#❔┃ask-the-community
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is that THE vapourfire?
lurking...
iirc I think Mike once mentioned that its technically not impossible, but he doubts he would ever see a 4x t7 drop in the wild. maybe a 3x T7 if the universe aligned just right....
Yeah, this is why I said, non-zero chance but functionally zero.
3t7 + t5 + t4 sealed is actually better then all t7 in total tiers as well. as it would be 7+7+7+5+4 for a grand total of 30. so id argue that all t7 in the perfect world is still worse then 3t7 😏
On the same concept of impossible odds, I think its still more likely that you would get a 4x t7 than an Omni or Ravenous Void with 4LP... I think those odds delve into 1:into more seconds than the universe has existed for..... 🤪
I’ve read that the 2 preliminary quests and the fact that you have 6 active modifiers also increase the chances for bosses rare loot to drop. Is this true? Or is it just the % item rarity that matter?
Each modifier will bring a certain item rarity bonus.
I cannot confirm or deny the thing with the 2 previous quests, since it is relatively new, that you can even skip these on empowered. It is something we can't say for sure.
That needs to be answered by the devs.
Regarding the enemy modifiers.
It is not directly tied to the amount of modifiers, but rather the %Inc. Item rarity each modifier gives.
But each of these modifiers give different amounts of item rarity.
Offensive and non hard capped modifiers give a lot more then defensive or hard capped for example.
And BTW, you cannot have 6 active modifiers during the boss echo, only 5
The maximum duration of modifiers is 6 and the echo itself that gives a modifier already reduces that modifier count by 1
I count the corruption modifier as 1 😊
-.,.-
Ah neat, wish you had had the notification/ping on for this- almost missed it.
I can't remember the last time I had any corruption in a normal mono, since I generally blitz to empowered
is there a higher chance for this to drop from empowered lagon vs normal lagon?
Empowered with 6 affixes isz pretty damn difficult for my hammerdin, the hammers and his hitboxes do not seem to interact properly
empowered alwyas has a higher chance due to item rarity boost from corruption
Monolith modifiers are very important - if you are not careful you can create a perfect storm of combinations that when matched with a bad group of random mobs, can make an empowered monolith echo of only 100 corruption seem like its as hard as a 300+ corruption echo..... Hammers can have some targetting issues - used to be much worse than it is now tho... - especially with different ground levels/slopes and certain mobs (floating and crawling ones).... If you feel that there is a repeatable issue with hammers not hitting things, then please open a bug report on the forum with details where its happening on what map, what is happening and your hammer skill tree.... that way the devs can try and replicate the issue and fix it....
Is dual crit dagger blademaster melee any good? Or does it drop off endgame? Wanna try something non sentinel and preferably not dots yet again
if you want to DW melee you probably wanna go swords for glancing blows, double dagger gives you access to lots of poison mostly. Melee builds can grab slayers prefixes so you dont need to use daggers so much
but im not a rogue expert
Ah so swords to become tankier?
yeah since you dont wanna go dot, using two daggers means the really strong DW passive just gives you poison stuff. Swords make you tankier and swords can also get % dodge suffix as well as have katana base for crit multi
the person i checked out was using 2 obsidian daggers for the phys and base crit, i assume you mean the weapons of choice passives for DW? does seem pretty strong
so im guessing dagger/sword for a bit of both and dual swords to go really tanky
hmmmmm ill be honest idk about that
I would dual wield 2 swords for the dodge % on suffixes and glancing blow, like Dice said
fair, i have no idea how tanky or not tanky those kinds of builds are without all that, all ive been playing were sentinels with armor or block
well if you want a good idea on that
I do have a build where I talk about daggers vs swords in depth
i get the idea i guess i just didnt value the glancing blows or dodge stuff enough
i'll look at passives and things again, thanks 
any time
Damage isn't really the limiter in a lot of builds. it's mostly defenses in the current meta of the game.
