#❔┃ask-the-community
1 messages · Page 18 of 1
because i've tried to respec and see that overall str stacking even i get 80+ str is not so superior but then i wanted to ask other people what they think about it ?
In general other people will think the stat is good probably. But you don't seem to agree, so then do what you think is right?
currently i see that this is not so easy to stack more str when T7 ring preffix only can have +13-16 max
and just see that difference at build planner so not sure how it works in a real gameplay
so i will try to ask last question - for cold-dot-werebear it is better to have 1) increased cold dmg 2) increased elemental dmg over time 3) increased dmg over time 4) str stacking because there is also one thing more about it Werebear skill has a node that has "additional spell dmg per point of str"
so maybe even should i add 5) spell dmg ?
even entangling roots skill is physical SPELL ?
In general, if you can get a stat that benefits multiple skills then it's blanket better than single damage skills
you convert roots to cold
and I'm here just to ask some1 that can explain me what is difference of "incr elemental dmg over time" and "increased dmg over time"
yes my whole dmg is cold
one applies specifically to elemental DoT dmg the other is all DoT dmg
One only increases elemental damage over time and the other increases all damage over time
elemental DoT is the larger stat
you want that in places you can get it outside of the str stacking
but is it better to stack only DoT or my hit-dmg is also not so bad when have very high increased cold dmg from tree nodes ?
I would not build for hybridized variations of builds, unless there is specific synergy for such
I do not think there is a very good argument to make for building a hybrid melee/DoT cold werebear
the main skills utilized don't have very good scaling with hit dmg
or none at all
but entanglingroots is applied by maul which hits very high it's self and also has very good hit dmg synergy from shattered-set-weapons
so this hybrid is currently very big hit and dot - both for me
roots has better scaling for DoT dmg, you're just gimping the top end of that portion of dmg to only partially make up for it
and you're also gimping the dmg of your other main skill maelstrom, which has no hit component
it's a net loss overall in total dmg
You get limited places to get flat and converting the str to spell is going to greatly improve your single target more than an additive modifier. I str stack on my bear too but he's just a baby at 250 corruption.
If you’re playing cold dot, you want to be using a staff, scepter, or wand
Everything that build does is a spell
You stack strength because werebear has a node to give you 1 flat spell damage per strength, so you get armor and flat damage from each point, which is quite good.
That build also wants 65 attunement
You want “increased elemental damage over time” affixes everywhere you can get them. In general, the build already has an immense amount of increased damage at endgame (because increased elemental damage over time affixes give so much), so getting more beyond that is generally pretty low priority
For cold dot werebear your offensive stats are ele dot damage and str.
Spell damage, ele damage, and cold damage are lower value, but are acceptable options to help you gear up.
Maul does peanuts for damage compared to entangling roots dot that it'll apply
What are the best classes to run?
I only tried Necromancer so far
All of them can do all content pretty easily.
Welcome aboard 🙂
Define best. 🙂 I say 'best' equals 'best feeling when playing', so whatever scratches your favorite playstyle itch best fits.
Necromancer makes me feel weak. Plus the AI for the minions isn't the best.
I wanna try the bow character
Rogue/Marksman is your best bet then. 🙂
It sounds like you're building melee damage on a spell build, which won't do much for you. For example, "1% increased melee damage per strength" doesn't affect maelstrom or entangling roots at all.
Nah, they seem to be trying to play cold dot werebear. Where str is actually really potent.
Hey all, is abomination's devouring souls affected at all by hungering souls? I doubt it but I thought I'd ask.
no
Yeah, but the mention of that node that gives melee damage and that their weapon is a sword that gives no spell bonuses makes me think the above.
Hey all, question about the Flesh Harvest Node on dread shade. Does that effect grim fate's multiplicative damage? And if I take "Enemy of my Enemies", does it then boost based off of enemy's health?
it scales all parts of dread shade's buffs yeah. Not sure if it works with the enemy targeted one. I don't think so?
Sweet. Yeah, I was trying to see if I could use it to scale my damage x3.2 or so.
Okay different maybe slightly harder question. If you are in the area of multiple dread shades, do you get buffs from each of them?
Ah woops, probably should have asked that generally
Sorry for pinging you
I don't think so, no. Pretty sure it's binary
Thanks again
Another question. Skeletal Mages can use sacrafice on Skeletal Warriors with a skill node. How often do they do so? And does it trigger the Skeletal Node's Mana Gain?
as soon as they run up to mobs in my experience
and yes it triggers the skeleton's mana back on death
Since the mana-on-death is part of the warrior, yes, but keep in mind that Mages don't use your Sacrifice Tree, 5hey have their own.
Thanks!
Hey all, is Drain Life's Grim Harvest snapshotted for when the ability starts when you turn it into a DoT?
Yes
So you literally gain mana for the full 5 seconds even if the minions die?
in my experience yeah
it's an extremely broken amount of mana regain lol
like hundreds per second
I've used it to sustain spamming zombies or for summoning wraiths
I can imagine that was pretty crazy
Especially in a Sacrafice or Hungering Souls build
Okay slightly different question. If you make Death Seal target on minions, does it still seal your health and ward? Furthermore, does it still do damage based on your stats, or does it do based on the minion's stats?
That's a lot more complicated to explain than you think:
Minion-Targeting will cause Death Seal to reduce the Minion's Health with Deadlock, apply Damned to the Minion with Doomcall, Remove the Minion's Ward and cause Waves of Death to Shred Necrotic Resistance with Necrosis; the Minion will gain the Armor, Damage, and Damage-Reduction per missing health (or poison chance per missing health if you go that way)
However, Waves of Death and Hungering Souls are still Your spell-damage, and hits apply as though You were casting them - they're just centered on the minion.
So your minions will gain Damage, Damage-Reduction, and other effects that apply to the "Seal" portion of it, but the Spells are still You.
Thanks! That makes sense. Yeah, my main problem with death seal was just that it removed my ward
I'm willing to deal less damage if it doesn't remove the ward :p
Would Doomcall's damage boost based off of damned still apply to me and not the minion though? (I'll have a ton of damned stacks on me)
Might need to ask that one in #👨┃ask-the-devs-not-support-no-bugs ; shifted-target interactions get weird about where it's calling the value from.
Cool.
Another question. Dread shade has a node called 'Dread Plague'. When it activates, does that count as a cast of Spirit Plague (where it triggers the self-bleed), or does it just apply the ailment (I am guessing the latter).
Also another question if that's alright. Drain life has the node 'Soul Blast'. It says the minion casts it. Is that correct? Or does it benefit from your stats, hit effects, etc?
do you mean Pustulent End?
Yeah, I do. Basically trying to see if it would apply something like ignite or damned based off of my ignite or damned chance rather than the minions
when any target is killed, it triggers. It uses your damage/stats.
Sweet! Thanks!
Hey all, summon zombies has a node which summons a zombie for cost at 30% ratio on minion death. It also has a node which gives it a cooldown. Does the cooldown block the 30% summon ratio?
Most skills that trigger "one instance of another skill" aren't blocked by the triggered skill being on cooldown - in this case, even if Summon Zombie is on Cooldown, a minion dying can summon another zombie.
Sweet. Thanks!
Another question. Is the sacrifice upon Dread Shade Expiring free? And does it inherit from the tree? (it sounds like the minion is casting it in this case)
It's actually Your cast, not the minion's - and I think all the nodes that cost mana on Trigger specifically say so (for now at least)
Sweet! Thanks
Hello! could someone help me with editing my stash save file. I had a bug that corrupted the pathing and i was able to figure out why the tab is not displaying under the correct category. I think i know exactly which lines to edit and how but cant figure out how to actually do it with a json formatter.
Editing save files is against ToS so the community can't offer you help on that. I'd suggest contacting support to see what they can do.
Already did. No help or contact was offered. I was actually figure it out using Json website and followed another poor souls's suggestion from the forums who had to figure this out themselves a while back. What happened was the category ID somehow got messed up with some tabs and their referral positions. Not only the numbers that designate where some tabs should be referring to for data was wrong but also some tabs were routing you to other preexisting tabs. This was also the case with categories. I was able to parse the matrix-looking-as save file with a json tool, read it, learn the save file's scripting language as complete coding noob and and cross reference the info and edit the correct positional numbers in the save file. The tab that held my set items is back and I'm happy. The problem is the person that had this issue had it very recently in the forums so this makes me really sad. Are we supposed to not use cloud saves and do a manual backup of our save every time we have to organize our stash? That is kind of tiresome. I'm pretty sure the bug is being caused by the fact that sliding the tabs around doesnt actually update their id sometimes. And I have a fleeting suspicion that fcking around with the loot filter the day i had this happen also had a hand in the whole stash file corruption. With multiplayer if this is not fixed people better learn how to edit json files because many of the server side stash backups are going to be corrupted. The only reason why im here is because hopefully itll help someone else thats having the same problem. Other than that I've been trying to figure this out for over 6 months with no help from the community or the support team. The bug is apparently still existing based on the recentness of the said post in the forums.
Here is the said forum post.
with multiplayer this won't be a factor for online characters. as everything save wise will be on the sever and not in a json you'd even be able to touch.
and well, sometimes bugs happen, you'll likely just have to deal with the fact that your stash is gone.
That's the worst take anyone can have. I'm literally telling you the way its set up this will be a huge factor in the multiplayer experience. The sad part is the corruption is happening during the live game due to sliding the tabs in categories/from categories to categories or messing with the loot filter. so the info that is going to be written serverside is going to be the corrupted or better to call it the wrong reference numbers for your stash tabs. And this bug is not a sometimes bug. Its apparently happening pretty often to many people type of bug so save your condescending tone for your mother.
Before getting personally offended - though I might be a couple minutes too late on that - the back-end save system is getting an overhaul to prevent things like this in the future; while it's frustrating that it's still happening on the live version, it is being addressed - sorry to hear that Support hadn't gotten back to you, that seems like a pretty big slip on their end.
