User:Killodoggy: Difference between revisions

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>Killodoggy
(notes to myself)
>Killodoggy
(notes to myself)
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Vaal skills don't prevent soul cooldown can allow 100% uptime for duration vaal skills after initial souls are gained for the first cast. Assuming you can kill fast enough to gain the souls before the duration expires.
Vaal skills don't prevent soul cooldown can allow 100% uptime for duration vaal skills after initial souls are gained for the first cast. Assuming you can kill fast enough to gain the souls before the duration expires.
==Explode==
add separate subject for minion explosions or just put it at the end of 1 subject as something like see also this for other explosion.
Separate and explain all explosions that chain off each other, because those explosions are can be more powerful than explosions that don't chain off each other. link reference to page with guy who tested the explosions in depth since I didn't go in depth on the explosions with personal experience and/or test myself for chaining. test chain explosions if i have currency.
Add a section for explaining explosion damage modifiers and which modifiers, specifically global and their damage type and AOE. Phys as elemental and non elemental as chaos damage are nice. Global crit chance gives them ability to crit. I believe they start at zero crit, but double check multiple sources and use references, cause I didn't try crit personally. Compare all scaling types to one basic one, to show amount of damage possible with multiple damage scaling types being way higher.
Explain best ways to kill as many monsters at once in 1 hit, for proccing explosions on kill from explosions that only proc on hit kills and do not chain off each others explosions. Or something less intensive like how to scale it generally for best chances to kill mass enemies 1 hit. [[Southbound]] can prevent weaker enemies from dying, until you can do enough damage to kill normal and magic monsters in 1 hit. Those explosions kill the rare/unique for you, or it just does massive damage to them. Southbound is better for builds that scale lots of hits per second cause they can't kill mass enemies with 1 hit. Builds that scale big damage in 1 hit with big area of effect would not need southbound and probably benefit from something else better.
Reverse knockback and densely packed monster maps increase chance of getting the maximum amount of explosions landed on each enemy. Increased area of effect helps this also.
test al dhih for snapshot effect. If it does work explain mechanic here for free explosions on weapon swap or just link to info.
All of these strategies combined can do great clear speed damage, but are useless on a solo target boss, cause it requires enemy kills to do damage.
Try to find GGG sources for base radius of all explosion on kill sources. I have already read that increase area of effect works.
==Archmage==
Most of this stuff has been tested, I just need to prepare it for wiki ready. Trying to get it all in functions and interactions if possible or putting in strategy if there is no other way to fit it in technical areas.
Adding an explanation for self cast spells only, no triggers and some cool self cast stuff uses like seals or duration spells like cremation/blade vortex/brands being stronger than others for players who don't gain massive mana per second.
Adding explanation for [[snapshot]] possibilities of high mana cost spells. Anything damage over time that scales from hits like, ignite, poison. Good for builds that have big mana, but don't recover big mana per second.
Add explanation for mana cost increase modifiers and large base cost with 7 link like greater spell echo support. raw mana cost added is not affected by any mana cost modifiers, which means it will only add like 50 raw damage or less per source, which is weak in comparison to % mana cost increase. Add explanation for increase mana cost modifiers losing their effectiveness based on total mana and amount of passive points invested. Explain how indigon is immune to this problem, but creates its own problem of balancing the exact amount of mana spent needed to maximize damage without going over and making the gem support no longer work. This is cause archmage was made [[dynamic]] so indigon can't be abused with it, since both are powerful mana using items.
Find way to turn vaal spells into a link that goes to vaal skills page without changing text cause it is different from link.
For indigon balance, [[focus]] or unique flask can temporarily make mana cost be zero. This can be used to spam as many duration archmage spells as you want for free mana, then if mana cost comes back from mana gain right after this, you have a bunch of expensive mana cost spells going off, as long as you scale mana used recently with something else than archmage spells. Trying to scale mana cost recently with archmage spells is harder than using something else on auto pilot every 4 seconds. arcane cloak on auto cast every 4 seconds is nice cause it is instant and spends mass mana. will require delicate balance of level and cooldown reduction and/or reduced duration to pull this off. The Indigon balance cost is very complicated to explain correctly and simply so form a rough draft here on talk page so I don't give up from complicated nature of it all. Hierophant's '''50% less mana cost''' is good for indigon archmage builds, but bad for builds that use indigon and increase spell cost without indigon, because indigon version can scale higher spell damage with less mana cost.
Add explanation for gaining mass mana, so people are not limited to duration spells for big mana cost archmage builds. The discussion page on [[talk:indigon]] has biggest mana gain per second options, just need to get it on wiki when have time.
Add explanation for brands being the only duration spell that scales cast speed and can be used with archmage. This is good for builds that scale fast cast speed and big mana cost, but don't have massive mana recovery per second to keep casting spells fast.
Explain all damage, mana scaling examples as options. Note that they do not encompass all possible ways to use archmage.
Due to complexity of indigon mana cost balance, use in depth example at around 5k or so mana. Put this example inside of a collapsible text, because if it doesn't completely collapse, it will make page look bad with massive wall of text.

