[outdated] Caustic Arrow Solo Map MFer (20/300+)

"
invalidzzz escribió:
Can someone explain to me how we reach 90% pierce , with that build(caustic arrow)
I run pierce gem , but i must drop it for the rest(empower/IIR)
I have taken the Pierce Shots Talent, i have the +10% from Drillneck,i cant find the rest.
Deadeye doesnt show anywhere from what i have seen that it gives piercing chance.
Did the talents change?
Thanks in advance , sorry for my English.

Deadeye - 30
Piercing Shots - 30
Projectile Damage and Pierce - 5x2
Pierce - 10
Drillneck - 10
=========
90

>> Deadeye doesnt show anywhere from what i have seen that it gives piercing chance.
In the skill tree, it's marked to show +30% pierce chance in the English language version of the game. If you're playing a translated version, maybe this information was left off during translation.
Editado por útlima vez por hankinsohl#1231 en 9 feb. 2017 6:30:11
"
invalidzzz escribió:
Can someone explain to me how we reach 90% pierce , with that build(caustic arrow)
I run pierce gem , but i must drop it for the rest(empower/IIR)
I have taken the Pierce Shots Talent, i have the +10% from Drillneck,i cant find the rest.
Deadeye doesnt show anywhere from what i have seen that it gives piercing chance.
Did the talents change?
Thanks in advance , sorry for my English.


I think you're looking at RANGER's Deadeye.

This is now a Scion build. Scion's Deadeye notable is what provides the extra Pierce chance.

(Sorry if this is confusing, the build was originally a Ranger build when I first made it, but lots of people have this bookmarked now and I think it'd be even more confusing for them to move it to the Scion page).
Jul 27, 2011 - Sept 30, 2018.
Editado por útlima vez por Serleth#4392 en 9 feb. 2017 7:53:21
More off-topic discussion
Spoiler
I finished 40/40... WOO!...

I did 500-600 Shaped Mesas, think it was overkill, but it got the job done... should have started Prophecies sooner... went faster once I learned it was time AND cost-effective to just seal all unique item and pale court prophecies and run the mappable ones I wanted, and sell all the valuable ones... I think I bought 200c worth of coins and easily made double that... just selling anything that gave Zana Rep, Twice Enchanted, Vaal Pathways, Vaal Winds, 5L, Voidheart, Tabula, etc...

I also have made much more profit now as clearspeed vs MF... I'm worth about 3000 chaos now... 97/126 atlas with Shaped Strand, Vaults, Shaped Atoll/Shore, and Shaped Reef/Coves/Promenade for t11-14... unlocked all t15 and only missing Perandus Manor... I think I could hit 100 if I tried, but probably wouldnt sustain my preferred maps as well...

I basically crafted my own lootfilter finally... deleted over half of Neversink's filter, and then recolored and used a lot of elements I liked from doeboyPoE on reddit... I don't think it matches the PoE aesthetic anymore, but everything catches the eye... and I have 3 versions for when I'm doing chaos recipe or just collecting jewelry and good bases AND what tier of maps I no longer want to see (added a special filter for unid low tier rare maps... tons of people want for challenge)

Looking ahead to 2.6, I dunno what I want to play, but I prefer the clearspeed way of doing things I think... Hopefully try some things in the next few weeks to get an idea of what I want to try next...
@Piros - Grats on 40/40!
"
hankinsohl escribió:
@Piros - Grats on 40/40!


Gratz buddy!
Jul 27, 2011 - Sept 30, 2018.
"
chimurestaurat escribió:
Grats on the badass wings!
Spoiler

Well, assuming the Johnson Dollar Diversity Dilemma Hypothesis isn't true of GGG's virtue signaling and the company isn't about to do a big money grab, then immediately go under:

I'm done with high clear speeds and I'll be playing HC SSF next league. I didn't mind the occasional death before in fast party exp and I guess I've been super lucky as well, but now I've been 99 for ages and I'm only 10% into level, having gotten enough exp to be about 50% in. Fuck speed. At least as far as life builds with -only- 9300 ehp go.

If they don't remove AOE overlap in PvP and realize EA's fixed t value is buffing it instead of nerfing it, I'll just play EA again, but on a different class. Bouncing between rank 11 and 16 on the 1v1 ladder just by doing Leo dailies in PvM gear is too much fun, with all these players who are actually good at the game and experienced in PvP crying like little girls and spamming how immoral I am for using a strong attack.

