#❔┃ask-the-community
1 messages · Page 7 of 1
the completion chest is lvl bound, the node reward chest (for uniques) is not
pretty sure the node-reward is not lvl bound for any of the items it drops
so like if you are lvl 65 completing nodes that are 70 (for example)
the center chest will drop any ilvl (for non-uniques) up to the area level of completion
but iberion said they completed level 62 zone and got 74 staff 🤔
I mean it makes sense, otherwise it would be a pretty good way to farm certain uniques
idk what that item is
It's a boss drop
and so same rules apply
What is it called when someone tells you one thing, and you say the exact opposite and go against what was said? After this person was TOLD specifically this is what something said. What is one person calling the other person?
so boss drops don't care about the level, good to know
if a source drops a unique, and that unique has a levle restriction, then it will be that...
there are gatings at higher level, like minimum corruption to drop items form bosses, etc
but not for world / campaign boss uniques
nobody said that you're lying about what the wiki says. yes it says that the attack scales with attack speed. but the attack speed doesn't matter for this 1s delay. that was your answer. nothing about calling you a liar
wtf I just looked up what time bubble does as it doesn't specify how much increased void dmg enemies take... they don't lol
As you are doing exactly what you said nobody is doing.
I might have to give a better explanation.
Nope, that's either a bug or the description is wrong (as I mentioned before) And by "nope", I'm agreeing with you.
well if you say I call you a liar because you say someone called you liar and didn't then yes I call you a liar lol
Looking at it from 2 point of views. No one may have typed those exact words. Yet, looking at it through a broader scope, you can not neglect the fact that "a liar" is what I am being called.
you seem to have some thin skin and make things larger that they are. you got your answer, it may be a let down because it is not what you thought. but at the end of the day I would reflect on why you get so defensive
Nobody's calling you a liar. The wiki probably does say that it scales with attack speed, but the wiki is wrong.
I mean its not even thin skin because there was no attack at all
Or maybe it's the way my mind was trained and I have thicker skin than you can ever fathom.
In build planners what color is the highest in slot? If does it depend on the paste bin planner
is there any way to not be 1shot by lagon's eye beam in lvl 76 echos?
so, no?
Maybe an uber-tanky build, but generally you're not supposed to get hit by it & that's fairly easy
Yeah, pretty much
kinda crappy as RNG placement for melee warpath build, but ok
Not entirely, you can cheese it fairly easily with Warpath while maintaining damage
If you stay a little off to one side of middle, then when he does his head waggle, move over to the other side of the ledge
That way he does his sweeping eye beam towards the side you were on
yeah, just had to time that with better timing on reversals
incase i got corner locked
Yeah, VR's not going to help
killed on 3nd attempt
Ideally you'll stay a bit on one side of the centre
You can do it without movement skills... as LLama8 says... stand just to the side in the middle of the platform and then move when lagon telegraphs the beam...
don't go too far across
it is if you were on the other side of wher the beam starts and it's not gonna finish before it gets to you
anywho i figured it out thanks
I was jsut really wondering if it was a 1shot mechanic or i was missing gear for the content it was doing
i'm all res capped but only have 1K live
so, wasn't really about the fight mecahnis
was about not knowing if that was suppsoed ot happen or not
Generally, if it's telegraphed, that's to allow you to avoid it 'cause it should hurt
The bigger the telegraph, the bigger the ouchie.
indeed
Ish
is there a bell-curve scaling of xp above and below your current level
And xp from mobs below your level is reduced, the further below the more it's reduced
No idea.
+5 is the info i was looking for
I jsut did an echo in the new section I opened and didn't get xp
So if you're lvl 10 in a lvl 90 zone, you'll get xp as if you were in a lvl 15 zone
You will still get xp, just not as much as if you were on lvl
is it capped, or reduced?
like if i'm 75 and do 81 area
is that the same as doing a lvl 75 area?
xp wise
or is it actually less per kill ?
well i guess my example should be i'm 75 killing mobs in an 85 area
and will it be the same xp as a lvl 80 area
It's capped if the area level is above yours, it's reduced if the area level is below yours.
kk
is there anyway to switch a char from ssf to normal. or do i have to edit the char file
there's setting to disable the solo challenge
however
be warned that you will lose anything that isn't equipped or in your inventory
your solo stash and crafting materials won't transfer with you
anyway to transfer those?
also that doesnt make any sense SSF chars dont share stash in LE
like poe so what does it just delete your items lol
they do per game tranche
not without file editing as far as I know.
it does just delete your items if you leave them in your stash.
does SSF not have account stash?
oh
it's a stash for that character only
offline in general is already ssf
^
offline singleplayer is already ssf in the PoE sense as there's obviously no trade
yeah but finding gear on a level 50 versus a level 100 fully geared is a little bit not the same
the solo setting in LE is moreso for truly solo characters- you get nothing from previous or future characters, the character is entirely self contained
it's character-only SSF
often used for things like weekend race events and such
as opposed ot account-shared SSF
Do you guys know if will there be tradish interraction in multiplayer between players like droping items to the ground etc
there will be trade itself
I don't think drop trading will be a thing
but there is going to be a true trading system
the details of which we don't really have yet
They said currently no implementation for trade
i think there's no plans on a trade gui
drop trading is just begging for issues theres no way they dont make a trade interface
not at launch, but we know for sure there will be trade at some point
for .9
it's just shared loot
my bad
or prior to 1.0
loot isnt shared according to the steelmage interview where they played MP
it is if you pick it up and drop it on the gorund
there will almost certainly be patches in the 09X cycle before 1.0
So there is some form of drop trading?
inb4 they troll us and there is no 0.9, it just goes straight to 1.46
Nobody really knows.
@raw coyote knows.
Lmao
I'd think there won't be drop trading unless it's a very much temporary implementation, given that drop trading in general runs pretty counter to the trading philosophy they've talked about so far
i might have misunderstood what the dev was saying in the Q&A
Not if it's like D3's drop trading.
I am nearly certain there will be no drop-trading because it would not be party exclusive (thanks to their "teleport to party member" mechanic).
Anyone could join and come in for a trade.
at that point it isn't really trade in the sense most people care about I'd think
There are easy ways round that, like in D3.
there's no 'shared loot, but I was under the impression if you picked it up then dropped it on teh ground, all players in the area could then see it.