It's all good! Thank you haha. I'm just glad to hear that because I really wanna see the story completed and issues like these will unjustly drive people away from the gem of a game its shaping up to be and it might kill the production for the game due to lack of sales, bad reviews etc. If this sht's left on a cliffhanger im crying.
I've been playing the game for over 4k hours and never had this happen or really heard of it happening to others. Sorry it's happened to you but glad to hear it sounds like the MP version will be better for you.
Aye - the dev team is very aware of that, too PrincepsMagnus - it's hard to conceptualize how much is coming (and we're only allowed to share what's already been released by EHG, so it ties our hands a ton) but it's definitely on the radar (or not so much anymore...)
Hey all, just a quick question. Soul Feast has a node which allows it to cast multiple times. Can you then cast it again during this period? Or is it locked out?
Also, does Bone Armor from Transplant and Bone Armor from Skeletal Warriors stack? They seem a little different.
you can cast it yourself, the extra casts don't take cast time or anything
I'm pretty sure the strongest buff will apply/overwrite weaker ones
It's an issue with a corrupted stash, that's somewhat different to editing your saves to give your character more/better/whatever stuff (https://forum.lastepoch.com/t/corrupted-stash-tabs/45247/2).
It's probably staying an issue until the March 9th beta.
...pfffft, almost made myself look like a ret@rd there for a sec... 😅 Forgot that 0.9 is still a valid beta.
So you could have a few multicasts going on at the same time? Sweet 🙂
Makes sense.
I know that's the way it works for Shatterstrike (with a similar node) - but I haven't tested the one for Soul Feast myself (I find Soul Feast far too mana-hungry to be worth spamming)
yep, you can just keep spamming it without losing any of the multicasts.
Nice!
Yeah, it is mana hungry but I think I'm probaly gonna use drain life to overcome it (snapshot minion mana absorb). I think I can get it down to about 70-50 mana which means I can probaly use it twice a second or so.
When I watched one of the streams, I think I saw the dev firing 3 fire arrows.
What is the skill that does that? So far the only fire arrow skill I could find was Cinder Arrow, but that only fires 1 arrow, and there is no node that changes that
probably multishot which is a bit higher level
Probably flurry with a certain unique that causes 3 arrows. Or if it was alternating between 1 and 3, flurry with the multishot node. Possibly regular multishot, except I think that shoots 5.
Hey all, just a question. Is there any way to get spirit plague itself to trigger any hits?
Am I reading this wrong? I still have 14% bow CC and 14% global CC
Increased multiplies the base rate
Default attacks have 5% crit rate meaning you'd need 2000% increase to guarantee a crit
There are weapons and skill nodes and items that 'add' crit rate rather than increase, which makes it much easier.
There are even a few weapons, items and skills which guarantee crits flat out.
What sort of build are you running?
Cinder Strike
When something says "On hit", is that on me getting hit? Or me hitting the enemies?
Guessing with dragon bow?
Is that a unique? Don't have it yet
Depends. Just on hit means you hit something. If it says 'when you are hit', that's the opposite. 99% of things are when you hit enemies.
Yeah, it is. Good for a Crit build. https://www.lastepochtools.com/db/items/UAzBsCYBYGYg
Usually run with this: https://www.lastepochtools.com/db/items/UAzCMCYFYA4g
Here's TriKster's build with it although McFluffin has a good one with it too. https://www.lastepochtools.com/build-guides/triksters-dragonsong-coc-marksman
Ha, i'm still in campaign so not far enough to farm yet
That's on your hit. So hitting enemies will trigger it
No worries, neither am I.
Do Idols have rarity? 🤔
There are some Unique idols, but they are sort of separate from normal item rarity, so I don't believe they are impacted by filters.
No offense, but a little background on that person?
Are they a trusted player? I've had bad experience with following builds after other ARPGs
Ah first time seeing the build website, lovely
In this build, why not use Calamity head piece?
he makes good builds, no worries
calamity headpiece is fine for levelling and not much else
TriKster is pretty trusted from what I know. On his thread on the forums he does mention adding the belt although it's not in the build on the site yet. In either case, I sorta feel Last Epoch is a game where you don't absolutely need to follow a build path. As long as you can get something that works reasonably well that will take you pretty far. It's just fun doing the min-maxing 🙂
There's stuff that just 'doesn't work well', but it's usually pretty easy to get something mostly functional. Some things are less optimal than others, but what matters really is... do you have fun with it?
Pretty sure there is no way to make spirit plague hit
Correct - though you can apply Spirit Plague to the same enemy repeatedly; the Spirit Plague will also apply related ailments repeatedly (poison or bleed on application nodes, Global damage on Application), and it's a 0 mana skill, so it can be a primary cast skill
this isn't an ignite build and calamity lacks any real stats the build wants, since most of this build's damage is cold.
So with enemy of my enemy on dread shade, the opponent does not get health drain or buffs. But if you change the health drain to the everlasting poison (pernicious pact) or the additional damage (lone watcher), does it effect the enemy?
Don't believe so, no
So, let's get this straight: enemy of my enemy affects the enemy, but by becoming my own enemy, my enemy's unaffected by enemy of my enemy, but my enemy's enemy is!
Crystal
Thanks you to the devs for this glorious game 🙂
@hot carbon
I think this is a fallacy
Glorious!
Besides trying to improve an already near-perfect item is there any good use for runes of refinement? I find them relatively useless
Aye - they're a "polish" item, though posting in #368968647114227723 or a forum-feedback post could help drive change to make them more useful: personally, I've advocated for Implicit affixes to also follow 'tiers' like Explicits, so that Rune of Refinements can improve the tier of the implicit, instead of just rerolling it; alternatively, they could be more open-ended, and just let the Rune of Refinement cost some FP to "improve the implicit effect by X%" with x being significant enough that people want to do so, and multiplicative, so that players who really need "just base effect" on their weapon can spam them rather than fishing for other affixes.
I think you got the wrong rune. Rune of Refinement rerolls explicit affix values and I find it relatively useless because you'll likely burn most of your FP to get the affixes into satisfying tiers so that there's a point in using the rune in the first place. As for Rune of Shaping which rerolls the implicit values it's easier to use these because implicits don't have tiers and that gives you a reasonable shot at improving the values. Plus they only influence one property so you don't run into the risk of making one affix better just to completely destroy the rest of important affixes. While Rune of Shaping is a bit boring when it comes to it's functionality I think it's fine. Though I can count the situations where I used Rune of Refining without it backfiring spectacularly on one hand
I do have the wrong one - caffeine is still in the can, and that's my excuse... (: - aye, the actual rune of refinement is basically useless, except on "this dropped with all the affixes I need, just bad rolls..." items
So just as I thought they only exist to try to improve near-perfect items
Yeah, it's just something to do once you've finished crafting, but still have FP left over
Definitely can be risky unless all the rolls are just trash
What are purple items?
And wondering what I should do if I get one I don't need. Does it give good shards if I destroy it?
Hey all, do any of you know of any ways as a Necromancer to boost defense. I don't really want to have to rely on Soul Feast anymore (though I can).
I know there is the dread shade node, but that only gives me about 1000 defense at most... which is... well... not a ton. It's just hard to give up soul feast knowing the defense boost :p.
Purple items are exalted -- they have a t6 or t7 affix, which are drop only
Can an item only have 1 t6/7 affix?
No, they can have multiple, just very rarely
its not that rare to get multiple once you pump corruption up
Not sure why both builds I've tried are very spongy.
I tried to focus on Dodge in my Marksman, but I can still get 2 shot killed
the word you mean is squishy, but also it sounds like from your post in #368968647114227723 that you can't actually kill anything either
Prioritize health, endurance, and crit avoidance if you can help it.
Tried the Marksman build and it's good with killing, but need to get gear that boosts Fire Attack.
But I should probably try a different Necromancer build
But I feel like focusing on Fire damage as a necromancer is bad, since there are so many Nercotic damage nodes
there's plenty of elemental support at the top of the tree
also focus on defense before damage
There’s no real reason to focus on a specific damage type with necromancer IMO
Just take all of the various flat damage you can get, use generic increases
Vessel of Strife is the popular option
Otherwise, armor, endurance, crit avoidance, Bastion of Honor if you can fit it
Thanks. Yeah, I already got a ton of ward... so I suppose I don't need ridiculous defenses... but it's hard to turn down an 80% damage reduction :p
What is the class that has the spinning sword?
||I'd say Cyclone but don't wanna trigger anyone||
the standard cyclone/whirlwind style attack is on Sentinel- called Warpath
the sword that spins in place is on Rogue- a node for Umbral Blades
Actually... let me post my build real quick. Basically, I'm trying to turn it into a casting necromancer so I can get dread shade for the extra damage boost (you can target it on a boss and boost yourself up to basically 1.6x-3.2x your normal damage). But it means I have to give up a skill... and I kinda need all of them :/. Spirit Plague & Transplant are essential for the build. Drain Life and Skeletons are useful for mana generation. Soul Feast is what I use to get hits and lay out damned stacks, as well as apply chill. https://www.lastepochtools.com/planner/NoXze2bQ Is there anything you guys see where I should just... run things differently? I would be running Death Seal except that this entire build is centered around generating ward... and I don't want to lose it all :p
imo, as a lich the ward angle isn't needed at all. As necro since you lose all the leech its a much more relevant defense
biggest issue is just trying to jam so many uniques in tbh
unless you get legendaries of those items and hit the relevant suffixes on them
you're just super scuffed for things like res/crit avoid
and you can't really build enough health for twisted heart to do much work either
It feels like a case of trying to pull in too many directions at once
Yeah... you are right... it is :/
I am pulling in too many directions at once
Well.. if I was to go necro and drop soul feast... where would you recommend I go from there?
If I can up my hits, I can drop one of the legendary rings
For twisted heart, I was ironically probably using it most of all for the +1 to skills. It probably only provides about 1/4 of the ward I'd get from the rings.
