powerful effect (e.g. Fortify support). A few others worth considering that will scale both melee and secondary effects: Rage, Inspiration, Increased Critical Strikes/Damage, Nightblade, Damage on Full Life, Elemental Focus and Behead.
One last thing to mention is that alternate ailments are generally going to be really strong with this skill. I would consider those as an option. Best of luck!
@@CowPimp thank u for ur help! I've made my build totally from scratch without any guides and templates, and If u're interested , I send u my pob (insert this code after "/" on pastebin site , cause TH-cam blocks all links)
MbX03Q0W
the problem with Ele Equilibrium in my build uses Omniscience , and with hi penetration it will diminishing returns . And of course it's not completed, I'm still workin' on it , specially thinking of improving Helmet \ Gloves \ And Boots ,
PS: this build has pretty interesting defence method , which based on Armour \ Shield and Helm
@@CowPimp oof ) finally I replied to ur answer XD youtube blocked pob link twice )
54:40 Does the perfect agony keystone also apply to cold damage over time, lets say from creeping frosts ground? or is it useless to scale critical multiplier with cold DoT?
It does not. The reason is because that keystone specifies DoT from ailments. Those include ignite, bleed, and poison. No other DoT is an ailment.
Can I clarify some thoughts?
1st question: Let say my char dealing lightning damage with Shock Nova , and enemy has 50% lightning res.This enemy is cursed by Conductivity (21 lvl) which lowers his res by 45% , so after that he has 5% lightning res, then I have 9% lightning penetration and 6% elemental penetration, which both lowers his res to -10% (5-15=-10) (I guess so). Is it correct?
2nd question: Does any elemental penetration (and Conductivity) stacks with Inevitable Judgement of Inqusitor ascendancy? Which sais: " Critical Strikes ignore Enemy Monster Elemental Resistances"
-- Let say my crit chance is always 100%, that means enemy elem res is always a zero. Then I have 9% lightning penetration and 6% elemental penetration, which lowers his res to -15% , andthen he also cursed with Conductivity (21 lvl) lowering his res to 45% , so as a result he has -60% lightning res, is it correct?
Long story short: Can I penetrate into negative numbers? And does elem curses (conductivity, flammability etc.) reduce into negative numbers? And does Inevitable Judgement stacks with penetr and reduction?
First question: All of that is correct
Second question: The ascendancy node Inevitable Judgement does not stack with penetration. The resistance portion of the calculation is simply skipped/ignored entirely. It's functionally the same as saying the enemy has 0% resistance, and it cannot be lowered or penetrated.
Final questions: Yes, both resistance reduction and penetration can bring the enemy into/calculate as though they haven't negative resistances. To be clear, resistance reduction actually changes the enemy resistance, but penetration just "ignores" it. These effects are completely bypassed if you take Inevitable Judgement and crit though.
Hopefully that helps!
@@CowPimp THank u a lot!
@@CowPimp could u also pls clarify - does Inevitable Judgement works on all hi level bosses? like Sirus and etc.
@@junkiewolds7561 Yup. I am not aware of any enemy that is immune to this effect.
@@CowPimp cool ! thx!
Just checking in - anyone able to tell if all this current as of Cruicible?
The general concepts should remain true. Crucible does make it a bit more difficult to distinguish between local and global mods from the trees though. Do you have a specific question? Maybe I am able to clarify.
@CowPimp nah, I'm just hovering around 160k on the tool tip for lightning arrow, but not at all sure where to go. Listening to this does make me aware I probably want to change my plus elem damage on every slot setup tho.
@@jamesdempsey1330 The tooltip is highly inaccurate, as it cannot factor in anything that is a conditional modifier, requires consideration of enemy stats, or applies some kind of effect to an enemy. I would suggest using Path of Building to identify high impact upgrades. It's difficult to make any suggestions without more details.
time to update
Is there a particular section that seems outdated or contains inaccurate info? Let me know and I'll evaluate.
I have 1 more question, and it seems to me so complicated, so I would like to ask your discord, in order to chat or make a call, if u don't mind. I think it would be better to explain the main point of question via discord. What u think?
The Discord server I hang on mostly isn't really mine, but I can ask if folks are cool with inviting you (I'm sure it's fine). I'll get back to you. Warning: I spend somewhat limited time on these days, but am happy to chat if it works out!
@@CowPimp ok, that is cool, thanks! Also u could send me your discord nickname with #and numbers, if that's comfortable for you.