But, and I'll say it again, nobody knows. Not even @raw coyote
right
there will be 3rd party market day 1 if its not in a forum or discord area mark myworks
words*
When people think "trade" they're thinking about an economy, not just sharing a recent drop with a friend
again, that could be me misinterpreting what was said
But what if that recent friend has a not-so-recent drop for me?
yeah, it's a multiplayer patch, not a trade patch. there coudl very well be 0 item trading
I am asking for this
Nobody knows.
no one knows
Well if it's 0 item trading then its easy fix, just add 1 to the trading.
reminds me of the 2 hour trade rule they had on wow for dungeon loot
I'm just fearmongering about how this isn't specifically restricted with drop trading 😆
yeah, D3 did the same thing when it removed trading
They aren't going to give you an answer, other than "loot is instanced" & "we haven't decided on trading yet".
keep a small window where you can trade it to anyone who was there when it dropped
you can still trade items in D3 tho
I'd rewatch the 2 recent dev streams. iirc mike mentioned some stuff about it
Or was it the interviews. idk anymore it's all a blur
Well wouldn't I love getting a nice drop and immediately swapping to my 3rd party trade site because there's immense time pressure on getting the sale?
Sounds like a nightmare that turns the game into a trade simulator more efficiently than PoE did it.
present during drop, and tradability window would probably be minimum reqs if there was item sharing
i was stating those as seperate thoughts but yeah that would be ass
I don't think there's going ot be unbound trading
Any timed window I imagine would be purely for sharing loot w/ a party member who was present when it dropped
yea
but other trade seems like it will be through a more formal system, based on what they've said in the past
That does make sense. Especially since there's no magic find here, so as long as you're playing with someone who has a similarly efficient build you'll be good trading partners.
But this is a good thing, people enjoying game together
Unlike poe where you are forced to suffer lmao
I was actually just about to question how much you do actually play together 😆
by more formal do you mean...
Salutations my dear friend, I intend to purchase your [item] that has been listed for a sum of 23 spheres of randomness
vs
Hi, I'd like to buy your [item] listed for 23 orbs of the unknown
The point is this: The monolith obj is hidden at the start of the mono, currently. It will be most efficient for groups to split up and search for it in different directions.
So there won't be a lot of synergy and you won't see loot that dropped for you from mobs that someone else killed, which is why I assumed comparable efficiency in each player's individual clear.
Else one will barely find loot and... not be worth trading or teaming with.
My dude not everybody tries to optimize every second they play. Many people would hop in a discord and chill with their people
what is the highest corruption level someone has reached legitimately anyone know?
Based on what EHG has said, it seems like they've very much uninterested in having fully open trade, so this unlikely
and with gold being the only trade currency
When you want both, though, you stand before a really difficult choice.
I've done 1005, I know some people are in the 1300-1400 range.
Once you push high enough the scaling curve falls off pretty hard
so it becomes less and less increasingly difficult the higher you go
Maybe less formal then? Yo dawg, gimme dat [item] you listed for like 420 round thingies
Yeah you gain some you lose some, you compalate them sooner and clear more echoes but lose map drops or you complate them slower but clear map together. Decision making is up to you.
I dont see anyone losing here just people chosing the way they want
And lets be honest clearing more echoes are more profitable
Also there is so much map layouts and objectives it is very easy to guess where you need to go
The existence of a more optimal, less fun path can indirectly place pressure on players to engage in the systems in a way that is not fun for them.
people should be able to enjoy games regardless of any personal need to do things efficiently :)
Is this a direct criticism on monolith rewards?
I find fun in the process of optimizing things. But I get bored if the end result of that optimization isn't actually fun in itself.
huge this
Not really tho
Exactly this. And this can be argued about monos. It's optimal to rush the objective, but is it fun to ignore 99% of the monolith unless you reach such corruption that the trash mob is lava?
it depends on your goal tbh
if your goal is to farm the timeline boss, I don't think ignoring mobs is at all optimal
instead it's optimal to have a build that passively or efficiently clears a high percentage of enemies for bonus stability on its way to the objective
Yeah I agree but you do need a decent corruption before it's worth killing stuff for that imo
I'd be all for revealing the objective right away, not to encourage groups splitting up. Concealing it is just a crutch that forces you to at least clear some mobs even though it's not optimal for getting your targeted loot.
And there's the real problem:
I just think the objective rewards should scale with what you kill in the mono
What do you get for clearing? Random loot, which is a worse use of your time than targeted loot. And as an extra reward for clearing enough, then end chest gives you...
more random loot.
The random loot is only bad because we don't have trade
random loot is income in a system with trade
And it's also basic. There is nothing desirable about it, you expect it in an ARPG.
Well, in most.
Whereas targeted loot has a much higher chance to be tailored to your build, and you will want that.
It depends what loot you want, what character you're playing, etc.
Yes. And whatever your requirements are, targeting them is better.
What if your target is a timeline boss unique?
then rushing objectives without killing anything is no longer optimal
if your objective is volume of loot for trade purposes, rushing is no longer optimal
in a trade situation, you don't necessarily care about getting the item for your build or your character, you care about getting items to sell for profit and finding the best profit for your level of effort and time investment
Maybee but for rando lp uniques killing mobs are much better
Which they are very effective
I'd be careful to assume that, really depends on how restrictive the devs want to make trade and even they don't know. Noone knows. Not even TheFrobel.
If trade is that restrictive, it isn't trade because there's no economy
I'd agree. But the devs made the impression of going for this.
I really haven't got that impression from the devs.
I don't foresee trade being as open and unrestricted as something like PoE
but I fully expect it to be unrestricted enough to foster an economy
Reminiscing on the Bazaar, where you would gather as much money as you can so when eventually the item you want actually comes up in a stock rotation, you can actually buy it.
There is no need for living and thriving economy game going on the background that forces devs to make game more oppresive against players cause they need to keep inflation under control
Which was limited by whether you could check every rotation, really.
And it could take weeks, months, years, who knows? Until the item you want shows up.
Maybe a guild system with limited players inhouse trading and cooldown for changing guilds
Yeah, sounds horrible, glad they've said the bazaar isn't their intended vision anymore.
That's basically what they'd mentioned for the "item gifting" system a while back
basically the only way to trade outside of the bazaar was going to be giving stuff to friends who had been friends for a set period of time
with some other conditions I don't recall offhand
Yeah this is a very basic idea that can be built around
The moment they add open trade there will be a discord server where people are selling T4 temporals, 600 corruption echoes or boss kills.
honestly, unless they find some way to give gold more value I hate to think what it will cost to actually buy anything from someone else
In the past they've said they don't intend for their to be item for item trade
the intent is for gold to be the only trade currency
at the moment, I don't really see why gold even needs to exist in the game, given how little purpose it serves
but
you know
I miss the gambler.
the gambler was super degenerate tbh
Or any vendor who lets you spend as much gold as you want. Rather than the current vendor who has what he has and that's it ^^
make a new character, hit up the gambler for the next like 5-6 hours rolling bases for stuff
new patch comes out, hit up the gambler to get every new unique
it was the best way to get what you wanted with the least gameplay involved
it was not good for the game at all imo
Then someone will pop up and calculate how much is avarage cost of t3 lightless harbour cost for "X" amount despair or assendency then that will be base value. Lets say 6m gold for 10x despair and 4x despair valued items in total. Every item would be valued around that
That is true! What I meant is you could spend your money there.
yeah, it gave gold a use for sure
The generic vendor really doesn't allow that, every once in a blue moon maybe.