It does provide some extra cast speed and stuff though... all of it's stats are stuff I 'want', but don't really 'need'.
I could also potentially drop belt... but belt does provide some extra damage and will basically make my minions explode immediately, which can be both a good or a bad thing.
In terms of this... I think I was fine for these, though it was tight. I had 100% crit avoidance, and full resistances provided I used soul feast (boost's poison resist as well). But I do think I am lacking in damage tbh.
https://www.lastepochtools.com/planner/YQWXep2B if you want some gear goals, I think this is about where you'd want to be defensively
damage-wise, I think lich is pretty shoehorned into death seal and necro into dread shade.
Either of those easily doubles your damage
Yeah, I'll probably have to go that route.
Still haven't gotten an answer from the devs about if I target death seal on a minion, if my damned stacks apply.
there was a bug for a bit a while back where necro got death seal for some reason
Well necro it is then 🙂
and I played around w/ abom builds with dread shade and death seal both
oh man, that must have been hilariously fun
it was pretty disgusting
my character had no damage on gear whatsoever and a short channel abom was hitting ~1m on the dummy
Ow.
That is crazy
Yeah... I can just imagine the node on dread shade that increases the effect based on health remaining and the 33% health automatically with death seal combining to create... well... yeah, as you said, that's pretty digusting.
oh yeah, can't forget about that one 🙂
If you make entangling roots cast from totems with Rooted System, can it hit you and grant you the buffs from Wild Weapons and Blooming Magic? I ask this, because the Spriggan's buffs to allies appear to affect my character, and I'm wondering if that's because I'm an ally to it, or is ally just a classifier for anything that is not an enemy?
Ally is anything that isn't an NPC or Enemy - notably Dummies are usually in the first of those categories.
So you will be an ally to your minions/totems, and vice-versa
Okay, so can you hit yourself with your own spell for the purpose of buffing, when it says it gives the buff when it hits an ally?
The "can you hit" part is hard to test.
unless its obviously just not possible
It doesn't appear to work, at least according to tooltip increase. As in, the buff does not seem to apply.
I might be too tired to answer accurately - but it depends on whether You are still casting the spell, and it's just targeted somewhere specific, or if the minions are casting the spell with your tree (almost never happens) - in the former case, it won't work, but in the latter it would.
hmm ok. It's triggered by Spirit Thorns atm, and that's cast by me, so I'm assuming it counts as cast by me for all intents and purposes.
Is there a skill for Necromancer that applies Necrotic shread?
Thought it'd be Spirt Plague but it's not 🤔
Harvest, Wandering Spirits, and Death Seal (Lich) have a node to shred necrotic resist doing a quick search on lastepochtools.com
Can Death Knights not cast any spells? They're not casting Undead Mortars
It says they gain all bonuses that skeletal mages get, so I would think they could. They even have a node to cast Hungering Souls, which is a spell.
Not sure, haven't seen them cast anything.
I left them fighting the dummy for a while, but no mortars? Unless I can't see it
might want to give it a try at the dummy in the arena area
Is there a button that destroys minions?
I usually just remove the skill from the hotbar
is runemaster out yet
Nope! The three remaining masteries will be available with 1.0 🙂
The dummy isn't an "enemy" so not everything works right with it
In addition to what @grand river said, the last blessing also has this.
By "the last blessing" he's talking Spirits of Fire - farthest on the right in the build-planner; just to make sure we're being specific 🙂
Idk about blessings? I'm just starting with echoes
Each island in the end of time gives you a random choice of a character specific blessing from a blessing pool once you beat the timeline boss.
when you kill the boss of each timeline you'll get to choose 3 blessings from the pool for that boss. Some of them are character stat boosts- resists, armor, mana, etc. Some are boosts to drop rates for specific item types. A part of the endgame loop (once you're to empowered monoliths) is farming to get your preferred blessings with good rolls.
the Spirits of Fire timeline has a blessing that gives you necrotic resist shred
though I would generally not take it even on a necrotic damage build since that timeline has a lot of extremely high priority defensive stat blessings
like flat armor, endurance %, etc.
Anyone got any uniques or set recommendations for a Necrotic Necromancer, with only warriors and Death Knights
Death Rattle, Vessel of Strife, Bastion of Honor
Not a unique or set, but you might look into Wraiths, too - As a necrotic melee minion, they go a long way.
Why do my characters that are last used keep dropping to the bottom of my selection screen?
Apologies if this has been answered elsewhere, but I can't find any news on whether characters created in 0.9.0 will be deleted when 1.0 is out?
Moved to offline only
That's the most recent thing I could find in the Discord
Appreciate that, thank you. Sounds like I should just continue holding out for 1.0.
Could be 6 months or 12 months or longer, just play if you want to play. That's longer than any seasonal ARPG except for Blizzards D2R mistake.
i would recommend playing as well, .9 is already looking to be very promising
No, but they'll be moved to a "standard" league with 1.0
For minions while leveling, what's the best weapon base type to work with?
Usually starting off with a Reach of the Grave replaced by something from monolith running.
Ok people. Put your hats and gloves on. Get ready to kick me. I have a wild idea for a trade mechanism and I want to be flogged
There are many people who would like to have less restricted trade. Some have proposed guilds (or clans) as an option. But there are plenty of hectic implications, such as RMT clanning which could be problematic under some conditions and a bridge too far for some.
Here's my insane idea: guild library.
A shared stash, where:
- size of the stash is limited and managed by the guild owner
- item request can be queued by guild members
- items are automatically sent to character when available
- items are returned automatically after fixed period (1 week?)
Have at me folks. Do your worstbest
so instead of RMT to buy an item, you RMT to rent an item?
Yes, effectively, which makes the RMT less desirable
this feels like it fully enables item rental as a service
which is uh...questionable I feel like
Particularly if you do things like you don't allow people to extend or have sequential checkouts
I feel like that doesn't really accomplish what the people who want trade want and adds additional downsides
RMT will exist in some form if it is profitable. I won't deny that.
In fact, the downsides is the point.
I mean downsides for the game- ie enabling item rental services and incentives
if they don't want trade, I kind of doubt they want that can of worms either
How inconvenienced are people willing to be to get a less restrictive item transfer mechanism
this doesn't seem particularly inconvenient for users
it seems like relatively automated item rental
it just doesn't really accomplish what traders want to accomplish either
Need to be clear here on the definition. I'm not suggesting something which I feel would satisfy any form of open trade or full trade mentality.
I'm not sure what the goal of this system is then, if you're not trying to compromise with people who want trade
because this doesn't feel like a compromise or anything, it's an entirely adjacent system
Well, the point of a compromise is that you don't get what you want
Neither party does
You get what you're willing to settle for
The point of a compromise is each party gets part of what they want by meeting in the middle
Yes indeed. So they get less restrictions than the current system
not something completely different, so much so that it doesn't really match what either party was trying to compromise for
this isn't less restrictions than the current system.
this is an additional system
The current system doesn't help players who want to give items to their friends who weren't playing with them at the time. This technically does give that audience what they want.
not if it's a temporary thing?
My friend doesn't want "cool item for his build I found last night but only for a week"
they probably want that item to keep
It gives neither party what they want
Overly complicated for easing the restrictions of trading with friends. The simplest path is adjusting that not enabling an entirely new system to interact with.
and if I'm giving it to them then I probably don't have a use for it either
But it's closer to what both want than the current system
so...giving it to them for a week and then I vendor or shatter it seems kind of silly
Yep. Definitely complicated. 🙂
What if they sign out for a week or more forgetting they have the item, you gave it away just consider it gone. Rental doesn't really have a place.
Those who want to play "trade" and not play "game" need to find another title. The rest of us would like trade among friends and we're a ways away from 1.0. D3's system will work fine here. Edit: I really want the ability to throw stuff on the ground, I don't want it, it becomes "public" for anyone I am partied with not necessarily in the same zone as me.
Thanks for engaging chaps 🙂 I clearly need to have more showers to think about it 😀
Water bill is going to be high next month- don't tell my wife!
I'm a huge proponent of Guilds/Clans/Other-Social-Organization-Name being a primary source for sharing loot that's good for someone else but that you don't want. However, to keep down RMT issues, and prevent Trading Clans as a whole, there needs to be some limits on the sharing methodology.
I like to think of it as extended-item-gifting, rather than Trading:
Shared Stash - new tabs for purchase just like any ordinary stash, organized by Guild-hierarchy (let officers/inner-circle/Promoted-Other-People in addition to the Guild Leader manage it - sharing the power prevents abuse-cases) - anyone can remove anything from the stash (prevents inviting randos who will wipe out your stash)
Have to be a member of the guild for X time before you're allowed to remove anything from it - duration adjustable by guild(?) [I'd like to think a minimum of 24 hours, max of 7 days is a wide-enough range to give everyone the flexibility to try things] - slowing down access to grabbing stuff that was already there is important to prevent Trading Guilds from becoming a dominant player
Hey all, just a question. Let's say a skill has an Ignite->Electrify conversion. And I'm wearing Maehlin's Hubris, which has a Bleed->Ignite conversion. If I have bleed chance, does it stay as ignite, or does it become electrify?
Stays as ignite. Stuff can't be converted twice
Does anyone know where they are going to announce the entrance for the feb 2nd beta? Is it going to be on this discord?
Also, i havent kept up at all, have they yet announced how or if they're going to do trade?
https://forum.lastepoch.com/t/item-gifting-development-update-from-our-principal-game-designer/51175
If you’ve been following Last Epoch, you’re probably aware that our plans for how trading will work in the game have evolved significantly over development. In this dev blog, I’ll explain the reasoning and design process that brought us to our current plans, what those plans are, and how they relate to patch 0.9. Economies and Our Evolving Phi...
@cinder fossilthanks man
Wow, thats really disappointing. Its basically the same game, unless u r playing in a party, then u can share loot. So it'll be exactly the same way it was, SSF. The only difference is you can party together. Unless LE decides that there are group activities that requires more than one person to complete, it will be like POE without any trading.