So dual swords ends up being better just cuz defense is so vital
yeah i havent had a look at the sword suffixes, that looks like a lot of dodge indeed
Most rogue players end up choosing dodge→glancing blow in their quest for better defense, because dodge is more like a coin flip between dead/alive that is uncontrollable
ever since they nerfed dodge potion dodge hasn't been the same
it became useless in most situations
the only builds that get to build dodge now are ones that get an insane amount for free
or if your doing really high arena where if you get hit you die anyways so defences don't matter
yeah to me dodge is "does my ability/passives give it to me for free? okay ill use it" its basically rogue/primalist because the other classes dont get any large flat values so they basically never can use it.
well the flat values on gear are....atrocious at best. Much like flat armor on gear
dodge and armor from skills and passives? 👍
I think flat dodge and armour should get buffed so they are usable, then we won't need throne of ambition for every build
"Ward gained when you Dodge" is actually a good direction for dodge defense mechanics.
It means that a successful dodge can provide an effective buffer for a failed dodge, not the extreme case of failure = 0 defense.
I mean, 1st off how much opportunity cost does it need to allocate enough ward for it to be usable?
cause ward a lot of the time is very bad 😄
It could scale off dex maybe?
Buffing flat Armour in other places will make ToA even more powerful, because it gives %Inc. Armour
then itd be fine
I mean if they buffed base armor I would assume they would fix some other armor sources that are too strong as of the moment, like Throne
ward is a really binary mechanic it feels like. LL ward is sorta bad, but at the same time imagine if you buffed it any sizeable amount? Suddenly their EHP would balloon out of control.
someone with 50% dodge and gets 300 ward on dodge? suddenly they are afking in packs of mobs etc.
its really hard to make ward just right without breaking it because of its infinite stacking nature
Just a similar example, there are too many other things to really consider to be practical
i put it on everyone build anyway cause im lazy. Im stupid smart 8)
every build*
I think its not as bad as its made out to be, but its certainly worse then health on like 90% of builds
I just happen to play the ward/int classes so its marginally less ehp at the cost of not having to build regen gear or do stuff with twisted heart
The problem with Low Life is people see big ward numbers, but never understand how much sustain you actually lose
it depends on the build/gear level, the great thing about LL is if you have the two items it just works. where as even if you have vessel, you need not bad regen gear
but once you get good regen gear vessel poops all over LL
hehe
I think the problem with low life is it does not directly give you anything in comparison to just..having life. The only reason you go low life in Path of Exile is to reserve more HP for auras and to run Pain Attunement
we have things that are close but they aren't as strong
Im also a vessel stan so I am biased
primalist funny enough is like the one class where LL ward actually has some value, on minion primalist builds if you can somehow figure out a way to get ward retention without crows you end up with more EHP
Frostbite shackles being a thing you can do
But that is also gear intensive, but berserker passive is juicy as hell
thats the only time I would even consider it
I like it cause I just love the concept of the items, they are really cool conceptually. And yeah we need more PoE style incentive to go LL.
LL to me, is mathil to herald of ice, he puts it on builds it has no right being on just cause its pretty. Blue hp bar go brrrr
yeah I dont mind that
theres just a lot of people who will swear by it but have no understanding of the mechanics behind it, so they end up tricking a lot of new players playing very bad setups
The point I want to describe is that successful dodge has something to prevent failed dodge.
For example, each successful dodge will cause the next failed dodge to receive X% less damage, up to a maximum of Y%.
Id ask why dodge needs that mechanic? For hardcore players it might make sense. But to me dodge is already a fairly good defense. The devs were smart, they didnt give rogue only dodge. Rogue has ample access to armor, dodge, and unique defensive mechanics. Dodge is just one of the defenses. No one should be relying on dodge alone
dodge is a fine mechanic, its just the numbers on gear specifically are lacking
Can you get 100% glancing blow as a marksman? I'm at 75 with arrowguard and passives
not without dusk shrouds or apostacy
I also think the current state of dodge is actually by design, the dodge formula used to be way better, but it was nerfed most likely because dodge used to be used as a more universal defense and they have sorta locked it to primalist/rogue to give it a class identity sorta like how ward is mostly tied to the int classes with a splash here or there in other classes
iirc glancing blows also used to be a global mechanic found on item affixes
lol
one thing I do wish they would do though is change the ward retention on gear/passives/from int to be half value
since right now the formula has a big fat 0.5 multiplier to it, ward retention of 400% is actually 200% for how you would think it would work because of the formula.
The builds that do that go Block as well? Or can still dual wield
First of all, I'm not teaching devs to make games, I'm just proposing some directions on the problem of negative feedback from the player's point of view, which will definitely be ill-considered in many places. 😉
Because pure RNG always brings a lot of negative experiences, the best example is the old forging system. Even 1%, once a failure occurs and leads to death (corresponding to the forged fracture), it will bring great frustration.