And 4k for shatterings per refresh, but that won't stabilize the economy.
Lightless harbour is a great gold sink
lightless arbor is pretty mediocre imo
Why may i ask
it takes a ton of gold and then you just get a ton of junk
it also takes a while to even run
I've also never run that actually. It IS a great gold sink so I never felt I had enough gold to go in there.
compared to other dungeons
T4 temporal vomits like 10-12 exalted items per run on a good day and takes /<3minutes per run
Whereas I am thinking of a vendor where "x costs 10000 gold" so when you have 10k, you can go buy it.
Arbor is just basically never worth doing atm imo
But you can easly get 60+ exalteds on lightless harbour for around 4m
for how much gold?
4m
because I've dumped 10s of millions into it and you leave so much crap on the ground
you get tons of non-lp uniques, tons of mediocre exalted items that then get mirrored
But you leave that much crap on the ground on temporal too
But think of what you leave in your pocket.
Gold may have little use but that doesn't mean you wouldn't rather keep it than spend it on something that doesn't yield value for you.
nothing, stash tabs, nothing, etc.
So, yes, hoarding.
Unless arbor still has upgrades for you, but I believe Arborus when he says that stops eventually and you only get trash.
even from a profit/trade pov, I feel like generating items for nothing is likely to be better than gambling gold on arbor
especially since you're often going to only break even once enough people are doing it
I still have every single exalted item I've ever dropped
Same lmao
And every lp unique
I had around 9 of that two handed hammer that scales with your level
LP is a really interesting thing because I often play slow-hitting builds that can't really benefit from suffixes. So anything below 3LP is just a risky gamble for me, not an upgrade ^^
But I think better chances for LP COULD help Arbor for players that are beyond the level of its average outcomes.
That aside, what could be another concept for a gold sink?
as long as its not respecs I'll be happy
lightless arbor is also the most dangerous dungeon to run imo
boss has a ton of dangerous moves that can easily 1 tap you and is time gated so you can't even brute force it with dps
while the other two you can basically kill their bosses before they even do anything
I am with you on that, mobs zooming from darkness and torchie things sniping you from diablo servers is not fun.
The slam doesnt one tap my lich idk
the add spawn 1 taps my BD for sure
Yeah the adds are what kill me
You mean... invulnerable boss phases?!?
They call it "The Sirus mistake".
not even
the arena is too freaking cramped for that quantity of stuff going on
the shiny crystal mechanic in lightless arbor also feels pretty wonky to me. I imagine depending on build it either changes nothing for you or is a headache to keep track of
😐
the entire first phase is non-combat basically
you just have to put the crystal on the pyres until they light
your dps doesn't matter at all
it does for how fast you can clear the adds
I mean, the adds are pretty low hp right?
it's more that having giga overkill dps from playing a dedicated boss killer doesn't really matter until phase 2
so the boss has a minimum duration
unlike julra or cremosus
idk I've recently started running up against the dynamic dr on bosses and I'm starting to feel like all fights are going to take me 5 minutes
julra is probably my favorite of the three
you just need to do so much dps you bypass dynamic dr
it does seem to have a curve of sorts and an application rate, it doesn't seem to instantly adjust
if you get what I mean
I just remember my abom walking up to a boss, smacking it once for literally 40% hp, and then every single subsequent hit dealing under 1k.
yeah, I think hit-based builds have it worse off?
maybe DoT interacts weirdly with it
but fire wraiths melts stuff too
idk
I tried to do some code digging for it but gave up in the function that does it.
May i ask more about this?
wdym
How does it work
We dont really know
dynamic dr? bosses get dr depending on how much damage they've taken recently
Cause against bosses i had the same issue
but I don't think we have the formula or anything
unless tunk or dammitt wants to share maybe
Does it fall of like after X seconds or perma?
it falls off over time iirc
Do you have any estimates about numbers?
is this the place for vague build questions or better kept to general
here should be fine
So what I do know is that bosses start with iirc 50 stacks of the dr which fall off over a few seconds, and they gain more stacks as they lose health which also fall off over some duration.
I've been having a good time getting to level 80 so far, playing firebrand buff -> surge crit. It feels decently fast but still has that "stop & go" playstyle to kill things which is starting to wear on me a bit. What skills facilitate just kinda running through everything in the literal sense? I know warpath does it on paper but it felt rather slow when I touched it
now that I send that message I realize that autobomber build everyone's talking about is what im looking for huh
oops
Thank you
probably asked often but
multiplayer eta?
how punishing is this game for homebrew? if i go blind can i brick my character?
The thing I'm not certain of is if there is a limit. I don't think there is?
I started playing with no clue and no guides. Managed until emp monos with pure garbage build
From what I can tell though, the system is at least partly broken.
not punishing, leveling is quick & clean when you know where to go and you can respec an entire character (within its ascendancy) very easily
Like detonating arrow with mana cost nodes trash
thx
If it worked how devs described it then that first big hit for 40% wouldnt actually make it through
multiplayer ETA sometime this year
going in blind isn't very punishing, you might make a weak build but respeccing is easy
good so around 3 month max
Somewhere between 3 minutes and 3 years
I didn't know dynamic dr was a thing until now but in hindsight it makes sense
blasting 50% of a boss's hp and then doing 10ish% with the next bonk
Have any of you people tought the idea of mana cost to damage marksman?
With detonating arrow nodes
detonating arrow doesnt boost cost
I know Hail of Arrows generally scales off the mana cost stuff
it just consumes mana
for the cold version, at least
Mehh idea of shooting a tactical nuke is much better
With new adaptive damage update this might be possiable
Detonating already converts all
unless skill gets specific changes it will be exactly the same as it is now
You are full of good news
No wonder you're not dealing damage when you're only shooting the messenger 😆
i ran det arrow like that once too
It is like telling a child that he wont be an astranout ever.
dynamic DR is telling my abomination it wont be an astronaut
Then you know the disapointment of getting all the area nodes and you expect a mushroom cloud but in realty it is just soda pops
my issue was I hate flurry
something about it makes me wanna barf
and without flurry good luck getting mana back
i was doing suckerpunch
But i found dex to cold damage boots very early and i stacked dex i had no idea boots was carrying my garbage build
Than a mob sneezes on emp mono and one shots me
My thing is that my goals are too high. I want to be able to blast 600 corruption and ignore modifiers, so my builds need to be unreasonably tanky
Slap a bastion of honour and you gucci
basically nothing is viable in my mind except druid and acolyte
There is a shield blade dancer build
It looks absurdly tanky
Also silver shroud is great for bossing
Cheat death basicly
yeah but shield on bladedancer = lol why did you just delete half your masteries skills?
it makes me feel sad
next you'll tell me to play melee marksman, or spell beastmaster
That makes it not so sad anymore but gucci
There is already few melee marksman builds lmao
Idk i think they are fine
They are fine, but playing them makes me feel sad so I dont play them
hi guys - a couple questions if you dont mind ...