As great as they are, totems just don't appeal to me. If they nerf EA, I'll probably do something weak and safe and won't go for 100% challenges. I'm thinking of CA+ED of some sort.

"
Hank escribió:
Unfortunately, HoWA requires a breach-specific drop; next league, breach won't be available, except perhaps through Zana.


Did they confirm that? I was under the impression Breach was received well enough that it's basically a guarantee that they will prophecy it and Chayula kills will be part of endgame challenges forever. I sure hope the badass breachlords don't just end up as bosses of misc. maps with crappy layouts no one ever even clears.

"
Hank escribió:
Yes this is extremely speculative 1.5 months out from the next league... but, nonetheless... I think the question has merit.

23 more days unless they changed something.

Thanks Chimurestaurat!

Some more off-topic thoughts
Spoiler


RE HoWA - It would be great if HoWA is available next league.

As you probalby know, HoWA is an upgraded version of a drop from Esh - namely, Hand of Thought and Motion.

Thus, even if Chayula is prophesied, HoWA won't be available - that said, HoWA might be available via Zana (really expensive and very hard to get) or perhaps Breaches will become a permanent - though less common - fixture of leagues henceforth - in this case, HoWA is available but rarer.
=============
Hopefully GGG will increse single target DPS and clearspeed for multiple existing skills and introduce new Tier 1 clear speed/single target DPS skills for the next league.

This league... HoWA is far superior to all other skills - which has the effect that far too many players are rolling HoWA. What happens? Gear for HoWA/CI becomes either totally unavailable or far too expensive. And guess what?... In spite of this, HoWA, with meh gear, still outperforms every other build unless you can purchase multiple mirror-worthy items.

So is HoWA OP? Or are other builds under-powered? I think mostly the later.

But, I expect that if HoWA is available in some form next league, it's likely to be nerfed.
=================
My hopes for next league:

1) Buff life-based builds - CI is unnecessarily far better.

2) Buff DPS and clear-speed for most skills. The clear speed meta is likely here to stay - we need a choice of excellent skills or skill-combinations to be competitive with the best performing skills in this regard.

3) Retire or significantly buff a bunch of existing skills that no one plays anymore. Ideally, each skill should be approximately equal in performance and totally end game viable with maybe a few outliers - being either better than average or maybe even much better than average or of course worse than average. But if better than average, several skills should fall into this niche otherwise far too many players will glom onto the single best skill.

4) Replace extreme time-commitment challenges with skill-based challenges - requiring that the skill-based challenges be completed solo. This is a radical departure from the current design - and likely won't be implemented. GGG makes money via it's transaction sales. Higher player time commitment likely equals higher transaction sales.

So time sink is probably here to stay.
Editado por útlima vez por hankinsohl#1231 en 9 feb. 2017 15:51:39
Spoiler
"
hankinsohl escribió:
1) Buff life-based builds - CI is unnecessarily far better.


A major change like this is unlikely to come in a league which is hinted at honouring the history of PoE. Especially given double-dipping isn't scheduled until 3.0, I doubt we're going to see much in the way of changes to the existing meta, but rather changes to off-meta stuff, like the previously mentioned 1H changes in line for 2.6.

"
2) Buff DPS and clear-speed for most skills. The clear speed meta is likely here to stay - we need a choice of excellent skills or skill-combinations to be competitive with the best performing skills in this regard.


I seriously hope it doesn't, but there does need to be a BIT more equilibrium between skills currently. That said...

"
3) Retire or significantly buff a bunch of existing skills that no one plays anymore. Ideally, each skill should be approximately equal in performance and totally end game viable with maybe a few outliers - being either better than average or maybe even much better than average or of course worse than average. But if better than average, several skills should fall into this niche otherwise far too many players will glom onto the single best skill.


No. There needs to be a few bad skills in the game in order to separate the good ones. I agree that MOST skills should probably be relatively equal, with some slightly better than others but still having most remain competitive with end-game, but how much of it is just people not experimenting enough? For example, this dude used a skill hardly anybody uses and killed the Phoenix with Arctic Breath.