Well, it be like POE in one aspect. As in, a single player game with multiplayer as an after thought.
I guess it depends how you like playing these games. With how popular POE is, i would say the largest population is people wanting a trading environment, economy that they can see a build they want to play and be able to access those items easier.
🍿
Hey fluffy, here for the entertainment? LOL
Yep! Every time someone voices their concerns about no trade it gets lively 😄
First time ive been in this channel in quite awhile, So im not aware of what other people's opinions are. Just have a bunch of friends that play POE every league and was hoping this game would be a good alternative to POE.
Not sure that the group of friends i play with, will enjoy the no trade part of it, thats all i voicing my concern and opinion about.
Oh yeah completely understand, and ever since the announcement many people have voiced their concerns and many have defended it. There are multiple forum discussions now in the hundreds all on this topic and all started after the announcement. Needless to say it's a very divisive topic
Lol, i bet. Last i heard, which is when they said they were ditching the bazaar, was some form of trading and/ or a market place. I thought it was going to be real hard to thread the needle, where a large portion of people who play aarpg's were going to like it and/ or accept it.
Yep and so far they don't think they can thread that needle so they've decided not to do it at all for now
LOL
To be fair, its really hard to do a marketplace with a brand new game. When Wolcen did theirs, it was a real shit show. They never recovered from that. With people exploiting systems. So when people were farming gold to buy uniques for really good builds, they couldnt tell who was exploiting and who were just farming a lot. A bunch of people got banned who did nothing wrong, and it left a bad taste in people;s mouths.
They've gone on record saying there will be no multiplayer required content.
That's true, Wolcen did not handle an economy well. That being said, you could make the statement "Wolcen did not handle X well" and it would be true for almost everything about that game at launch
So true, it was just the example that came to mind. What i did like in Wolcen and LE, was that your abilities doesnt blanket the ground so you could avoid stuff that hurts. POE suffers from too much stuff on the ground, that you create, and u just overbuild defenses so it doesnt matter too much, lol
Yeah Wolcen did do a lot of things well. It's just unfortunate that the things they didn't do well they instead did horribly
Yep
Yeah PoE ends up being very binary with it's defenses for most things
EHG indicated there would be more information about the pack the server party and sign up info soon. I can't recall the details at hand, but I'd watch the #news over the next few days 🙂
@sterile widgetty 🙂
Ever the advocate for EHG, I'd also like to remind people that just because Trade isn't happening with 0.9, doesn't mean it won't happen in the future - try out the item gifting system, and voice concerns about the void(s) it doesn't fill - that'll help shape what items moving from character to character looks like in the long run.
Thanks for responding earlier and now.
I think this point about trying the system out is really important.
It's true that some people won't like the game without a more flexible trade system, as will others have moments where they feel disappointed or irritated.
Withholding judgement and providing contextualised feedback will help EHG to decide their next move.
For example, your friends @neat carbon . I know that some people don't want to buy a game they won't invest their time in, nor are some people having the financial means. But I hope that, for those with the means and inclination, they will give it a go and decide if they like Last Epoch enough to keep playing, despite the major difference with a game they really enjoy.
Also, I hope EHG can make some regular free Steam weekends to help those who are on the fence come to their decision 🙂
didn't they mention plans for a demo in the interview with zizaran
Every month one of my friends asks if I have tried a game knowing my tastes are very narrow and they can look at my Steam library if so inclined. I always tell them no and decline purchasing random game that is flavor of the month. With LE, I feel like I am going door to door on my friends list asking to introduce them to our lord and savior.
I definitely didn't buy all my friends a copy for Christmas this year... that would be absurd...
my friends just saw me playing it and just wanna play together when that can happen
https://forum.lastepoch.com/t/multiplayer-dev-q-a-with-zizaran-transcribed/50339/2
Yep, backlogged, so hard to say whether the free weekend is the basis for that or not.
Maintaining a permanent, downloadable demo version of the game would be a lot of work (you gotta patch it, etc etc).
Regular free weekends are also a lot of work, but depending on how the content-limiting is implemented, it's a different kind of work 🙂
I just think a game you play for yourself that isn't competitive shouldn't have any needless limits. Trading is easy to implement, common in multiplayer RPG games, and completely player driven as far as economy goes. Devs just need to put the system in, they don't have to do anything to balance it. LE isn't like PoE where itemization is so awful you need trade to play the game casually. Trade would never be that important in LE.
Hey guys, what time zone is the 10am for today referring to? It is not mentioned in the news post
if you're looking at the post in #news then its displaying your time zone automatically
Oh, even the date in the message? Didn't realize, thats cool, thanks
Huh - didn't know that either, just assumed it was CST, since that's what most of EHG operates off of.
An understandable position to have! (BTW I'm not anti trade so no need to convince me)
On the original post that described trade, I posted what I think could be a good compromise. In the case that they add things like clans(similar to D3), they could allow trade between players in the same clan as long as both players were in it at the time of the item drop. It is relatively easy to track and all you really need to balance is the size of clans, maybe 50-100ppl. This way you eliminate global trade as per their initial idea, but expand it a bit further than just your party. I also like clans and think there are lots of possibilities dor challenges, achievements, and organized group goals.
Nice! Judd was asking for ideas a while back. I also have a trade idea on forums and a trade video with a separate idea.
Oh, I don't hold my breath, my reply post was burried in a really long thread lol
I might write a longer standalone post at some point and flush it out. Do you happen to have the link to that post asking for ideas?
Or better yet, are they still interested in ideas or have their minds set?
They're always interested in ideas - it's just the timing of implementation that seems to get lost in translation. Don't expect any ideas to get implemented until after 0.9 launches and is stable, and they start cycling up for the next major patch.
Oh, I am not worried about timelines. I just didn't want to waste my breath if they had already came out and said they are set on it. I do not follow the LE news as much as I should
I think the problem with many suggestions is that you should still consider the core problems presented in the topic of item gifting/trading. Which is that trading shouldnt become the core way to obtain items. Most suggestions just boil down to markets with hoops to jump through. Even if you limit them to 100 people, its creating many small economies, and you would still probably end up with people in that mini economy getting most of their gear from it rather then gameplay.
The game currently has a problem where rare gear is really easy to get and gear does not scale that amazingly outside of legendaries. So if you could trade everything but LP uniques, then it would almost as if you didnt have trade anyways, because thats really all anyone is chasing after they have played a character for 100 hours
Hey does increased damage over time affix on items apply to damage over time applied by minions? Thank you
Aye - as someone who fundamentally disagrees with the stance EHG has, I understand that - so I keep recommending people try out, then talk about the Item Gifting system.
There are separate stats for Minion Damage over TIme and Damage over Time.
Ah now that I think about it I should’ve just checked the loot filter for minion stats, but I appreciate the answer
Really do think we need to see some big gear overhauls before we even talk about trade. Right now if you let trading in for everything, then you get hyper stratification of gear where rare gear becomes even more useless, and exalteds with meta stats became extremely sought after to the point of being able to get anything you want for certain stats etc.
Hopefully the stuff like "increased area" is the start of some improvement to gear
One of the main reasons I don't usually advocate for straight trade between players; obfuscate the system a bit, like a Middleman Merchant or something, and let the items be obtained by another means than just killing monsters (after all, there are merchants for purchasing gear all over Eterra...) - this way you don't add extreme values to the items when they're obtained, but still have the option to simplify the acquisitions process if you're stuck. Hells, hide him behind a dungeon, or make it a specific Mono reward so that it's not always available - but make it available.
Tbh for me it all comes down to LPs and to a lesser extent exalteds. I dont care what or how it gets traded aslong as people dont just buy lp items. Exalteds I can see being traded kinda. But I want there to still be something that exists as something that players should strive to actually engage with systems to get themselves.
The devs have created really cool target farming mechanics, and it would really suck to see good design go away, when everyone just sets their blessings to whatever the best meta item to trade is.
Agreed - I just want to be able to pick up build-enabling uniques that won't seem to drop. . . Smashing millions of gold into Lightless Arbor, or countless hours into monos or Soulfire Bastion, and striking out feels horrible.
On Titan Heart - is "Two-Handed Melee Weapon" basically code for "not a bow" - or do Staffs also not count?
Staff is melee, so it counts
Specifically, yes Titan Heart is enabled by wearing a staff
Was looking at Temple Staff, specifically - the one without any Melee Damage, and wondering if it still counted.
One idea I had - this wouldn't really solve things, but would slow things way down... make only a small percentage of drops tradable. Like say... 4% or something. This makes it so that it can sometimes be worth it to 'farm' items rather than buy them. At the same time... I'm not necessarily sure if I mind their current decisions on trading... it's nice to not have to 'farm for ages', to get an item drop (For most items... there are a few that are really hard in this game). I like a game that is fun and respects my time (mostly).
Hello for the multiplayer beta test, what if I didnt buy the game on steam ?
I cant get registred
The next round is for owners of Last Epoch, correct - there will be an open invitation starting Feb 23rd.
ooooh ok I didnt see that, thanks !
Does the progress from these weekends carry over?
Unknown if the 3rd event will - but next weekend will not.
Thank you
Progress will not carry over to the 3rd event.
can't i register for the mp event when i haven't bought it via Steam ?!
There's a thread in the #💬┃general channel about how to link your Web and Steam accounts, so you can install and pass the ownership check via steam login.
@hollow pelican Alric 2d: https://www.artstation.com/artwork/Ea3Dx4 3d:https://www.artstation.com/artwork/B3zz96
Oh awesome, thank you
how to register if the game was purchased from the site ... not from steem
Can I play the game with the updated version, before the event?
Not with the updates, but just play the game instead of having to switch versions
its a pretty cumbersome option but if you wanted to also play the live version you can download the standalone client from the website
I can launch the game, even though it takes forever now
Will all stash tabs be deleted for 0.9? Hard reset? Or keep everything
If you're playing multiplayer, yes. Nothing from offline will be transferred to online for security reasons. However all of your offline stuff will remain usable in offline.