In PoE often times your build is a bit weak/shit early on so you use OP skills until you get gear/passives and go off to your main skill - is that the case in Last Epoch too even if to a lesser extent? Is there one skill that clearly outshines others until you get ~15 points to spend?
unrelated, but has there been any significant balance changes since legendary potential / the dungeon was released in 0.8.4? I know we are on 0.8.5 but it was my impression that there wasn't a ton of balance changes from 0.8.4
dots cant crit correct?
correct
From what I've heard others say and my own experience, levelling to at least lvl 75 or higher can be done with most any build. I'm sure there are optimal levelling paths for each class but I don't think you are forced into them unless you are racing.
is there anything interesting to do with Omnividence now that it's no longer that good for autobomber?
imo, there's not really a build that uses it well right now. If you get LP on it, sure, but it's rare enough that I'd say its not worth it.
I'm playing abyssal echoes from epoch builds right now, I thought omnividence would also be pretty good alternative to his setup, why is it not good (anymore)?
Bastion of Honor exists
Well the build I mentioned doesn't use it, it uses blade of the forgotten knight in off hand
Just ask
attributes does add to vitality
which would make void smite do more damage
wand and shield is better due to a certain shield (bastion of honour) existing and i think you can get crit on wand but not staff
also staff is perfectly viable to run through the entire game with
i'm not an expert on dungeons but i know tiers of them exist and you'll need to do them all to get to the good tiers, and tier 1 is pretty low level
also the keys are pretty common now so don't sweat keeping them
What's the cap for elemental DR with armor?
Armour gives 70% mitigation for non-physical damage... and all amour suffers from diminishing returns so if you had about 8500 armour, thats about 75% dr for physical and 52% for non-physical... You can see most of this here https://lastepoch.tunklab.com/armor
scaling the graphs to silly levels of armour seems to level out at 84% and 59%...
So I guess the "hardcap" would be 85% / 60% for physical and non-physical respectively while 70% / 50% is the "realistic" cap
pretty much... although I have been able to get a Sentinel build to 80% armour so its still possible. and yes before you ask, it was a tank with a wet noodle for dps...
So I checked perry's crit devouring orb and I'm wondering why he us using the ignite instead of the crit nodes for smite, any idea?
If you mean this one? https://www.lastepochtools.com/planner/KBakZ41A
He is using a signularity idol which prevents crit...
I mean this https://youtu.be/Od5_lqd22mo
[Last Epoch] Crit Devouring Orb UPDATE (0.8.4)
Worried about Tier 4 Julra in the new Dungeon? Take a look at some Boss Kills with this build:
https://youtu.be/0SCUPvDGaC4
Might as well call this the Abyssal Orb build, but YouTube's algorithm needs all the help it can get.
Updated Build Planner:
https://www.lastepochtools.com/planner/jAvqK4o...
The one I am referring to was from lastepochtools and for 0.8.5,,, will look at this older one now to see if I can answer you question
Ye I was looking into the one you linked before, everything clear with that
He'd have to confirm but I would guess its for single target damage using the Throne Idol for fire stacks...
Smite deals void damage and ignite is converted to slow, so no dmg benefit from throne I guess
Doesnt make too much sense to me... maybe he did the calcs and it worked out better that way?
Must be that, in the version before this video he had some points in the crit multi and less in sacrifice
But why don't go base crit on smite? Doesn't give that much dmg increase?
so the hit damage against ignited enemies that changes to hit damage against slowed enemies
he doesn't need the base crit
hes already critting 100% of the time with smite
the ignite node is 60% more damage
it gets turned to slow though,
its hit damage vs slowed enemies, which is poggers
Ah... so ignite = slow and the increased damage applies...
Where does the 100% come from? 6% base from offhand, 5% base from skill and planner says 44% crit chance
thats how all conversions work now
at least thats how they want them to work
Ah that's only from gear
From time bubble
150% from anomaly
so with that setup, he doesn't want to reduce his cast speed at all
is it right that you want to have your res in level 100 area <= 75?
that would suck
75% yes, no need to overcap..
But thats only 66% crit chance all things considered
so you dont get the penetration from the mobs when u right at 75%? so it only start when u overcapped?
Nowhere near 100%
1 point into smite base crit would raise that to 78% already
@marsh maple can you explain where the 100% crit is coming from?
I think if you do the math, the 60% more damage ends up being more DPS in the end
That's a minmax matter i think
Yeah it will depend on how much crit you get on other gear
prioritise the crit chance and gradually spec out of it and into the ignite node
Does Holy Aura still grant the passive benefits when it's on cooldown?
Yes, there is a node that makes it not do so
is this an issue that other people have had?
Looks like you tried to pick void knight as your class but forgot the knight part
Is there a build that actually wants to scale mana?
Several, Mages to get above 300 mana & the Devotion Smite build.
I know about the above 300 mana stuff but I was more thinking about mana as the "main" stat
you can do some stuff with it on judgement
That is a known issue with the Linux version - which I assume you are using?
Yee
Devotion smite is actually interesting because you want to scale mana as high as possible but then keep it almost empty.
hi guys im new to this game, can you sugges me a build that is scaling good to endgame? also is there a build like coc ice spear from poe?
I dont recommend guides on first run throughs but you can find them here:
Warpath void knight
I understand that Last Epoch has Linear scaling. But I am curious about diminishing returns. If I were to scale necrotic damage, and am scaling 400% increased necrotic damage, is there diminishing returns in that? Am I getting 4x damage?
you are getting 5x
a 0% increase is just your skill’s base damage, so (starting damage) + (400% of starting damage) = 5x
the diminishing returns hits as a result of that
So, I can just scale increase to necrotic damage without experiencing diminishing returns?
if you have a 0% increase and then add an item that grants a 40% increase, then your net DPS increase is 40%
Which is additive?
but if you already have a 400% increase and then add a 40% increase, your net DPS increase is only 8% or so
thats the diminishing return
last question
Would Damage over time, elemental damage over time and fire damage over time have their own separate scaling or do they all scale together?
