I also forgot to mention conversions, for example in Poe 1 if you had 100 cold damage and converted 100% of that cold damage to fire, then both Cold and Fire damage increases would work on it. In Poe 2, origin dmg is out of the picture so if you converted that 100 cold to fire, it can only scale with fire now. And regarding % added as extra damage, it should still work the same way as in Poe1, meaning it happens before conversions so it remembers the origin damage type !
Thank you for this, I played poe1 a bit but only got into red maps once while following a guide and didn't understand a lot of the underlying calculations, so while it was fun, it wasnt especially gratifying. In poe2 I really want to experiment with creating builds to keep things exciting, and videos like this are helping immensely. I very much appreciate the inclusion of direct examples and the no frills explanations.
Great video! Quick, to the point and with examples. A few things i didn't quite understand if you get a chance: 1) At ~ 3:25 - 3:40 How did critical chance of the spell get to 20%? If I'm understanding correctly, base of 6% multiplied by 'increases' summing to 203% (50 + 100 + 50 + 3) multiplied by 10% 'more' = ~13.4% (sorry if i'm missing something obvious). 2) How does exposure ((or curses for that matter) which you mention can surpass 0, and extend into negative % resistance) stack with penetration (which can't) - is this just additive? For example - if a monster has 30% res, and i've got 10% pen and my exposure is at 25% - would this mean the mob effectively has -5% res? Or do they not stack at all, and because the resist is higher than exposure & pen; the effective resist is the lower of the two (e.g +5%)?
Hey thanks glad you liked it, regarding 1) You have a base of 6% which gets 203% increased and then 10% more on top of it. So your base 6 crit is 100% and you get 203% increase on top of it making it 303% which is 3.03 multiplier making it 6*3.03 and then multiplying it by more which is 1.1 making it 6 * 3.03*1.1 = 19.98 and poe rounds it to 20%. So basically just don't forget the base when increasing. 2) Basically pen/exposures work together till 0%, but pen is useless if your curses/exposures bring target to 0 or under. Curse/exposure has priority and then pen comes in to play. So if you have mob with 30% res and your curse/exposures get it to 0 or under, your pen is useless, but if mob has 40% res and you have 30% from curse/exposures and 10% pen, that pen will get it to 0.
I also forgot to mention conversions, for example in Poe 1 if you had 100 cold damage and converted 100% of that cold damage to fire, then both Cold and Fire damage increases would work on it. In Poe 2, origin dmg is out of the picture so if you converted that 100 cold to fire, it can only scale with fire now. And regarding % added as extra damage, it should still work the same way as in Poe1, meaning it happens before conversions so it remembers the origin damage type !
Thank you for this, I played poe1 a bit but only got into red maps once while following a guide and didn't understand a lot of the underlying calculations, so while it was fun, it wasnt especially gratifying.
In poe2 I really want to experiment with creating builds to keep things exciting, and videos like this are helping immensely. I very much appreciate the inclusion of direct examples and the no frills explanations.
Really happy to hear it, comments like this really make my day! Enjoy poe 2 and feel free to ask if you have any questions.
Perfect way to start weekend!
It sure is!
Can't wait to try it on the weekend! Yay
I know right, should be a blast !
One of the rare channels where I dont have to put a video to 2x speed... Another great video, you are having my sub.
I'm glad you like the pace, thanks for the sub!
Great video! Quick, to the point and with examples. A few things i didn't quite understand if you get a chance: 1) At ~ 3:25 - 3:40 How did critical chance of the spell get to 20%? If I'm understanding correctly, base of 6% multiplied by 'increases' summing to 203% (50 + 100 + 50 + 3) multiplied by 10% 'more' = ~13.4% (sorry if i'm missing something obvious). 2) How does exposure ((or curses for that matter) which you mention can surpass 0, and extend into negative % resistance) stack with penetration (which can't) - is this just additive? For example - if a monster has 30% res, and i've got 10% pen and my exposure is at 25% - would this mean the mob effectively has -5% res? Or do they not stack at all, and because the resist is higher than exposure & pen; the effective resist is the lower of the two (e.g +5%)?
Hey thanks glad you liked it, regarding
1) You have a base of 6% which gets 203% increased and then 10% more on top of it. So your base 6 crit is 100% and you get 203% increase on top of it making it 303% which is 3.03 multiplier making it 6*3.03 and then multiplying it by more which is 1.1 making it 6 * 3.03*1.1 = 19.98 and poe rounds it to 20%. So basically just don't forget the base when increasing.
2) Basically pen/exposures work together till 0%, but pen is useless if your curses/exposures bring target to 0 or under.
Curse/exposure has priority and then pen comes in to play. So if you have mob with 30% res and your curse/exposures get it to 0 or under, your pen is useless, but if mob has 40% res and you have 30% from curse/exposures and 10% pen, that pen will get it to 0.
@@Forefinger404 Ahhh, I knew I was overlooking something obvious. Thanks for follow up reply!
How do you like those damage changes compared to PoE1?
Easier to build around, but we will see how it goes once the game is up and running.
Quick math brother!
Wish my math teacher was as half good as this dude 😂
Btw thanks bro
So i can connect cold and fire damages?
You can scale both, but It's not worth it, you could convert cold to fire and then scale fire.
What program is that?
Path of Building for poe 1.
It's a bit fuck*** hard to understand, but there is logic 🤷♂️