In my opinion dodge should be compared with block, they both have RNG side
But on the other hand, most of the sources of dodge currently occupy the gear suffix, which corresponds to health/endurance/armor.
Players will prefer to choose health/endurance/armor instead of dodge which can be very frustrating with RNG (Means "I used defense that looked like health/armor, but the effect was chaotic and not as reliable as health/armor")
So my idea is to alleviate the binary problem of RNG and make it smoother, or stagger the position of resources such as dodge and health (eg: block chance on shield implic and prefix not suffix)
It doesn't matter much, both will work
In general dual wield will be easier to satisfy 100% glancing blow, from 40% of dual wield sword and suffix dodge%
cause i was under the same impression that dodge rating from gear and stuff seems low
i'll level with dodge and glancing see where it takes me later
imo, it is not recommended to look for dodge from the gear suffix, that will severely squeeze "hard defense" resources such as resistance and health
yeah that shield still seems a little problematic not gonna lie haha
You make it sound inevitable with it's 88% reroll chance (it's the 6th rarest item). I've still not dropped one....
idk how much you play live, but i've pretty consistently got one by like, 30-50 hours on a solo character
ascendance rune on shields is good
Bastion should be a special item that is too powerful. It converts the original RNG/supplementary defense block into a 100% trigger that takes less damage, and is almost costless compared to other blocks (both take off-hand).
Another "RNG→hard defense" transition that I think fits better with the trade-off strength model would be Face of the Mountain.
On the basis of RNG block, take up additional suffix (squeeze resistance/health/armor resources) to stack endurance% so that RNG becomes 100%
It seems fairer
@balmy current dude... dont get out of your bed... thats way too unlucky to face the real world.... I have stopped picking up Bastions l get them so regularly... now I check for if they have LP first 🤣
Does some database with item mods exist in this game? For example i wanna know what carapace shield mods can roll with glyph of chaos
I found this
https://www.lastepochtools.com/db/category/shields/suffixes
Does that mean ALL shield mods in the game are limited to these 10 prefixes and 17 suffixes?
yes, those are all of the affixes that roll on shields
'% less damage over time taken' on some idols <- is this multiplicative?
stats of the same type are additive with each other unless stated otherwise in basically every case i've seen.
thanks
Sorry for necroposting, but how do you know that exalted gloves gonna drop in Soulfire Bastion?
I see only uniques here https://www.lastepochtools.com/db/dungeons/soulfire-bastion/boss-uniques
Do you refer to this one?
yeah
Tyvm
You can check what the default affixes are every day, and repeat the dungeon when you encounter what you want.
So, what he was saying there was that soulfire bastion's ending reward is a gambling shop that you can buy from that has gloves. which is consistently there so it's something you can use to chase after that slot
Ty
With the correct default affixes, you can farm specific exalted gear more stably and efficiently (at least 4 chances each time). Of course, you can also go when there is no suitable affix, but depending on your luck, it may not give you the one you want several times in a row
Less DMG would be multiplicative. @acoustic thicket
so ive started the bladedancer adventures, only certain skills create shadows, and only certain skills consume/attack with shadows is that right?
yea
and synchronized strike's shadows are used up by synchronized strike itself or is that a seperate thing?
It depends on how you assign its passive tree.
But in general, SS is used to create shadows.
ok so the "side" strikes of SS are not the shadows im guessing, guess it wouldnt make sense if you dont spec those nodes
It is multiplicative with other different sources of less damage taken over time, but I am pretty sure if you stack idols these are additive with each other, because it is the same source (same affix).
Not sure what exactly you mean by your description. So I try to describe the complete process of SS.
By default, 2 shadows are generated. Both you and shadows use an arc strike, and then the humanoid shadow will stay in place and wait to be consumed.
yeah it's confusing me
Yeah so increase/reduce is always additive.
More/Less is multiplicative, but additive with each other if its coming from the same source.
You can think of it like a single skill node from a skill spec tree:
Example (random numbers):
1/4 points into the node will be 8% more damage
2/4 points into the node will be 16% more damage
Same with the idol:
One Idol with -9% Damage Over Time Taken
Another Idol with -9% Damage Over Time Taken will be -18% Damage Over Time Taken in total
great explanation, thanks
If you don't mind the extra step.