Seeing as they are labeled as 3 seperate
No, they're all added together for relevant damage (ignite)
all increased damage is additive with each other
So.. if I add 100% increased damage over time for double damage. than I add another 100% elemental damage over time, that would be 150% damage? and another 100% fire damage over time would be 175% damage? Is that correct?
Diminishing returns come in when you have to choose between two damage affixes, one of which is a % increased damage & the other is something else (like cast speed or ailment chance)
no, 100, 100, 100 is 300%
they add together
there are no diminishing returns, only loss of relative value
ie going from 10% -> 50% is relatively better than going from 500% -> 550%
So what what percent does 500% to 550% become worse?
If 100% is 100% is 100% than 50% should be 50% and 50% right:?
it doesn't directly become worse, it's just less of a relative increase
a 500% -> 550% is only 10% more total
but 10% -> 50% is 400% more total
Arborous is talking about incremental benefit.
Diminishing returns
That's not a diminishing return
That's what I was talking about, here let me re-word this
It's a form of diminishing returns, it's just not a coded version.
there's no curve on how much benefit you get from each point of the stat- each 1% is 1%, it's just that the more you have of a stat, the less each subsequent point is worth as a percentage of your total
armor and dodge have actual diminishing returns, for eaxample
100% increased damage over time would be 100% more damage. If I include another 100% increased elemental damage over time, that would be 150% more damage and another 100% increased fire damage over time would be 175% more damage. Is that correct?
there's a curve where more armor and dodge rating contribute less % the higher you go
If you have those stats, you have a total of 300% increased damage and will do 4x your base damage.
Why is this so complicated? It was a yes or no question.
But 500% to 550% results in 10% more damage and not 50% more...
If you have 100% increased damage (2.0x) and gain another 100% increased damage, you now have 200% increased damage (3.0) which is a relative 50% more damage.
Are you all trying to troll me?
yes, that's called relative increase, not a diminishing return
At this point I am under the assumption that this is a joke.
Amotokai is asking what is the increase in each step if you add 100%, then add another 100% what is the increase from the previous damage result
It's not, you're just getting confused by the maths, don't worry about it too much.
all increased modifiers are added together as a single multiplier.
Jesus Christ, I didn't know you have to be so damn politicly correct.
Well, it wouldn't do to give you the wrong answer -- theres nothing politically correct about math -- you're either right or wrong
But you know what I am talking about.
It's important because the words like "increased" and "more" have particular definitions in LE's tooltips.
Yea, this is doing to much. I'm over it. Thanks for the help.
Id say build your own charcter, its more fun its not to difficult and if you dont like your build you can repec 🙂
the tldr is that it doesn't matter what combination of increased dot, increased elemental, and increased fire damage you have. The only thing that is used is the total sum of those numbers.
I would hate to be the new player trying to get help from you all. If he/she isn't politically correct, they will learn nothing.
I love that you're throwing "politically correct" in here for no god-damned reason 
Explain, your statement makes little sense to me
not understanding terminology =/= being politically correct
Is trying to speak clearly to reduce confusion "politically" correct? The goal is to make sure that anyone who reads it- not just the person asking- is going to understand what was said and not become misinformed or have the wrong idea about a mechanic.
It's got nothing to do with that. LE uses "increased damage" as an additive modifier while other games (such as D3) uses it as a multiplicative modifier.
You can always use the resources at hand (the in game guide press "g") and the community game guide on the forums (https://forum.lastepoch.com/t/community-game-guide/26057/8) to try to understand better.
COMBAT MECHANICS (part 2) 5.13 Critical Strikes All hits have a chance to critically strike, or “crit”, dealing much more damage than normal. Damage over time effects cannot crit. All hits have a base critical strike chance of 5%. This can be improved by items, passives, and skill tree nodes. Critical strike chance caps at 100% and gains no ad...
I'd be curious to know what games you've played that gave you the particular understanding of what "% increased" means.
I have a little experience with RPG games. Enough to get me by. And I didn't learn anything in this conversation expect help will only be received if the person is politically correct.
For example. 100% is 100% is 100% yet, 500% to 550% is only 10%. But it's not a diminishing return. Because that sounds right.. and your dps doesn't diminish but it's an incremental increase....
reading comprehension would help to
relative increases were already explained, its not a diminishing return
Does reign of winter icicle scale with % bow damage?
No, it's a spell
It shouldn't, its a spell, and doesn't have the "bow" tag
THat's what I thought, thanks
Though IMO, it is a diminishing return as you add more affixes the damage you see goes up by less (hence, going from 0% to 100% doubles your damage, but going from 1,000% to 1,100% you'd only see your damage increased by 10%), IMO that's a diminshing return.
the damage goes up by the same in an absolute sense, though
thats a relative increase
it's only going up less relative to your total damage
Reading the community game guide will be your best bet, its clear and simple enough:)
Yes, but it's used in the same manner.
I think using it in the same manner muddies the water quite a bit
But that's all people care about.
It does
I just wanted to know at what percent increase percent does the damage start to diminish in this game. If I already have 200% increase would it be worth it to go with 300% or find another way of scaling. You all make it to complicated.
There is no need for this
You all do to much
The answer is it depends on your other vectors of scaling and how much you have of each
Yeah, the devil is in the detail
but in general, yes, it's good to diversify which vectors you're scaling
however, all "increased damage" modifiers are the same vector
as they just get added together into a single multiplier regardless of how many different variations of "increased damage" you have
If you can't see the devil in the details, life is only what it seems. While people tend to question your perception, while living life in a dream.
id say if the mob isnt dead his scaling is off somewhere else
directly losing power per point is a diminishing return, armour is more sensible example where you need more of it to see increases
But that's exactly the same. Going from 0 armour to 100 armour gives you a lot more damage reduction than going from 10k armour to 10.1k armour.
Though the DR calculation from armour does have diminishing returns built in, even if it didn't the same would still hold true.
It's just be slower
You all really have me under the impression that the only reason you all are beating around the bush is because you don't want people to learn.
one point of damage is always one point of damage, one point of armor isnt always valued at one point of armor, this is what seperates relative increases from diminishing returns
So here.. I can not simplify this more. What is a good %damage increase to get before finding another way to scale your damage.
it all depends -- there's not a "right" answer to that
Yes, these people here that are all spending their free time, helping people for free are purposefully trying to prevent people from learning
someone already linked the page with the formula
It heavily depends on your class, build, etc. different setups have different amounts available and different vectors available
it's very hard to give a one-size-fits-all answer
281%, just do 281%
alternative ways to scale depend on how much raw you have vs how much of whatever youre using to scale you have
I would say 800% is a decent amount of total increased to aim for in general, but not every class or build is going to find that easy to hit
and some will find it easy to hit 2000%, even while getting other vectors as well
I only see a bunch of equations to overcomplicate the question. It's easy. Is it 150%? 200%? maybe 250%?
because the answer needs an equation
theres no magic number
it doesnt exist
No it doesn't.