Further... GGG has said repeatedly they're fine with meta shifts and skills going out of phase for a while then bringing them back, so you can expect a rotation of skills that were formerly good turn shit, then good again.
Jul 27, 2011 - Sept 30, 2018.
Editado por útlima vez por Serleth#4392 en 9 feb. 2017 16:09:08
"
Serleth escribió:
Spoiler
"
hankinsohl escribió:
1) Buff life-based builds - CI is unnecessarily far better.


A major change like this is unlikely to come in a league which is hinted at honouring the history of PoE. Especially given double-dipping isn't scheduled until 3.0, I doubt we're going to see much in the way of changes to the existing meta, but rather changes to off-meta stuff, like the previously mentioned 1H changes in line for 2.6.

"
2) Buff DPS and clear-speed for most skills. The clear speed meta is likely here to stay - we need a choice of excellent skills or skill-combinations to be competitive with the best performing skills in this regard.


I seriously hope it doesn't, but there does need to be a BIT more equilibrium between skills currently. That said...

"
3) Retire or significantly buff a bunch of existing skills that no one plays anymore. Ideally, each skill should be approximately equal in performance and totally end game viable with maybe a few outliers - being either better than average or maybe even much better than average or of course worse than average. But if better than average, several skills should fall into this niche otherwise far too many players will glom onto the single best skill.


No. There needs to be a few bad skills in the game in order to separate the good ones. I agree that MOST skills should probably be relatively equal, with some slightly better than others but still having most remain competitive with end-game, but how much of it is just people not experimenting enough? For example, this dude used a skill hardly anybody uses and killed the Phoenix with Arctic Breath.

Further... GGG has said repeatedly they're fine with meta shifts and skills going out of phase for a while then bringing them back, so you can expect a rotation of skills that were formerly good turn shit, then good again.

@Serleth... Further thoughts
Spoiler

RE Life versus CI - I expect some change... not a nerf to CI, but some more life nodes/more life on gear. The imbalance is large enough that I think GGG will address it.

RE Bad skills - I disagree. There doesn't *need* to be any bad skills. But, GGG has limited staff - so some skills just won't be upgraded due to resource limitations - if this is what you mean, than I agree.

What I think will happen is that GGG will try to balance most skills - but this is imperfect. They'll miss things - and the POE community will find out what's been missed.

Meanwhile, new skills will intentionally be made a bit better to encourage uptake.

What will happen - is that one or more new skills, intentionally over-buffed, will have some subtle effects (or maybe not-so-subtle effects that will nonetheless escape alpha/beta testing) that can be exploited - expect that one or more new skills will be substantially better than any existing skill because of this.

RE Skill rotation - yeah... this will happen - again due to limited resources. Some skills just won't get any attention next league - even if they're obviously terrible. So skill rotation, in terms of what's best each league, is inevitable - not per design, but because of resource limitation.

Another way of looking at this - why on earth would a game designer introduce/include skills that are much worse than any other existing skill? This makes no sense.

Yes, a good game, such as POE will require that you research your skill and leverage gear/tree/jewels etc. to get the best out of your chosen skill/skill(s) - but to include skills that are horrible no matter what you do - by design - well, I don't think any game designer would do this on purpose.

Yes, bad skills will occur because no one likes the skill and thus no dev effort is spent to fix problems - but intentionally introducing bad skills, by design - I really doubt that this happens.

Instead, some skills will inevitably become terrible over time as the game evolves - especially if the bad skills have few players adopting them.

What's somewhat bizarre is "Blight" from last league - a brand new skill, and thus given dev attention. But out of the box, flawed, obviously so, in numerous ways.

Why on earth did GGG waste effort on Blight - virtually no one plays it, because the skill is aweful. You could understand this situation if the skill had been around for a long time and very few players used it so thus it got little attention.

But to the contrary - many players like Blight's playstyle. If the skill were competitive it would be hugely popular.

But... due to limited resources - Blight was left unfinished. It actually seems to me that one Dev designed Blight and was given almost no time to identify - via tester/alpha/beta participation - Blight's weaknesses and then address them

Completely opposite to Blight was Blade Flurry - huge dev time commitment and testing. Awful at first, and then probably a bit OP. Scaled back before release, but still a really awesome skill.

Middle of the road is Scorching Ray - an "OK" skill, maybe so, out-of-box. I actually think that Scorching Ray received about the same dev attention as Blight did - it just so happens that Scorching Ray was viable in end-game whereas Blight had numerous problems.