I noticed that the Storm Jaws node for Summon Wolf gives increased melee lightning damage but there don't seem to be any way to give the wolves melee lightning damage. Is this correct?
Storm Jaws is flat lightning damage
and it follows two other lightning themed nodes
oh derp
So I registered for the upcoming multiplayer event through steam. Upon launching steam the game did an update. When I launched the game all my characters were gone. Save file remains in the usual spot. On the side bar the game is now listed as Last Epoch [Internaltest]. Any thoughts?
My apologies if this has already been discussed.
opt out of the beta if you want to play on the live client
go back to where you input the code and opt out of it with the dropdown menu
Oh I see. I’m in the beta which is separate from the main game. Thank you.
You could alternatively download the stand alone client for 0.8.5 and keep steam for the mp beta
Hello there can Someone explain me how spell type damage work ? For example when i want to make a damage over time Lich what od the most important stat
Damage over time or spell damage or necrotic damage ?
Things get improved by damage types that match them. Spirit plague is a DoT, Spell, And deals necrotic. So that would get improved by all three.
100% dot, 100% spell, or 100% necrotic all have the same effect, and all would stack if you used all 3.
@copper fable thanks
Be aware though that the more specific the affix the higher the values will be, generally. So necrotic damage over time will have higher value rolls than just spell damage
It behooves you to focus on one damage type to synergize your char properly
Broadly yes, though there are ~2-3 "tiers" of specificity, most modifiers are in the "middle" tier
Sure sure
I was just trying to gently nudge into focusing and synergizing one/two damage types 🙂
https://www.lastepochtools.com/db/ has the data
What's the best class for a poison stacking build?
Right now, bladedancer by a pretty huge margin, after 0.9 though, who knows.
It's always going to be Bladedancer
you never know 
maybe one day lich will be back to its former glory (relative to the other options)
It should be self-balancing itself with the fact that you don't use a shield. Plus two-handed weapons don't get such a special treatment and they also trade defense for offense.
just to tackle this in a theory point of view in not devs
2handed weapons have some exclusive stuff that makes them different then 1handers
and in this game weapons are exclusively stat sticks, so DW is literally just getting 2x the stats.
There has been feedback that perhaps the penalty is too high, but I dont think the penalty is exactly wrong in principle. @sonic kraken
Shields in this game are also sorta weird, its pretty hard to get block chance up unless you are a class who has access to block passives.
So often times your offhand is sorta just there. Shields have terrible affix pools for anything other then block.
The shield metagame is almost entirely run/filled with unique shields, because normal shields are not good enough as a stand alone item.
It just feels weird to me that one-handers have two penalties attached to them: One is the increased damage taken and the other is requirement of investing points to even gain the ability to do it
its because of the way weapons work, there isnt really a "local" stat pool. So if you have two weapons, one that is +10 damage, and one that is +50, you dont alternate them doing 10, then 50 damage
you just hit for 60 damage all the time with the attack speeds averaged.
This leads to it just being the best way to get damage full stop in most cases on just a raw affix situation. So the penalty exists to make it the "full offense" option. if not, why run 1h/shield? Shield affix pool is bad, and block isnt good without investment, it leads to most offhands being bad, so it would be a no brainer to simply DW all the time whenever possible.
The penalty is most likely too high, that much is true, but it exists for a fairly good reason imo.
What you described sounds less of an issue with one handers themselves and more of an issue with everything else
I think it just is a different way of approaching it. Its also why the weapon choice when DWing is limited as well. it creates a choice that has to be made so that the meta does not devolve into just using whatever two big unique stat sticks you can get. you have to think about if its worth it to DW and if you are going to get value out of it vs the penalty.
Shields are similar, shields if you are a class who can use them well are potentially a good source of damage mitigation, but you give up damage/affix space. So you have to make a choice on whether or not you are gonna use them. They just sorta dont work well as a "well by viture of simply putting on a white shield, I take 20% less damage" So you sorta have to plan around it
I think the DW penalty should probably be cut in half or down to 5% or so
Two-handers have unique problems that currently make htem the best imo
titan heart is just broken and warps the weapon playing field too much lol
The thing is that usually in arpgs going "glass cannon" is the best way to do things since as you probably know you can't die if you kill the enemy first
Investing into defense means you take longer to kill the mobs which means they have more opportunities to hit you which ironically means you'll actually be in more danger than the usual glass cannon that oneshots everything
LE is interesting in that is sorta flipped on its head. because mob damage can scale so crazy in this game, and there is in theory infinite scaling of enemies, defense is king lol
Hey y’all, so I’m not one to make new characters and had some questions. If I play this game today will they carry over on full release?
most people are looking to cut dps to shove in more defense
right now the characters you make are "offline" they will always be offline. they will exist forever, but can never go online.
When 0.9 goes live, you can make "online" characters, these are saved on the server. these will exist forever
the online characters will be sent to a "standard" area after the season is over
Ok so you think it’s worth in my case waiting till March?
if you are interested in server authoritive gameplay, aka safe leaderboards etc, then yes
if you are just here to chill and dont care about leaderboards, and have no plans to play in a group, you can start now
Yes. The devs are trying really hard to not invalidate any progress made in the previous versions and once the multiplayer drops the characters will be divided into offline and online ones so you'll keep your progress but you won't be able to use the old characters in online
There's no real reason to wait unless you are planning to exclusively play multiplayer
I don’t leaderboard hunt and play most of my arpg games solo anyways. I’ll probably make one build now at least
If you are a solo player then you'll be completely fine playing right now
Do you relics you rune of ascendance keep to class restrictions, or can you rune a mage relic, and get sent ones etc?
only thing that matters is the base type
so a relic would turn into a random unique relic
Yeah you can technically "brick" your relic by rerolling into a different class but it won't reroll a relic into a belt for example
Though it feels like the game is biasing the loot towards the class you're currently playing so chances are you'll get something useful
mmm yeah makes it harder for me to target the unique relic I want, guess thats fine.
Just go for unique relic nodes in your monoliths and hope for the best I guess
ill probably just use runes on relics as well too, but yeah. lol
whats the highest crafting potential?
Like do you mean forging potential, as in the highest value? its a bit random but high level exalted can have 45+
Rarity of item changes how much FP it can potentially have, so exalted will always have the most possible. Rares get more then magic etc.
I think I remember Mike saying something aroud 45-60
Either way it's high enough to take you quite far in crafting
And can rune of ascendance get you any unique or are certain boss uniques excluded?
It can only create world-drop uniques
Have you tried checking the in-game game guide?
each difficulty has a level
The level is given in the UI where you start the dungeon
and where do dungeon keys drop? i only see arena keys
im not sure of the exact level but dungeon keys start dropping later / in monoliths
iirc, dungeon keys can drop anywhere lvl 45 or higher... they just get more common at higher levels
I've seen one pretty much as soon as I've hit monos so around level 50 is probably a good guess
The Monolith of Fate has Arena Key reward echoes. Arena has Dungeon key reward options 🙂
(And both drop from random mobs as the others said)
How do specializations work? I notice for example Rip Blood has talent points I can assign that buff things called "Blood Splatter" but the default Rip Blood makes no mention of "Blood Splatter"...
The words "Blood Splatter" are underlined on the tooltip but if I try to mouse over to it the tooltip disappears so they aren't underlined so I can click them or mouse over them for a tooltip I guess
But yeah atm it looks like that Rip Blood point buffs something that doesn't exist
Blood splatter is a modification that you can take within rip blood that alters how rip blood behaves. It's still rip blood but it has a slightly different behavior once you take the blood splatter node
Kinda - blood splatter is a separate skill cast by rip blood. It's introduced earlier in the skill tree (closer to the center) than the nodes that affect blood splatter. Check the path that leads up to blood splatter nodes and press Alt when viewing descriptions to get some more info.
ahh well the build i'm going I just looked and I see the Splatter talent but umm the build doesn't take that talent despite the fact that it takes a ton of things that proc from splatter like Blood Infusion......
Then there is likely a unique or affix on gear that is casting blood splatter
Or blood splatter being cast from another skill like transplant
Or marrow shards can too iirc
Does anyone run LE on a 49in(or close) ultrawide curved? How does it look/perform?
There is a skill next to splatter called Eviserate they do take that says "Rip Blood has a significantly higher chance to make a Blood Splatter, but costs more mana." but it doesn't say that it lets Rip Blood do a Blood Splatter if Rip Blood hasn't got the chance to do it already.
I believe all of the "higher chance" things on trees are flat chance not like they're increasing the chance by % amount
Great if you can push it. I have a Samsung crg9
Push it, as in your PC can support the res?
Yeah and frame rate with a lot going on
But it looks amazing
Yes but without the points in "Splatter" it doesn't even get the option to splatter to begin with
Yeah, I don't hold my breath on performance yet as LE is not optimized(I hope). Even my overachieving PC has trouble in some areas
If you give it a higher chance to have a splatter then it can splatter, I don't see the problem
Me too. But overall widescreen technically works flawlessly in LE
Sweet. Can't wait to test it. Thanks for the heads up
But higher denotes a non zero chance to begin with. That's what he is saying
Hell I used it on an Abomination build and iirc I didn't have the dedicated Splatter node yet still had things that relied on Splatter proccing
Both nodes allow it to splatter. One is 100% chance but more mana cost, the other is a chance per point without the mana cost increase.
It'd kinda like saying you gain =100% chance to crit with a sword but without giving the character a sword in the first place
You can take both even and it can splatter twice per cast
That's what I want to build with a transplant and bone curse ctc rip blood build
But idk where I would get single target from
Maybe marrow shardd
Isn't Marrow Shard uh... Kinda on the bad side?
Imo you run either rip blood or marrow shards
I have a very strong marrow shards lich
Err Eviserate just says it increases the chance to splatter while Splatter itself says "Rip Blood hits have a chance to create a blood splatter at the target". Did they just poorly word Eviserate by neglecting to make it clear that eviserate gives it a chance to splatter?