This knowledge can actually be very useful sometimes, when trying to make the best use out of the last 1 or 2 remaining skill points in a skill spec tree.
Lets assume you have a skill tree that is fully specced out, like you want and you have one skill point remaining.
You already have a node with 3/4 points that gives 30% more damage (10% per point)
And there would also be the possibility for another node that you have 0 points in yet, that also gives 10% damage per point
The 10% per point node would actually be better in this case, because skill nodes within skill trees are multiplicative with each other, but upgrading one skill node from 30 to 40% is not 10% more damage, because it is additive with the previous points.
oh, I always do that
See, then you already understood the system 😛
nice 👍

Does Lich's Soul Barrier passive only trigger when you cross the threshold of 50% hp or can you stay below 50% and get the ward each time the effect cools down?
It does work when you are already below 50% and comes of cooldown and you receive damage again.
Sadly the passive is not that strong though
yeah, decided it probably wasn't worth taking anyways
I mean the stats are fine I guess, but its way to point hungry, if they would cut the points in half from the base node and the cooldown nodes while keeping the power the same it would be much more considerable
got it, bladedancer isnt necessarily required to use shadows right? seeing some abilities cant even gain any, im kinda liking flurry right now
got it, i had the impression theyre similar to VK echoes but not at all it seems
So i got a 3LP Hellsreach, are there any good fire bow setups out there?
Be ware, whatever you do, it will increase the level requirement of the item.
So you might want to deliberately do some 1x T6 + 3x T1 stuff or such, if you wanna use that as a leveling item.
With my suggested affixes the level requirement would increase to Level 23
question, shurikens / blade shield, says this effect does not stack but you can cast multiple shurikens..? which effect doesnt stack then?
Maybe a little mistake? If a level 1 item is crafted with T6+3T1 affix, the item level should become 35+3*1=38, but doesn't matter😄
There will only be one ring of shuriken, and when you release shuriken multiple times, only the old ones be refreshed
oh nevermind yeah i got it so more shurikens bigger shield/more potential hits
That comes from doing mental arithmetic and being on your tablet.
You are correct^^
Makes my point even more important^^
so what happens when you have shuriken blade shield and shift shuriken throw, nothing? or does it just throw a few regular ones and im blind
will be a blade shield normally
and that is often used to get the large armor bonus from blade shield
i see it now i think my game was borked couple zones later it showed up
Q: is bleed counted as Physical Damage?
Yes
Q: do duration nodes on skills become completely irrelevant if the skill is completely changed? i.e. Hail of Arrows has a +20% duration node on its way to Endless Barrage (becomes channeled)
and then somewhere else a node Quick Draw (-15% mana cost, -10% duration per point); does this then reduce the channeling cost per second with no drawback because duration is irrelevant?
Durations usually fall away if it becomes channelled - the "node cost" of preceeding nodes negated is how the devs add value to the skill choice... There are a few instances like this in skill nodes across various classes and its not just things like channelled vs durations...
Mana costs are tricky and very dependant on the node and skill - sometimes there is an initial mana casting cost and a channelling cost - so the reduced mana might affect the initial cast cost but not the channelling cost or vice versa.... sometimes it can affect both positively... because of the different uses, I would suggest testing to see what is affected by what....
ah ok thank you
question regarding shadow daggers created by various bladedancer skills
it says theyre melee and throwing tag, do both apply or does the triggering skill dictate wether melee or throwing?
and if its melee like puncture does it actually use both weapons flat damage amounts on the shadow daggers?
From what I see from lastepochtools, it would scale with both throwing & melee (and physical & dex and always crit).. That would be in line with other sub skills tags... Thematically its thrown, but does a melee on its 4th... but scales with everything tagged.... If you are dual wielding - LE just sees weapons as stat sticks so you get both amounts added and the average of their attack speeds...
that seems insane to build into then with those numbers
90 base damage and 2 weapons with 450%
Shadow daggers do hit hard, but its only every 4th hit and you have to invest in other skills to actually apply the shadow daggers - some of them only have a chance to do so...
so its damage is sort of offset in that you really have to spec hard to actually apply them consistently...
yeah, you can apply them to multiple targets?
would have to check what skill is doing the applying... https://www.lastepochtools.com/skills/shadow_daggers_finisher
i wanted to potentially try the melee puncture area stab thing
Puncture does have a node for 100% shadow dagger on hit (2 points) (Deaths Imprint)... so that could work... not sure on your tree re getting to it though...