Revision as of 22:04, 29 May 2021

About me

My information is on my profile page. I use this page for notes to myself and rough drafts.

Defense Mechanics

Plans for future

Many calculations.

  • Stuff applies to all chance not get hit all same.
  • Damage reduction all same.
  • Action speed lowers average hits per second when face tanking.
  • Not get hit stronger with multiple mechanics.

new mechanics

  • movement speed and movement skills are game mechanics that can possibly increase survival and can be added at the bottom.
  • Lowering enemy move speed helps get away from enemies. Add this without going into strategy too much.

other stuff

curses make character take more damage or monster deal less damage. note both.

remove ailmenets makes it easier to survive.

reduced critical strike damage helps survive.

phasing also

Math

Some modifiers can be calculated with the same math, but have different consequences for the numbers.

All percent damage mitigations modifiers that are additive are calculated the same. Once all additive modifiers are combined, the final number is calculated the same as less modifiers for further calculations.

All percent damage mitigation modifiers that are multiplicative are calculated the same.

All individual chance to not get hit modifiers are calculated the same as above depending on whether they are additive or multiplicative. When combined with other modifiers of the same type the math changes, because the value of each percentage goes up when mechanics are combined.

Armour is calculated separately. See Armour page for more information.

Manastorm

Now that mana reservation does not cost mana, heralds can be casted on no mana. This means heralds can be casted right after using up all your mana for global damage.

I have not tested it, but if the temporary global damage can last longer with self curse temporal chains, then there is potential do add lots of secondary damage to herald of ice and/or herald of lightning for a decent time, making a new build concept easily playable with 3.14 changes.

Minion Flat Damage scaling

Find all attack speed base and flat damage scaling for minions, they could then be calculated to see which minions has the best flat damage scaling. If info is massive, put in a box that collapses so it doesn't make screen look bad. Good for any minions build that goes high flat added damage. See The Iron Mass for an example of math for minion damage scaling comparison.

Snapshot

Anything with a duration that has not already been added to dynamic or snapshot needs to be tested. Any spell that hits one time does not need to be tested, because there is no long term benefit and it is not worth snapshotting. I should note what is or is not worth snapshotting on the page based on duration vs one hit spells.

Brands, traps, mines and totems are all dynamic and do not need to be tested. Damage over time, debuffs on enemies and charges all snapshot and don't need to be tested. Buffs can vary based on item granting the buff or spell granting the buff/damage and need to be tested individually. Some of these individual tests I have already carried out and added to the bottom of the page. I need to explain why they are tested individually and others not on snapshot and dynamic pages.

I have been testing the strongest unique items first, since I think they have the potential for the strongest snapshot examples.

Subjects might change in the future, because there may be unforeseen patterns to place them in once a lot more testing is done. I am not sure until testing is done.

I need to add several examples for using the strongest examples of snapshot, with exact details so new players can do it, because it is too complex to summarize the entire process for multiple items. If I do this I will need to put them in a condensed table link, otherwise the large amount of test will make the page look bad and harder to find stuff. Listing them with some subjects like offense and listed in order of easiest to hardest to do will encourage new players to look at the most realistic options first, since the advanced option is more likely to scare them away.

I need to try to explain the mechanics as simply as possible, because snapshot is so advanced it will scare new players away if I don't explain it as simply and clearly as possible.

Test al dhih warcry explosions on a weapon swap for snapshot. see if both stack additively with extensive tests also.