Yeah without shards idk where my single target would come from then :(. Hmmm
Read the effect line itself
I swear Marrow Shards was considered the worst skill they had. Maybe I'm thinking of something else.
Blood Splatter Chance +100%
I thoroughly enjoy my shards lich.
Yes but without Splatter giving it some chance already isn't it 0 x 100% = 0%?
No, it’s additional flat chance
No. Good lord. The other node gives it a chance to cast.
Not 100% increased or 100% more
^
It’s +100% flat chance, ie if you take only that node you will always trigger a blood splatter
Yeah it just doesn't clearly say it like Splatter itself does then haha
Seems clear to me
The text in the tooltip is ultimately just flavor text - what actually matters function wise is what the effect description lines at the bottom say
And in this case, it’s just +100% chance and +6 mana cost
It’s not a bad skill, Lizard has done quite well with it in arena.
It has pretty good coverage and hits pretty hard
Yup. It's pretty easy to itemize for also
Personally I would of worked it as "Rip blood will make a blood splatter" since 100% is a guarantee right? and by saying it will rather than saying a significantly higher chance it makes it clearer that it enables them. Significantly higher chance also implys that it might not happen but isn't 100% a guarantee?
Significantly higher as compared to 20% per point is my guess
Especially since chance over 100% does something
I think it’s somewhat important to make sure you know that the node is giving you 100% additional chance that adds together with the other node
As opposed to being a binary “you make a splatter” type node
Since those things are often made differently in LE
I guess 🙂 I have Aspergers Syndrome so I tend to take things literally and since it doesn't say explicitly that it makes the ability able to with my way of thinking it doesn't do what it doesn't say 😛
But now you know. And knowledge is power
Makes sense. Like I said though, when trying to figure out how nodes work and what their actual function is, the lines at the bottom of the tooltip are all that really matter
The text in the tooltip up top will generally try to tell you how it works, but is often a bit... verbose? In how it does. It uses fluff words and such to make it sound cooler or more impactful or something
But I think loses clarity in doing that
So I would be hesitant to trust what it says, since it might sometimes mislead you compared to the very plainly stated stuff at the bottom
I think they’ve tried to improve that over time, but a lot of acolyte is quite old at this point and I don’t think has been touched up for that kind of thing yet
So if adding splatter chance works like that surely having "10% increased minion cold damage" adds minion cold damage if they don't already do cold damage right? Both add a % of something that didn't already exist right?
No, because of the word “increased”
Increased in LE has the specific definition of indicating an additive multiplier
if it adds cold damage it will usually be worded as "Additional"
Typically the formatting will be +number or “additional” for flat stuff. Increased or Reduced for additive multipliers. And More and Less for multiplicative multipliers
Read the game guide for damage, its really helpful in breaking up how things are worded
Hmm I thought it would 😦 I see so many idols that increase damage types to minions that i've never seen a minion able to do
I think minions are capable of every damage type, depending on the class and such
Is there void?
^
Manifest armour?
Minions can do any damage type, but its usually hard to give them specific damage types. There is cold minions, but adding cold damage to a random phys minion can be hard.
I still feel like void needs more support in general because it feels like VK is the only thing that can really do anything with it.
It’s a sentinel minion that uses stats from your equipped gear
There is just not a whole lot of sources of minion added damage.
keep in mind that we have a lot of classes unreleased
wouldnt be surprised if runemaster would be void oriented for example or warlock
^
Well the devs have talked about it actually. Im pretty sure its been implied that only VK is going to have void stuff. Void stuff can be obtained through uniques but its only specific to VK
At a class level
Yeah, which I personally think is a mistake
Oh that is the Paladin like character? I tend to hate shield and sword and paladins in particular because they seem like self-righteous asshats willing to do evil because it fits their good charter 😛 so hadn't looked into that. Didn't think they would have a minion option.
Well necrotic is the same. only acolyte has access to necrotic damage at a baseline.
I don't want every class to have void, just feel like locking it to only VK is too strict
The difference is uniques allow necrotic to be viable somewhat on others while there's really not any uniques like that for void
Yeah they have a couple minion options.
Eh, necrotic on not an acolyte feels forced. sure by virtue of having slightly more support its slightly more viable, but there just isnt really a whole lot of reason to split off your classes damage type
There's only 3 unreleased subclasses? No more classes or subclasses coming?
Don't look into the classes too much, they uh... Don't really have personalities or anything in this. There's a short backstory that adds pretty much nothing. Also you don't need to play sword/shield at all.
Not prior to release anyways
Not yet. In the future they said probably but that's far in the future.
Which I do think is a bit of a missed opportunity, but I think that is probably better then being in a PoE situation where if your not converting u screwed up
lol
tbh its not a big issue since void affixes do not pollute affix pool on items
Personally I like the idea of the wizard type character but sadly the beam type attacks you channel tend to not be one of the good builds and all the good builds and build guides feel ugh to me 😦
Disintegrate needs help that's for sure.
For someone like me with no skill in making my own builds playing a build like that is ugh
I mean, it... Works. Just not very well.
yeah but thats its only viable way to work and its viable but not popping off
It's playable but it is not at all "popping off"
I wouldn't have the first clue how to build it or gear it and being not optimal noone will make a build guide for it I can follow
Solution: learn to build.
there is a guide on youtube
I don't mean to sound rude but this game is easy to build in.
its very much chained to that unique set up. That set up literally gives it potentially 10x damage or more, its complicated, messy and if you dont use it you literally do 0 damage lol.
boardman i think, slightly outdated but you can adjust t
Disintegrate numbers are terrible without it
You also cant run any other hit based spells, or you turn off your fallacy and brick ur damage l0l
oops forgot to turn off flameward thorns
there goes my damage
its so annoying to play lol
Best I could do is make a random unoptimized talent tree, use random gear not knowing what stats would make it better and then end up quitting game frustrated that I keep failing and dying.
That's why I said learn.
It's not difficult, it just requires some reading of what you're doing and some understanding of mechanics.
I'd go in depth but I must leave. Work starts in two minutes.
I have the same issue with trading card games 😛 no idea how to build a deck and no idea how to learn to.
Like I know the game rules and mechanics but the strategy I can't understand
and no idea how to learn strategy
Hey all, question on some Druid skills. Each of the 'forms' has a node to cause one of their forms to transform them. Do these transforms have a 6 second cooldown or could I go spriggan -> swarmblade -> spriggan within 6 seconds?
Looking to keep up the 70% damage reduction mainly.
To be fair the game quite literally tells you how to scale your build with tags. Just hold alt on a skill and look at the bottom. There should "scaling tags" that will give you an idea of what you are looking for in gear
I'm looking at a build guide saying you can as a beastmaster get 4 wolves at once but I can only seem to see a way for me to get 3 wolves?
There's a unique that increases the limit by 1. It should be mentioned in the guide
Ahh the head I see ty for pointing that out
Btw the build is based around having 4 wolves and a raptor and a bear but the necklace allows it to summon wolves up to the max companions allowed so doesn't that mean the raptor and bear could in theory be replaced with 2 more wolves to make 6 total? O am I missing something?
Yes, all wolf build is great
If you get the squirrel helmet later on for it, it gets nuts. But wolf beastmaster is plenty strong.
Tbh I can't find any build guides xD the newest pet one is this 4 wolves, bear and raptor one from March 2022
Cause wolf beastmaster hasn't changed like at all
They added Herald of the Scurry helm which just makes the better wolf build these days
And it's not even wolves anymore at that point lol
What version is the game atm? The guide is from March 2022 for patch 0.8.5 but that is 10 or 11 months ago so surely that isn't the patch version we have now?
This doesn't matter - this build is working because nothing changed in minion's mechanics
It is. You have to understand the devs took an extended work period to work on mp. We are getting a patch on March 9th
You also need unique ring Ribbons of blood thanks to it minions get not crit
Oh no an easily farmable unique wahhh
Oh wow never seen an early access game that wasn't getting a new patch every month or 2 so I expected that to be out of date
I haven't seen a full wolf build though
Look at this: https://www.youtube.com/watch?v=iu58BO-mtm4
Official Action RPG Patreon Link: https://www.patreon.com/actionrpg?fan_landing=true
Time Stamps:
00:00 - Nut Cracker Build Guide
00:15 - Intro
00:45 - Gameplay
03:35 - Boss Fight
04:33 - Unheaval
05:33 - Wolf
06:38 - Leap
07:34 - Frenzy Totem
09:18 - Warcry
10:39 - Passives
12:46 - Idols
14:06 - Gear
15:33 - Character Sheet
16:36 - Training Du...
You can easily find a wolf build by looking up builds with Herald of the Scurry. That's all they are is wolves with a different helmet.
But I guess those builds are pretty useless for me if you need to wait ages and ages for a single random drop to drop to make it work right?
Or is the build totally fine without that item?
If you read what I said with any comprehension whatsoever ive said plenty of times that wolf beastmaster is fine.
Yeah I just figured the build world need to change to make it work without the helmet somewhat
As for betas without patches for months it is true i've seen some early access games without patches that often 😛 but those are all the ones the devs ran away and abandoned without even telling people and haven't had a peep from devs or a patch in a few years. I seem to be lucky with some and unlucky with others in that way. The ones with long periods between updates where the devs haven't ditched mst just be the ones I haven't gotten.
Confirmation bias is the worst 😄
huh?
There's a lot more to it, but basically humans tend to search for, interpert and recall information which confirms their existing beliefs.
The natural inclination to assume poorly of Last Epochs run without patches is an example of confirmation bias.
Ahh i've just bought about a dozen early access games and 3 of them the devs just stopped working on halfway in and never said a word the last 3ish years and the rest all had patches every 1 to 3 months until releases. Hell one of them even had daily patches for the longest time before they scaled it back a bit.