its melee and throwing, any bonuses to either buff its damage.
oh woops discord lagged
any bladedancer skills that stick out for straight crit based no shadows/dots gameplay? flurry was quick and smooth early on but idk if it holds up
I am sure that a prue crit build is possible and likely viable well into empowered... the issue for me is that crit builds tend to plateu fairly quickly AND when comparing it to the reigning OP rogue builds that are mainly DoT, most people are unlikely to want to play it when they see how well the alternatives work.
thats what it seems like a lot of the time, you can make it work but most of the time dot is the easier option with the same or better results
it also does not help that the fix to the channeled flurry bug, it pretty much made crit not fun 😄
Yip... for me its the huge disparity in the builds that is the negative here... in LE almost any build (idiot choices aside) works, but when people see how much better other builds are, no-one wants to try anything else, even if they could work and are creative... The devs are definitely going to have a seriously hard time trying to balance things out... across specific classes skills & then across all classes too... but if they dont, then LE is gonna struggle...
I always try bad stuff. The only stuff that makes it in the videos are ok-ish stuff
Crit Flurry is one of those
where it never got a video cause it was, just that bad 😄
i figured as much, im looking at other skill options like shadow cascade seems cool but slow
Same... I like trying out all the weird possibilities even if they end up being totally crappy, its still part of the fun of playing games like this...
i dont like the forced movement skills as much either so maybe large parts of bladedancer just arent for me lol
Shadow Cascade should be good enough, but its definitely not what it was
Shadow Cascade used to be a pretty decent build... but again... it became mediocre by comparison...
Does this node give +% bleed chance or just indicates the bonus of bleeding fury ? And if the former how much is the bleed chance by bleeding fury ? 🤔
its the bonus of bleeding fury
every stack is 15%* the amount of points you put into it
crushing darkness on cascade seems harsh too, removing all attackspeed scaling for a bit of more damage
thanks!
@errant dawn well most good shadow cascade builds proc shadow cascade using a node in shift
yeah but then youre limited by shadow uptime/cooldowns i dont like that kind of gameplay
only found one video of crit shuriken/umbral blades too which seems like a hint to not try
if you want crit umbral blades id try shadow dagger umbral blades
yeah seems like my best shot at it
so multipliers on the skill (umbral blades) affected shadow dagger too right?
no @errant dawn
shadow daggers are their own thing, umbral blades would just act as a vehicle
if you need ,I have a video on the build where I go into it more indepth
yea found it earlier
In fact, the uptime/cooldown of the shadow is not a problem... Basically it is a continuous release of SS+UB every 1 second, and it is mana/regen that limits you
yeah the whole flow of that didnt feel great
chakram question, since it returns does it hit twice?
Does the Efficacious Toxin applied by Puncture have a corresponding ailment icon? I have tested it on various dummies for a long time and have not found any debuff display.
Not to my knowledge
Yes.
So there is no way to know if Efficacious Toxin is applied to the enemy?
thanks.. oh man i wish the secondary skill tooltips would auto popup when hovering sometimes lol, they do explain a lot of questions
Other than knowing that you hit the enemy recently and the damage numbers are now higher, no
When doing loot filter, does "Tier of individual Affixes must be:" require ALL affixes selected to fullfill that condition(if you have "with at least 2(or more) of these affixes on the same item"?
or does it just require 1 always to fullfill that tier condition
assume it is the former but asking just in case
should all (2 or more from your list) be satisfied
aight thanks
shouldn't bows have the option for armour shred on hit?
It’s on quivers iirc
it seems so then, https://lastepoch.tunklab.com/affixes has it listed as a possibility so was confused I couldnt add it
It should be possible to add it, lastepochtools also has it as a possibility... although there are quite a few variations of the same affix that only apply to specific things so perhaps the one you are trying to apply is one of the others... Eg. the shred on bow hit can only be applied to a Rogue Helm...
hmm it simply doesnt show any options. Maybe the websites have it lised as a possibility because of Acidfletch, a legendary bow that has armour shred on hit?
Hmm... checking myself... I have a few of the shred armour affixes but nothing that applies on a bow - maybe this is a legacy issue (i.e. old affixes)... Perhaps @bronze ocean could offer some insight into it?
the in-game shard says it applies to bows as well, but doesn't actually
probably some old tooltip or something?