Well -- how do you think the damage is calculated in the first place?
2000%? so going from 1999% to 2000% would be a 0.000000000000001% damage increase right?
1.00050025x more damage
a whole 1%
I'm just going to make a video when I figure it out and explain in detail how to scale damage and when to back off a scaling type to scale damage in a different way when i figure it out. Just like I did is POE.
You could definitely build a calculator spreadsheet as is at the moment, I'm sure it's easy enough to figure out. It's just that the variation in how much of each specific scaling vector different builds have available makes it hard to give precise generic answers. Some builds have access to a lot of flat damage, but minimal % increased, so % increased is more valuable for them. Some builds have insane access to % increased, so flat becomes exceptionally valuable to them. Some builds scale really well with attack speed, some don't because they're rate limited by mana costs or cooldowns.
There are a huge number of variables that all vary by build.
I can take your statement and make it easier
Flat damage is already so low in numbers. If you are playing a hit based build, get as much flat damage as possible for the damage type you are playing and scale it with increases. Damage over time already comes with a flat base damage and does not scale with added flat damage. So you can only increase damage over time with %/
That's for every build
That is not true in every case.
yes it is
definitely not how it works
It is most certainly not.
There is a point in the scaling that % increase damage could be better than adding more flat damage. It is the players job to find the balance.
Flat damage is priority for hit based builds.
That's true, you're previous statement was definitely not true and is trying to find a generic answer when there is none.
*sips... don't talk to me
-
there are hit based builds that get absurd amounts of flat damage. Things like Devotion Smite, Staff Upheaval, Most of the vitality scaling skills in VK, Cold Dot Werebear.
-
There are damage over time effects which do scale with flat damage, both spell and melee damage over time exist. For ailments specifically, ailment chance is effectively their flat damage, as more stacks add more base damage to scale via increased.
Both hit-based and damage over time builds also have cases where they do or don't scale with hit-rate, scaled by cast or attack speed.
You then also have things like critical chance and multiplier for hit-based builds
that will be more or less worth scaling depending on the availability of flat crit for the particular skill
Let me dumb it down even further. Get a high flat damage number and scale it with %increase or more multipliers. It's the players job to find the balance with %increases or more multipliers become better than flat damage.
So basically: do the math yourself, it depends
which is what we've been saying anyways, except having dumbed it down delivers and makes clear none of the nuance or things to consider and just says "figure it out" without explaining how to figure it out.
I would also say 200% increase is the sweet spot before finding a different way of scaling.
🤣
#❔┃ask-the-community message I guess I was close
But would you ever make a build that focusses on the Lacerate DoT from Rive's third hit?
Maybe one day
Anybody else enjoy HC Masochist mode? Man the mobs are tough to take out:)
Does this mean that Ice bite scales with increased cold damage or that the entire skill (Wolves/squirrels) now scale with inc cold
this sword looks real cool, and seems pretty cool
is there a decent way to build with it?
Just Ice Bite.
justice bite?
looks like a good spellblade weapon
It's not a good weapon at all
i think its cool, and was hoping it had a use somewhere
it may do, try it out and see
I feel like I've seen a lot of people try to do something with alluvion because it's so cool, but no one has ever managed to make it good. the consensus does seem to be that it's not quite there yet.
if i get it to drop, ill give it a whirl
getting one should be pretty straightforward, IIRC it's endgame lagon's most common drop
if I recall correctly
ok thanks
oh it is, thanks for the info
may take me a while on this character to get there..lol HC maso at the moment:)
seems like you have found a mode that suits your required difficulty level!
imho its the most disappointing unique. it gets your hopes up then destroys your will to live when you realize it sounds better than it actually is.
lol...yeah,,i just had a big smile on my face fighting the voidforge fire boss, he almost got me:)
i do love my rougelike games and playing this way gives me the same thrill:)
heyyyy, i need some help. I just picked a mastery, found the monolith, but i don't know what to do
there's no way the game wants me to do the monolith quests, i'm lvl 30 and the quests are 58
there's no more map quests and i'm directionless
yeah keep going through the story, come back to monolith
talk to the two npc upstairs
to the left, by where you got the masteries
speak to them again and you should get another time rift i believe
no worries
anyway of seeing a skills base crit chance anybody ?
other than adding up the various sources of flat crit you have, no
the default base crit is 5% for everything if you don't have any added flat crit
Okay thanks
question
if i have 50% Crit chance and wear another gear that gives me 50%
will i end with 75%?
If that's increased crit chance, it depends on how much flat crit you have. If it's added crit chance, it'd be 100% (though I don't think there's any sources of 50% flat crit out there.)
Most skills have a base crit chance of 5%, so two sources of 50% increased crit chance would be 100% total increased, giving you 10% crit chance (the base of 5% increased by 100%)
understood, boss
now i see
they are all added together
and after, multiply by 5%
yep, anything that says "increased" is added together
That's where flat crit chance comes in
for example, this affix gives 5% flat crit for melee skills
this gets added to the base and then modified by your increased crit chance
so now my base is 10
so this would give you a base of 10%, which then benefits from all of your increased crit chance modifiers
for spells, there are items like this
before stacking increased critical chance
Some skills also have base crit in their skill trees
for example, this node in the Harvest skill tree
so that 3-6% spell crit chance is flat because it doesnt say increased?
Yep
ok
is there anyway to do something similar to the "regex" search from poe in last epoch
are you able to search multiple terms at once
not yet
is there a way to search for lp?
"legendary" ? 
How much of an effect on loot does item rarity from echo buff stacks have?
Is it just higher chance of magic/rare/unique items? or does it influence "rarer" larger stacks of gold and rare crafting glyphs/runes/shards show up more?
or do we simply don't know
nvm forgot its a quality game with a good guide
👍
probably depends on the skill
rogue can abuse critical vulnerability and attack speed to get 100% easily
yeah
okay so is storm totems blizzard cast by storm totem itself or just a passive after taking this node. blizzard scaling tags are listed as cold and spell no minion tag although it is the totems skill?
nevermind i cant read. rather i didnt read ALL the way to the bottom
🤣
is this a thing somewhere?