Not assuming poorly of it 🙂 i'm happy they have news keeping up to date on what they are doing
I was just surprised the build guides and the like from March last year were for the current patch was all 🙂 I was thinking I was following 0.8.5 build guides when game was like 9.0.8 or something by now or the like
I hate following out of date build guides and not knowing if they suck now that X or Y was nerfed since the patch the build guide was for in some games
All good. Multiplayer soon 😀
If it helps, Last Epoch Tools has game version stated for the builds.
Is it just multiplayer? Since I play these types of games solo it'll be highly disappointing if that's all
Piles of other stuff too
They're up to at least 30 pages of patch notes last count (not published yet, just acknowledged)
New items, vfx, sound, campaign areas, skill balancing, etc etc
We don't know for sure the full scale of it at this point. For sure they are holding some stuff back as a surprise too 🙂
Plenty of stuff for you as solo player if that's your preference.
Especially if you're new to the game 🙂
Ahh ok sweet 🙂 just heard multiplayer and was thinking that was it and wondering if they were just snail slow or didn't know what they were doing for just multiplayer to take that long
How's that not assuming poorly going? 😉
They just chose to focus on getting multiplayer working properly, as the game code essentially had to be rebuilt to support it.
🙂
Was it meant to be single player originally then?
I mean I was surprised when multiplayer was a patch since normally this type of game would release into early access with multiplayer already in the game day 1 of early access even if it was highly buggy
I've done 3 years of game dev at college and only made garbage little things with my groups back then so I at least have an inkling of what having to rewrite the whole game would entail.
Without going into the deep lore (with which I myself am not super familiar), I think it is fair to say that past decisions had impacts which may not have been fully understood at the time. Fact of life that one.
At some point, a line had to be drawn in the sand.
What engine is this using?
Unity.
Honestly, given how generally smooth the multiplayer was looking over the weekend, the decision to take their time and ensure quality has paid off.
Between now and 9th March, plenty more opportunities to fix bugs and optimise things in order to avoid a Calamity
Unity hmm I know it's one of the big 2 and it's the one I have the most experience with and I even know at least how to make it so I can run a server and client both on the same PC and move around and shoot and the like.
Tbh it's rare to see a game of this quality and performance out of Unity from what i've seen. Normally games that look this nice come out of unreal.
Not many devs would stop and rewrite a whole game like this after the fact to add multiplayer. Rewriting the while thing in that way is basically redoing probably 2 or 3 years of work from almost scratch.
Indeed.
Hell that would kill alot of companies because of 0 income while taking a year longer to make the game lol
Suppose early access helps there because they already have the money rather than having to make it back at release
We don't have all the details, of course, but credit where credit due. It's a great game that looks good and has multiplayer when the easier road may well have been another direction. I'm looking forward to playing it with my friends or on my own if it isnt their thing 🙂
One build i'd love to make is all raptors lol but I don't think that is possible like the all wolves is right?
I want my dino army lol
I have no idea. I haven't played a Primalist yet. Hopefully someone else can help. Good luck! 🙂
I guess the devs don't plan on expanding the campaign/story for version +1.0, or do they?
there are 3 missing chapters
I would invite you to read this post on the forums to get the best answer to that question
https://forum.lastepoch.com/t/campaign-final-observations-and-appeal/51479/11
I’m no developer, but I’ll do my best to provide you with as much developer information about the campaign as I can find. History of Chapters 10-12 But before that, lets remind ourselves about the history of Chapters 10-12. First, they were not part of the original early access roadmap for the game. These chapters weren’t added to the roadmap...
Thank you. That gave me an idea. Love 11HG is such a great development team
Hey all, another very random question. Mana Strike has a node that makes it ranged. I am assuming this removes the melee tag (so it won't trigger melee bonuses)?
it retains the melee tag and receives bonuses from +melee
Thanks
Another question. Sorcerer's Passive Bonus is 'Spells deal increased damage equal to their mana cost'. Is this damage multiplied by the added damage scaling? (It says increased, so I doubt it, but I wanted to check)
So it doesn't get multiplied?
darn
Looking for ways for more adaptive spell damage without running ignite belt
So I'm looking forward to the new item that is a belt that casts meteor on crit
Meteor can be upgraded in mage to drop 6 rocks, each of which also throw debris, so it's a lot of damage
Best bet I got so far is Vilatria's Set, but sets aren't quite as good as uniques or crafted generally
(I'm a bit spoiled with unique immolator's belt... because you can stack it to due about +420 adaptive spell damage on lich (using soul plague and a converting item)... and so... all this other adaptive spell damage is seeming really really small, even though it's not for other classes)
So I'm really just looking for a good way to add a lot of adaptive damage
meteor still has a cost even when triggered by the belt
Ah, it does?
i highly doubt you will sustain it
It didn't say so on the belt
got it
that changes a ton
no wonder they were running it on werebear
its 126 per proc
Yeah... I'd need to run mana strike or fireball to make up for that.
Well, thanks for the information 🙂
if its on sorcerer, id go for fireball
Yeah, and use craterforged buff
craterborn + aftermath might sustain it, that or you'd burn potions
I'll check out afermath
you can also benefit from vilatria set if you pick plasma ball in fireball tree
it'd give the lightning tag
so it will benefit from both fire and lightning damage
sure, anytime
Hey Kresh, I know you said you'd suggest fireball, but I have a question on mana strike
There is a node that says '-80% and ranged', and another node that says '+80% mana gained'. Are those multiplicative or additive?
I would think additive, but in damage case it's usually multiplicative
They'll cancel out - you'll end up back at 15 mana when you hit an enemy if taking both.
if you plan on crit, id suggest getting the mana on crit node as the -80% should only work for the base value
Oh!
that's great news!
Okay... I'll think about it
Thanks a ton for your help on this
I'm guessing the crit +15 also doesn't get the +80% adder either though? And same with the general +9.
i believe so
Thanks.
Another random question. The text says 'when it crits' an enemy. If it crits multiple enemies, it grants the bonus multiple times?
it will only register from 1 hit per enemy
so 2 enemies = 2 times mana gain
if you take mana arc it will infact hit 2 enemies that were to be hit by mana strike
also mana arc being a separate skill will benefit from vilatria set bonuses
since it has lightning + spell tags on it
Got it. Thanks!
Okay... different question now. Has anybody run immolator's oblation (ignite belt) with some ignite duration increase? Does it increase the duration of the self ignite? (There's a similar item with damned on self that says it does increase with +damned duration, so I'm curious if it's the same with ignite belt)
I would imagine it would
how garbage is this? should i try to craft a new weapon or is it fine to stay with till I drop an exalted item with a good mod?
It has an odd combo of affixes for sure. But if you don't have anything better it's fine
Also idk your build at all so the affixes may make sense with your damage or status effect conversions
Try it & see if it's more useful than any other 2h axe. Given the implicits it'd probably be more useful for a melee necrotic skill such as harvest
It seems fine on first glance - high speed and crit chance relying on Harvest's tree to provide damage multipliers; honestly, other than the Shock Chance, it's a solid weapon.
alright, thx for the input, ill wait for a good drop then, wont try to swap it rn
I’ve gone into empowered with many builds/classes with 3-4 affix weapons
no clue what that is ;d
Usually the prefix’s are much higher priority, unless you’re ailment based, looks fine to me
Prefix is the first two rolls out of the pool, suffix is the 2nd two rolls. So like if you went to a craft on it, prefix’s are on the left
i meant empowered
Sorry haha, it’s when you finish the 3 level 90 monoliths, you can then make every monolith level 100 and start stacking corruption
got it
Higher difficulty, much better drop rates
im still at lvl 75
Was just trying to say if you’re prefix are good, you can get a surprising amount of content done assuming your build and other gear is alright
and is there a way to roll the implicits of an item?
i never played this game before is it worth buying or should i wait ?
runes of shaping reroll implicit values
wait does this mean that enemies will deal 25% incr dmg for the next 4 maps I do?
yes
what about the beneficial modifiers?
the 15 item rarity and exp gain
will those also stick ?
if you wait until the 23rd there will be a free demo
if you wanna try the game out
Hi, is multiplayer already available ?
yes
multiplayer will be realesed in march i think?
the little number indicates how many monoliths they will last for
No, that's in March
Oh ok
what happens if i die after i complete the objective of a map?
will i get the rewards?
It still yoinks them from you as you haven't finished it until you portal out due to extra stability being possible.
wait this just indexed in my brain
isnt 4 affixes the max you can have on an item?
2 prefixes / 2 suffixes
?
You can have 5 affixes total by sealing one. But it is rare to get more than like a T3 affix sealed
oh ok
That part I was referring to not needing an exalted/unique item, and that even with 1 useless affix that a weapon can last quite a bit starting out
do rewards get better deeper into a web or are they the same across the whole thing?
I believe the further out you go the more "special" nodes you find. Such as unique/set X or the reroll/refresh nodes.
and is there a way to stack pack size or is the mob density the same throughout the whole end game
I'm not sure, but with how harshly endgame scales it's probably not the best idea to jack up pack size anyway.
a set item, your filter is hiding it
press z ( or x, don't remember which) to stop hiding item tooltips
no idea then
Green beam is a set item alright...
nothing
IIRC, either Backspace or Delete hides all items entirely...
delete hides the ui
Might want to check the keybindings just to make sure...
backspace does nothing atm
Can't boot the game up myself right now, sadly...
I think now it's ALT+Z - to show items
its x
but it does nothing
and also having no filter at all also doesnt show the items
But ther's another option to perma hide items
There are separate items for showing/hiding tooltips on the ground vs showing/hiding items disabled by the filter - you'll need to toggle both to get it to show.
If that still fails, you'll want to submit a bug report with those screenshots, since the item will have spawned in an invalid location.
It's a bug with the way some tooltips interact with the filter - not intentional.
I disagree. Sometimes I need to hide stuff so I can actually see the stuff I'm fighting.