Thats my suspicion
ah pity, bow suffixes are kinda crappy for my build then. Guess I'll take Chill instead, ty
chill and slow are about it if you're not ailment focused, yeah
shock if you're lightning DA maybe
yea, I'll keep Shock on it since I am lightning DA
Stun is useful if you got everything else. But i don't remember if bow get stun ATM.
agreed, but I already have 200% stun from talents and I'm basically stunlocking mobs already
Armor shred chance affix has "Requires Class: Non-Specific", it can only be added to items that are not class specific.
Currently all bows are class specific (unlike quivers).
Not sure if this is bug or intended.
ahh, sounds like an oversight tbh. since all melee weapons have armour shred on them as well as quiver
this is not base crit this is a multiplier to your total crit chance against target right? as in if i had 77% crit chance id go to 100% against ignited?
pretty sure it's just multiplicitive crit chance with your (base*increase)
yeah just gonna assume +30% base crit would be silly
regardless of requiring ignite or not, not like thats hard 😄
how does dual wielding 2 different speed type weapons work, does it take the avg of both? still fresh to dual wielding
To my understanding it can't be currently applied to bows for a simple reason:
Requires Class: Non-Specific
^ This means that it can be applied to items that are not specific to a class, but all bows are specific to Rogue, so this affix can't be applied to any of currently existing bows. If for any reason there will be a bow that is not specific to Rogue, then this affix could be applied to it.
avg
Thanks... Tunk came to the same conclusion... suppose its just understanding LEs little rules...
im back to my bread and butter sentinel \o/ and yet again i notice how lunges kill threshold just doesnt connect sometimes, is there any rime or reason to that how to avoid it? does it need like a minimum travel range to work?
Are the exact odds for glyph of despair anywhere?
@errant dawn How are you testing the "Cull The Weak" node in Lunge specifically? I have always found it pretty hard to gauge mobs health - being below 15% is so arbitrary .... Also, it seems counter intuitive to use Lunge as a means of killing like this - I tend to use it to Lunge into battle so for me its always hitting full health mobs and the kill threshold is moot.....
im not focusing on using it for that specifically but even while progressing right now when a boss is very obviously even below 10% it doesnt cull, i'll try and see if its a range thing
The devs havent provided this info specifically but from Tunks website its an "extremely rare" drop. Based on the typical LE rarity scale, that would make it in line with some of the most rare items in the game.... Honestly, I dont personally have that many and it definitely doesnt drop very often at all...
I meant the odds of the glyph actually sealing something
Just got 12 from a lightless arbor but cost me like 2m gold lol
Ah,.... the odds are also not specifically provided but the general feeling is that T1/2 are fairly easy to seal and almost guaranteed... T3, if you are lucky.... T4, unlikely, but not impossible... I think I have seals a T4 maybe 2 or 3 times out of a good few dozen despairs...
I us the node for holy trail jav, and it Def is working on my end.
i assume youre at range every time on that build? im leveling melee right now thats why im guessing it might be low range lunges that dont proc it
Nope. I'm doing point blank lunges
Hmm... Not actually sure if the culling works on Bosses... never really considered it... I suppose it should theoretically... but maybe there is some issue when used specifically with Lunge?
It does work on bosses. While farming for frostbite shackles it was how I did the last bit of health on the mono boss
Ok... then @errant dawn how exactly are you testing if it works... perhaps there is something else involved?
It could be a boss to boss variance?
Always possible...
I was wondering if there is something like the reduced effectiveness against bosses at play - some skills/ailments etc have this...
Cuz ik it works for dungeon bosses for sure work and the above mentioned mono boss worked
Is there an experience penalty of any sort in LE?
I know that in PoE for example, if you are in an area much below or above your current level, you get a penalty to experience gained.
Is there a downside to me running a lvl 90 area at level 79?
No, there is just a cap on the exp you gain.
If you are lvl 79, you get exp equal to 84 at max.
So running a level 90 area while you are 79 had no downside.