Neither of these skills, IMO, were adequately budgeted for end-game balance.
------------------
Hiccups similar to the Blight fiasco will undoubtedly recur in the future - not by design, but due to limited resources and, in hindsight, non-optimal release planning.
Editado por útlima vez por hankinsohl#1231 en 9 feb. 2017 17:59:42
Spoiler
It has nothing to do with limited resources. GGG's flat out said that they will always have a few skills in the game be bad as a learning mechanism for newer players, to discover what works well and what doesn't. The list of "bad" skills isn't meant to be prolific, but there will be a few.

Double Strike, for example. It provides the perfect comparison to Lacerate so as to illustrate that Lacerate is a good skill. While this is a more concrete example, there won't necessarily always be a direct comparison.

Exactly the same as their philosophy on uniques: you don't know what's good unless you know what's bad.

They've also said they're fine with having a variance in power levels. Hence, meta.

And some of it's plain and simple caution or human error, particularly in a game as complex as PoE. You're RARELY going to find a skill that they released properly balanced straight out of the gate, whether it's under or over powered, on the sheer basis that a hundred thousand players are more likely to find what's broken about a skill than a few dozen testers.

You see this constantly even in AAA games like Overwatch. Bastion's been garbage since release because he had no mobility and often gets focused hard in sentry mode, so now they've made him able to heal while moving on the PTR and gave him some damage reduction while sieged.

Conversely, McCree was OP as shit out of the gate, able to flashbang and empty a revolver with his Fan the Hammer skill and kill basically everything.

And this is one of the biggest developers on the planet.

It's the nature of balance and testing in any game. The community's always going to test your game better than whatever you have going on before release.
Jul 27, 2011 - Sept 30, 2018.
Some more :-)
Spoiler

Good discussion.

Please supply links to GGG statements about intentionally introducing/making available skills that are much worse than average - to me, this makes no sense whatsoever. But if GGG has taken this tack - well, whatever.

RE new skill balance - I'm actually not sure. It's not the number of beta testers you have... rather, it's the quality.

Take Blight - for sure, no one could get this skill to work in a Tier 1 sense - yeah, it's workable if you want a sub-par skill... but it's not competitive with numerous other skills either in terms of clear speed or DPS. Obviously flawed - unless you subscribe to the intentionally bad skill design philosophy, Blight's poor performance must be put down to lack of resources. Phox got it to semi-work as an OK skill with a bunch of special gear - but he relied on Abyssal Cry to carry the load on bosses, and probably clear speed - he'd have done much better using just about any other skill coupled with Abyssal Cry.

Take HoWA - an extremely great/OP item. Was it adequately tested - I think not.

Why?

Because, insofar as I know, beta testing consists of letting a bunch of players play the game - maybe boosted by level.

It takes quite a while to accumulate HoWA gear... assuming that you even know that HoWA exists.

So likely, HoWA got almost no beta testing.

This isn't good testing - if no one/very few testers actually use your new item(s) imbalances are inevitable.

Better to just hand out level 92 or so to at least some beta testers along with their pick of whatever new/existing gear they want; better yet, insure that several really knowledgeable players use whatever new item you want tested- give them this item, along with level 92 or so out of the gate plus some semi-decent other items - and pretty much make it such that these players choose to use your new item. Then, check balance.

Hell... it's even simpler than this... suppose you were assigned HoWA development. You come up with some stats that you think are OK. And then... don't you test the item? Try it out with high Int/ES/WED gear?

I would. And I would find that's it's extremely powerful. Far better than anything else i the game.

And maybe such testing occurred - and maybe HoWA was left as-is by design.

But if so, why weren't other items boosted to give comperable performance?

In contrast to beta testing, in the real game, new items are found - and stats published. The entire gaming community is given a lot of time to look at these new items and to try out various on-paper builds based on them. And if an item looks really good, the paper plans are put into action - and then posted on the forums - and you've got HoWA.

To be sure - and I agree with you - no limited testing, such as beta testing peformed by GGG, can possibly find all skill imbalances.

On the other hand, introduction of Blight - intentionally bad skill inclusion put aside - points out some really big flaws around testing/resource allocation/new content release on the part of GGG.

Editado por útlima vez por hankinsohl#1231 en 9 feb. 2017 19:03:55

Reportar publicación del foro

Reportar cuenta:

Tipo de reporte

Información adicional