Frostbite builds use them
neat, ty
Will stash carry over when multiplayer hits?
you will still be able to play your current characters / keep your stash but nothing will be taken online
Sweet, so it makes sense to do a Holy Grail on my current char 🙂
why might the axe be less dmg than the sword?
by several thousand dps
lvl 80 VK warpath
what do you mean 'the base'
right
on the "Hollow" blade
shouldn't the axe be more ?
no
130 > 99
hollow blade has flat void and void pen
is void pen calc'd in tooltip of warpath?
why does void dmg count more than physical dmg?
you have a node in warpath that increases your void damage by 50% globally
void spiral?
i don't know the names but sure
is the double dmg from that applied to all void dmg applying to myself while having a 2hnd equipped?
so that isn't giving me +20
that's giving me double to all flat void dmg sources
while a 2hnd is equipped
?
no
aka 33 dmg on the base is acutally 66 dmg ?
oh
well then idk why void dmg would scale better for Warpath
that's the only node i have affecting Void dmg for warpath
no that one does give you 20 damage
so probably singualr purpose in the VK tree?
thought there was something wlse, but i do not actively play right now
but basically void damge is giving you way more than physical
so the hollow blade is way better
does that 100% apply to the flat ?
should ?
I thought it was just that other prefix modifier
void dmg %
and it added 100% to that
why not both
because I think that would be OP
arpgs like to stack modifiers so
like too much value for that node
i did not say they were relevant downsides thogh 😉
thanks
Does anyone know what is 'Added Damage Scaling' means? If a spell skill has 80% added damage scaling and I have 10 Adaptive Spell Damage does it only gain 8 damage to its base? Also in 0.8.3e patch notes it says Consecrated Ground added spell damage applies at 150% per second. But in Last Epoch Tools it has 72% added damage scaling. Which one is correct? Are they different things? I am very confused as how to calculate damage.
Does this also increase unique drop rate (squirrel head) or just rares/exalts?
all stats are global, so yes, that 100% increased applies the flat, the same as all other increased
If you're a VK, you've likely got a fair bit more synergy with flat void damage than physical, as you have a lot of void-specific modifiers in your passives.
right, i'm seeing that
i'll retool away from +phys
not sure why I thought it'd scale the same. the skill having the phys tag but no full conversion tripped me up
Hey guys, can I get a Reign of Winter bow with a rune of ascendance?
is it worth it to always compelte the quest echoes?
If you are not in empowered you need to do them to get there
When in empowered you can skip them and do the boss straight away
sry whats empowered
A stronger version of the monos
does higher corruption affect monolith node rewards, e.g. can I get more of certain monoliths with higher corruption? or is it just a magic find boost?
Yes, higher corruption increases the chance of the rarer nodes being spawned.
In le tools it says 72% but it has an interval. Basically that is showing the amount per tick not the amount per second.
Most likely yes
will depend on what skill though
err no
duh
bosses aren't rare enemies
the game differentiates between boss and rares so i am not sure.. might be one to ask devs
nothing specific to a rare should affect them
Yes, that is how added damage effectiveness works, it's a multiplier to flat-damage-that's-not-base-damage (ie, everything except the base damage of the skill & the exceptionally rare skill node that adds base damage). Generally more expensive/slower skills have larger modifiers (eg, Meteor has a 600% added damage effectiveness) & faster/aoe/duration skills have lower modifiers.
"Swarmblade form" and "foot of the mountain" both have a modifier that converts 100% dodge to a different stat. do both apply at full power? is one wasted? is this like poe damage conversion and both mods only convert 50% each? do increases to dodge rate increase the final armour/endurance threshold value gained?
i've tried 2 times already
Assuming that there isnt a Steam Cloud issue which has nothing to do with LE. Then I would Login to Steam via a browser and check the Remote Storage section for what is sync'd and what isnt. You may have to either backup all your local LE files and force Steam to download / sync what it has, OR you may have to remove everything from Steam Remote Storage and disable and enable Steam Cloud again and tell it that the local files are the latest ones. WHATEVER YOU DO, BACKUP FIRST.
The cast speed isn't very relevant unless you use the node where bone curse can only trigger a single time. You'd simply find better items for that slot.
And if you're using that node, you're likely using Cursed Limbs so you have 5s of Bone Cursing goodness.
Which sounds a lot stranger now I've typed it out.....
I mean, I take longer than 5s, just for clarification....
No need to brag...
I do have 3 children, so, you know, at least 3 times....
Just piling it on now, sheesh
Approximately how rare are "very rare" affix shards / items with those affixes on them? I'm level 89 and have found 2 runes of creation but only one item with +level of Judgement on it. Are any individual very rare affixes really that rare or am I just unlucky?
make sure your filter isn't hiding them
I haven't messed with filters that much yet, only these very minor settings
ok then yeah just keep going
level of affixes aren't super uncommon
although getting one specific one is a bit annoying
Ok, thanks.
if there's a specific affix you really need it's worth just putting a filter rule to make any item with that affix super obvious
so you can shatter/remove them
I like to tick the all caps option for example
Yeah, for the really rare affix ones I want to use (multiple) removal runes instead of shatter runes, right?
Because shatter doesn't guarantee that you get everything
yep
Is there any sort of thorns build? I know Rebuke exists, but I was hoping for something with less of a 'stop and go' feel
the only real retaliation style builds I know of with any scaling are spriggan form or bear companion
Bear companion?
Is it focused on the Ice Thorns, then? Looking up the Bear companion skill tree
ice thorns and thorn shield from spriggan form I think?
no... the ice thorn from bear tree will not benefit your skill tree
yeah, the bear doesn't get your ice thorns tree or anything
Aw, I was hoping their cast would benefit from that
oh, does "thorns build" refer to the ice thorns skill or the "damage reflect" build?
my understanding of their question was looking for a retaliation/reflect style build
I was meaning damage reflection. Really, anything that just wants to move and get hit
then have no idea... it seems pretty weak now except for the thorn shield bear build which i have seen
Thorn Shield is from Spriggan form? I'll see if I can find one. Thank you!
T H E A R M O U R E D B E A R 0. patch 0.8.5.c We was buffed. Yes… the patch give us a 2 new catalist: Sapphire Tome give 10% cast speed (BIS for dps) Opulent Focus give 150% ward retention (best for defense) The better? I don’t know, because i can’t find one lol 1. Summary This build uses a pet to clear the screen and melt t...
Thank you!
You can see the T4 video at 1:10, insane damage
Yeah, the strongest retaliation builds are beastmaster spriggan form solo companion bear, and lich+ deathseal or necromancer+dread shade solo bone golem ret
ah yeah, forgot about bone golem
Why solo companion? Is there a benefit to having less than max companions?
there's a node that limits you to one companion to make it do more damage
Yeah beastmaster has two solo nodes that give 70% and 80% more damage for having one companion only
Ahh, good to know!