So i'd get the same experience running a lvl 84 area as a lvl 90 area, but i don't get a relative penalty, so there's no downside to running the lvl 90 (except that it's harder)
Thanks 🙂
Yeah, you rush the level 100 monos anyways
Ty
yeah i think its a range thing with lunge, if i move a few steps away its culling no problem
I remember that it needs to be used outside a certain range to trigger
not sure
Q: is there a way to see my wolves/companions health after all the scaling? i see if i hover over the skill it starts at 160 + str scaling + level scaling, but nothing from passives and gear
nope, just gotta do some math.
this increased void damage taken debuff doesnt stay up the entire time of the time bubble does it?
time bubble does not actually increase void damage taken so...
is it the anomaly part that drops at the cursor?
the time bubble itself still slows though and its right there on the tooltip
very confusing
It's bugged
@errant dawn Yeah I dunno if it's bugged or just a bad tooltip, but if you want to increase void damage taken, the only node in Anomaly is Mark of Rot. That said, the time bubble and the buffs it provides are incredibly powerful even without the void damage taken.
yeah definitely, already expected that not to be a permanent buff but wanted to doublecheck lol
What does that indicate? Just because someone reports it as a bug doesn't mean it's a bug.
are there some builds/classes that play more like… slower atk speed, more deliberate, big damage
everything i play so far are quite frantic and high atk speed, the skills themselves dont seem to reward slower attacks, so im either building them wrong or the game just doesnt work like that
@wind night https://youtu.be/uVHKM6b-16o this is as close as your gonna get
Erasing Strike 2.5 Million Crit Void Knight, Last Epoch Build Guide Patch 8.5, Giving Jurla The Bonk
Hello, this is Dr3ad from Epoch Builds, and in today's video topic we are going to cover Erasing Strike Apathy's Maw Super Mega 3 Million Crit Void Knight, finally you can live the dream of erasing everything on the screen and giving bosses wha...
nice, thank you
biggest bonk
Earthquake might be up your alley, too.
@wind night a few months back there was a discussion in the forum about ES vs. VC.
VC can actually do more damage then ES with the right setup.
But you still need to constantly do other skills in between cooldown, so it's not "only" the big chunky hits, but that's kinda the case for a ES build as well.
I don't have a build guide or such and the gameplay here is also only slapped together in a few minutes, far from optimized:
https://forum.lastepoch.com/t/erasing-strike-vs-void-cleave-node-imbalances/48781/11?u=heavy
Sure, so 2.5 mil over about 4 seconds of setup is 625k dps. That’s the sustained damage (obviously a bit lower because not every hit will be 2.5 mil, but still well into the hundreds of thousands). What’s the sustained damage on Void Cleave? In the vid, Dread is using it on CD The maximum damage can only be achieved with consistent 12 stack...
I mean thats very deceptive because Erasing Strike clears the entire screen every time you strike, while Void Cleave has much smaller clearing potential.
If I wanted to do damage, I would not have chosen either and just went with Judgement Mana spamming
does corruption increases the chances of getting legendary potential?
@quartz sleet not innately, item level only does. but Item rarity means more uniques dropped, and more unique drops = more chances at an LP one
okay thanks !
My statement was not whether one build is better than the other.
Both have their up and downsides.
VC is much better for sustained damage and can be used with very low cooldown(2 seconds)
Is the soul gamblers shop better in t4 vs t3? or is the only difference the mods on doors
Yeah im aware of that, im saying besides the mods on the doors is there any difference between what the soul gambler gives/
The effect of mobs on doors is different for different difficulties, and these differences are all listed in this page
The LP chance for uniques will be higher, because of the higher area level.
Between T3 and T4 the area level doesn't make other differences.
But for example T2 to T3 would be a huge difference in terms of what uniques can be gambled and also no T7 exalted items
Sorry, I missed a "besides" when reading
Different difficulty bosses have different specific drop lists, which can also be seen on the webpage
Does that mean exalted items from t4 will have a higher chance of having t7?
I am not 100% sure to be honest, but I think the chance for T7 is not higher T3 vs. T4(I don't know if area level affects exalted affix drop Chance) , but T2 would not even have the possibility to give T7, only T6
Wasnt there something about exalted items not being able to drop in less than level 90 maps? Was this changed? I seem to recall, lvl 100 improved the odds of exalted dropping but nothing beyond that..... Wonder if this applies to Dungeons?
No that's tier 7 items your thinking of @sharp quartz
Ahh....
Yes that is what I am talking about T 2 is area level 75, so T7 cannot come from T2 Soul fire Bastion
T3 is area level 92 and T4 is area level 100
I am just not sure if solely the area level increase the chance for T7