Pretty sure they're talking about the "toggling two things to get it to show again" thing - not being able to hide it overall.
it was changed specifically to be alt +z to make it harder to hit on accident, it used to be just Z
lol
sounds like a band-aid fix for a game design issue
I still have it bound to z so I can toggle it easily

Can back this up, actually... I did pretty much the same with certain ANNOYING AS FLOCK keybinds back in Guild Wars 2 because it kept shoving some unit frames into my face when I never needed them.
Alt'ing them up was the best decision I made that day 😄
Me who accidentally keeps hitting the about-face key while running AB
(My English comprehension still needs some work apparently, you lost me a bit there... 😅 )
typo didn't help that's for sure
how good is armor here?
Very.
is it like the fake poe armor or is it real armor
I meant 'about-face' and 'AB'. So far, the only thing I can link AB to is Arathi Basin in WoW. 😅
its global damage reduction for everything, just better for phys. so its good as hell
About-face is the thing that makes you do a 180° turn when you hit it. AB is Auric Basin.
Oh. Right.
Okay if you think armor is bad in PoE that is literally a skill issue
well to be fair, armor in poe was historically bad for a long time, and is very much confusing in its actual mechanics vs what the game tells you
What's not confusing in PoE, I wonder...
Armor hasn't been bad for like 3 and a half years at LEAST
you get like 20k armor and its like "u reduce damage by 90%!!!" which isnt true, but armor in this game just tells you its DR, which is actually just easy to see and understand at a glance
Tooltips aren't accurate in PoE and that's a known issue. Hell tooltips aren't accurate in LE either.
The worst offender being DoT calculation...
And technically PoE does the same for armor, it's just that the way it shows it is based on the level of the area which changes dramatically and doesn't include things like monster mods or map mods. Which... Is also a problem in LE.
i said fake, not bad
it scales based on hit dmg
Well, can't really do much in that regard other than take the highest encountered values in question as defaults and start from there.
there is no problem, its just not mentioned anywhere
and the ui shows you a % mitigation based on a super low hit
so if youre newb youd thing omg i got 1k armor im immortal
And if you say that LE doesn't have things that require you to go look at external sources you're wrong.
Well the difference is usability I think. Yes if you wanted to get exact stats of a minion you need to go look it up. But like thats a bit overkill vs the bullshit that is the armor formula in poe
mechanics should be explained in game
Armor in LE at the very least has an in game guide that explains its formula, and isnt reactive so you know what your getting from it.
The armor formula isn't that hard to figure out though. Higher armor, better reduction against harder hits.
that.. does not make it any better
Alternatively just use VMS and tank every hit anyway
also not relevant
I dunno its easish to understand poe armor as just yes, more armor means better protection vs bigger hits, but if you have no reference for what good armor values are, you can think you have enough and just get owned.
I think reactive based defenses like that are just way too much calculation for a genre like this.
its much easier when level 100 characters can all use a baseline armor and its the same vs every enemy assuming no debuffs.
Hey all, if you have a fire skill, and a weapon that converts it to lightning, does it still trigger 'on fire skill' attacks. The weapon doesn't say that it changes the tag, so I'm not sure on this one.
I think whats more a problem is that PoE armor is for the most part, the most common way to get reduction vs physical damage, where as LE has physical resistance so its kinda similar to the other damage types isntead of being this weird thing that uses an entirely different system to mitigate
I mean.... You need all of ten minutes to find out what good armor is in PoE. It's not rocket science. Anywhere from 20-40k is perfectly fine for the vast majority of content. 80k+ is getting to the point where you're almost unkillable vs non-uber content.
Well, if it doesn't change the tag, it still counts as a fire skill. Effects like that are based purely on the tags of the skill. I'm sure a lightning conversion would change the tag, though
Yeah, but I dont know why you would want it to be something you need to go do research on either through what other people have surmised, or through some weird research where you find out how much a top rolled boss slam does to try and tank with EHP calculators.
or you can just have a system that goes "This is your damage reduction from armor that is always true" lol
That the game itself spits out for you
Doesn't the G guide have all the formulae and relevant details available?
Got it. What if it is a partial conversion (like with the new gloves that are 50-50)
yeah, and the game will show you the DR value if you hover it as well
It'll have both tags, so could proc both types of effect
Because they're different systems for different scenarios. They're both games that have drastically different mechanics, damage, and defense systems than the other. I'm not arguing in favor of one or the other I'm saying neither is a problem and fit their respective scenarios better.
Fireball can already have both tags, and if you use it, it counts as both for the sorc nodes that ask for using certain skills
Can i somehow bind left mouse button to walk?
left mouse is walk by default isn't it?
It is by default - and you can update whether it walks, breaks barrels and walks, or uses a skill by clicking on it
click the icon and you can switch it
The RMB shown there is because Harvest is on your RMB
but i want it on BOTH rmb and lmb
If you selected a different skill, that would update to the key used for your other skill
With that setup, Harvest will work with either left or right mouse.
That... is a bug - please report it.
where?
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thanks!
Your LMB should walk, or Harvest if an enemy is within range - RMB should Harvest either way; if your LMB is doing nothing, there's something wrong.
where can i find the hotkeys menu?
Options > Controls > Key Bindings
Aye - not in game for quick-reference.
Settings > Gameplay > Keybinds
I'm certain this has been stated somewhere, but how many players in a multiplayer party?
4
Is there any way to practice the dungeon bosses without consuming a key? This may not actually be a problem, as it feels like the keys are becoming more common as I slowly move up the monoliths, but I definitely experienced a skill issue the first time I fought someone called Julra and wondered if she showed up elsewhere?
You do need a key, but you'll eventually have more keys than you know what to do with
thank you, that was kind of the impression I was getting, just need to play more
Hey all, what is the recommended way to generate high amounts of ward as a spellblade?
Looking to something comparable to heart of uk or ashes of morality.
Many ways to generate ward as a spellblade. Depends on what you are playing
Only main ability ive settled on is mana strike so far... so pretty open to suggestions
I mean you can make a whole build out of manastrike but generally people just use it as a mana generator when other skills are on CD. Shatter strike and flame reave SB are both quite fun builds
Look through the passive tree and skill trees, you will see the options for ward generation and sustain there.
Question when using warpath. I noticed if u click and release. U end up with the skill channeling on its own. But if u press and hold for a few seconds. It stops. Is this a future or a bug.
It's a bug - channeled skills shouldn't continue if the button isn't being held.
@buoyant roost arcane warden + essence duel + firebrand ward is 95 ward/hit
Thanks 🙂
What’s the most noob friendly class?
whichever looks the coolest to you 
respecing in this game is basically free so you cannot mess up a build permanently
Ok nice. Going with the Acolyte then
i have a simple question guys, does this game have a global chat?
Yep.
thankfully disableable too, as i have had it for months.
how do i get beta code
You can't seal a T5 affix
ty
Aye - the Glyph of Despair lets you either seal an affix at its current tier, or upgrade it.
Hey all, I haven't been on in a while and noticed a couple things about the game in general. Can I just use the standalone client to play, or does it require steam? I wanted to register for the server event, but I saw the game needed to be purchased and linked through steam. Thanks in advance!
To play in the MP event you need steam linked, otherwise normal play I don't believe so.
Ok great, thank you!
Anyone got a good hc build suggestion for the 0.9 beta?
https://www.lastepochtools.com/builds/hardcore/1 anything by Perry is gonna be pretty good and you can always ask him questions on his stream 🙂
Is it true rune of removal has a higher chance of removing higher tier affixes? If so, I guess it's not a good idea to use on exalted items?
Not true, it's just random
I just feels that way cause we as humans mald when it removes our exalted affix even when it only does it 1/4th of the time
😏
Are there any crafting resources I should think of as very rare? I've mostly been just experimenting with the system, and most things seem a lot more common as content difficulty increases, but is there anythinig I should be careful about using it it drops (I suspect anything truly important likely hasn't dropped yet)
The most rare is Rune of Creation. Glyph of Despair and Rune of Ascendance are also fairly rare.
I would agree that those are the only ones that fall under "don't use them unless you have a plan" rarity
though even runes of creation are not so rare that you should be paranoid about using them on very nice endgame gear, cause you will get another one sooner or later.
cool, I have exactly 1 despair and 2 creations, I will continue to save them until I have some idea what I am doing (outside of maybe duplicating a ring, I don't really have any idea what a creation would be used for anyway).
Thanks much!
This is the node converting Spriggan skills to cold/frostbite. It says "...and effects related to poison now depend on frostbite". Does that mean poison effect becomes frostbite effect?
Has anyone had experience with this?
No, if there were a node that gave % more damage to poisoned mobs, that node would be become based on frostbite'd mobs.
the characters we are going to create for the "internaltest" beta, are they going to be deleted after the test ?
Yes
What about between the stress test and the open weekend?
negative
one is a steam demo
the open weekend which will be a different game instance
so the week long event and weekend will be diff chars, then 0.9 will be all fresh for everyone, until 1.0 then they will hopefully be moved to a standard realm and 1.0 will be a new realm, but you will have access to 0.9 characters separate from it.
Ah, good to know
This was being discussed in general, if I'm trying to clear all the monoliths for the first time to reach empowered, do I need to worry about the blessings? Or do the empowered ones just give the same blessings, and I should optimize there (assuming I can even clear them when I get there, of course)
Normal monos are something you want to blast through. Goal should be getting to empowered to farm the better blessings, as they have higher roll ranges, and to get necessary gear or uniques.
cool, I'm working on what I think are the last three now, just wanted to make sure I wasn't missing something
I've dabbled in the key dungeons and arena as well, but they felt like they were going to scale faster than I was unlocking them
Monos is the main focus of where you want to be grinding/gearing. The dungeons serve a specific purpose and are more for when you need to create a legendary, get specific uniques, spedn gold, find specific exalted item types, etc.
sounds good, I'll make them my focus, then. Still just exploring the systems a bit, it's been fun. Thank you for the help!
Of course 🙂
Hey all, is this crit chance, or crit damage?: https://www.lastepochtools.com/db/prefixes/AMwDgjEA
chance
Thanks.