Dumb question: I haven't played in a while. Did they remove cross-character stash for new characters?
Cause I have nothing in my stash on a brand new character
Or do Hardcore characters not have the same stash as softcore?
Hardcore has different stash
Good to know. Picked hardcore cause I thought it had the same stash XD
Gave myself a bit more of a challenge than I intended. Should be fun
And you can only have 1 bear at a time.
So while 3 bears would be stronger you basically only have the choice of going for a solo bear.
Ah, I had forgotten you can't have duplicates without specific points
I need to find ways to get more Maelstroms for single target. Either CDR for Warcry, and/or attack speed somehow.
There's def some passives I could get attack speed for. not sure how important that is though
can get like 7 total points worth of 5% IAS.
Also, using a staff. probably not ideal.
Can't you mostly sustain 8 with the 50% CDR node on warcry?
Well... Maelstrom is 7 sec duration, and Warcry is 4 sec CDR?
sooo, not quite, I guess.
Yeah, you hit 8 w/ perfect cast time, it goes from 4 to 8 for a brief second every cast.
But I want like 13+ single target.
put double cdr on your helm imo
double? I only know of prefix CDR
cdr and cdr while transformed
I can manage 15+ fairly easily on my shaman build
with double cdr I hover around 15-20 on single target
awesome
yeah, the penetration gloves
Is that BiS
yeah... do bosses have equal chance to drop items
seems better than wing guards anyways
so 1/4 for Atrophy?
atrophy is 50%
nice
i may want to farm it.
what influences whether or not theres's LP
pure RNG? IIR? etc?
zone level and the effective level of the item
zone level is gonna be 100 obviously in empowered
and the effective level of atrophy is 64
so 1lp should be uncommon but not too hard to get
2lp pretty rare
and 3lp and up super rare
interesting
"effective level"?
so, Black Sun is area lvl 66, I believe.
empowered monos are all level 100, don't farm monos until you've unlocked them
can i do them on HC
Easily
Effective level is a hidden modifier to the rarity of LP on each unique
I'm about to do the 75 boss, Ending the Storm.
effective level seems to be equal to level requirement for most uniques but not all
Yeah, generally you should be able to smoothly progress to empowered without needing to stop and farm
can check on lastepochtools for the effective level though
unique farming in empowered black sun also feels so efficient
get to farm atrophy, herald of the scurry and bastion of honor all at the same time
You’ll also probably be hitting up that timeline for an empowered spell leech blessing too
I think the empowered version is up to 5%? 6%?
what's Empowered, just a slightly higher tier? so maybe 3-4%
nice
yeah 5%.
worth
Sooooo. Effective LP. I still don't get it. Is it simply a delta between E. LP and aLvl? the larger the difference, the higher the chance for more LP?
nah, it's just an internal modifier to how rare lp is on an item
a lower number is more common, a higher number is rarer
we don't have the exact numbers
so lvl 1 ELP is like guaranteed 2+ LP (making this up), and lvl 100 ELP is like impossible to have over 1 LP
making up extreme example
sort of, yeah
ok, some sort of scale. Got it
yeah
Generally speaking, is 64 ELP (Atrophy) favorable to get ~2 LP, or is it pretty much guaranteed 1 LP at that ELP lvl.
an example from the devs was them spawning 5000 pairs of Ravenous Void (a unique with an effective level 105) and getting 40 1 LP pairs
64lp means 1lp is probably...1:10 or 1:15 in my experience
I really like this end game system (LP), because first off you need to get the right base item (Exalted Item), and then craft, ideally, super good stats - so you need to create a pretty damn good item. And then sacrifice it for the gamble.
will it scale my ignites from increased physical damage?
oh wow.
no, conversions in LE don't get pre-conversion stats
in most cases
Hm
so if you make your bleeds into ignites, you'll no longer get any benefit from trying to scale physical stuff
That seems odd
What's the benefit to convert Bleed -> Ignite then, if Inc Phys Dmg doesn't Inc the Ignite
the main one is that you get to stack bleed chance and ignite chance
so can get a ton of ignite chance
it's not a benefit really. Conversions are about changing the skill
yeah, the only benefits come from synergies between being a certain damage type
you change it to fire because you maybe have some massive source of fire penetration from some other source
for example, converting your physical entangling roots on cold dot bear to cold because you get cold pen in druid and can scale ele dot affixes instead
Another reason to convert might be that you have some item with +20 fire damage and +20 cold damage. Some conversions will also convert added damage, which would let you consolidate your damage to a single type and better use pen and shreds
On that note, I hope they make conversions function the same globally.
Some convert only ailments, some convert base damage, some convert all added damage, some even convert subskills.
It'd be so much easier to build around them if each one converted everything.
some even convert subskills without telling you
(smite void conversion also works on fissure)
Precisely. This is not difficulty, it's just confusion.
Not what the game needs.
well the change to adaptive melee is a step in the right direction at least
Here's a fun question. When I did my first timeline (lvl 58), it gave me an option to pursue lvl 66 or 62. I chose 66. But if I wanted to go back to 62 for some reason (unique, blessing, etc), would I have to go back and re-complete the 58 and then select the 62 option?
Adding a damage type via the spec tree doesn't always add the tag either. I fear adaptive damage is gonna be confusing as well.
Yes
They said in the dev post they were doing a pass on when tags are added iirc
quick question about unique drops. i want to farm for a marina's lost soul wand and it says "requires level: 78". does that mean it can only drop from lvl 78 (or higher) areas?
Yes
so i can't just hop into the broken lance timeline and insta farm it. i have to get it to at least 78
Does anyone know how the lvl 62 Blessings affect other drops? Does this sacrifice other item types so you'll see them slightly less?
well, if you actually just rush and push through to Empowered monos
you'll power up much better and gain more gear.
then farming in empowered will make your chance to get it to drop will be higher.
I'll be honest i'm new to the game since the big end game changes so I don't really know what empowered monos are or anything. Trying to learn as I go atm
Alright. Guess I'll keep pushing then
are the 3 monoliths in random timelines or always the same?
realistically i dont know but i think im understanding it
i assumed end of time was just the start of the end game
the lvl 90 timelines are: Spirits of Fire, uhh the void one in the top right, and age of winter
I think
so monolith = timeline?
each monolith has an island
as you progress trough them, you will eventually finish 3 level 90 monoliths
after, you unlock the empowered monoliths, which is a level 100 version of all monoliths
ok that makes sense
if you complete an echo but don't take the portal you make from the button, do you lose those reawrds?
you can press T to make a portal, but you have to do it after you complete the objective
did, but when i go back there's no reward chest
did you die in the area beforehand? dying scrubs the rewards from the area
i went to the end of time