Test molten shell / vaal molten shell for snapshotting armour with things like blessing support blood magic on guardians armour based on life reserve.

Test Blessing support for snapshotting with boots off.

Hydrosphere

stuff to test in future

Test splash damage while targeting the hydrosphere near an enemy too see if it the splash damage hits the boss. Possibly good dps boost for players who use splash or want more hits per seconds.

Using certain things that can hit outside of combat is nice, without needing the writhing jar, especially for minion builds. Fortify jewel might work.

Sextant

Some modifiers can be powerful and/or have stuff not listed on sextant modifier. I am holding off doing this, until the expansion announces atlas changes. They might get rid of the powerful modifiers.

Instant mana flasks sextant is strong for high mana use builds like indigon, archmage. Instant life flasks are powerful for players who can't use the instant unique life flask that does chaos damage over time to them.

Poison damage for each poison on you is big dps at 100 poisons. The unique item can make poison not do damage to you.

Nemesis monsters drop 3 additional currency will only work well with nemesis influenced maps.

Mysterious barrels can explode into currency and also damage you. There is also a chance of getting a unique mysterious barrel that works similar to a lockbox.

Playing a map where all items drop identified with a strict loot filter can result in good trade value rares. Not recommended for new players due to advanced loot filter requirement.

Boss has body guards is good for players who need to kill enemies during the boss fight for damage or defense.

Sextants that spawn masters will not work when you choose another master on the daily atlas mission. This is because the game can only use 1 master per map.

Vaal skills don't prevent soul cooldown can allow 100% uptime for duration vaal skills after initial souls are gained for the first cast. Assuming you can kill fast enough to gain the souls before the duration expires.

Explode

add separate subject for minion explosions or just put it at the end of 1 subject as something like see also this for other explosion.

Separate and explain all explosions that chain off each other, because those explosions are can be more powerful than explosions that don't chain off each other. link reference to page with guy who tested the explosions in depth since I didn't go in depth on the explosions with personal experience and/or test myself for chaining. test chain explosions if i have currency.

Add a section for explaining explosion damage modifiers and which modifiers, specifically global and their damage type and AOE. Phys as elemental and non elemental as chaos damage are nice. Global crit chance gives them ability to crit. I believe they start at zero crit, but double check multiple sources and use references, cause I didn't try crit personally. Compare all scaling types to one basic one, to show amount of damage possible with multiple damage scaling types being way higher.

Explain best ways to kill as many monsters at once in 1 hit, for proccing explosions on kill from explosions that only proc on hit kills and do not chain off each others explosions. Or something less intensive like how to scale it generally for best chances to kill mass enemies 1 hit. Southbound can prevent weaker enemies from dying, until you can do enough damage to kill normal and magic monsters in 1 hit. Those explosions kill the rare/unique for you, or it just does massive damage to them. Southbound is better for builds that scale lots of hits per second cause they can't kill mass enemies with 1 hit. Builds that scale big damage in 1 hit with big area of effect would not need southbound and probably benefit from something else better.

Reverse knockback and densely packed monster maps increase chance of getting the maximum amount of explosions landed on each enemy. Increased area of effect helps this also.

test al dhih for snapshot effect. If it does work explain mechanic here for free explosions on weapon swap or just link to info.

All of these strategies combined can do great clear speed damage, but are useless on a solo target boss, cause it requires enemy kills to do damage.

Try to find GGG sources for base radius of all explosion on kill sources. I have already read that increase area of effect works.

Archmage

Most of this stuff has been tested, I just need to prepare it for wiki ready. Trying to get it all in functions and interactions if possible or putting in strategy if there is no other way to fit it in technical areas.

Adding an explanation for self cast spells only, no triggers and some cool self cast stuff uses like seals or duration spells like cremation/blade vortex/brands being stronger than others for players who don't gain massive mana per second.

Adding explanation for snapshot possibilities of high mana cost spells. Anything damage over time that scales from hits like, ignite, poison. Good for builds that have big mana, but don't recover big mana per second.

Add explanation for mana cost increase modifiers and large base cost with 7 link like greater spell echo support. raw mana cost added is not affected by any mana cost modifiers, which means it will only add like 50 raw damage or less per source, which is weak in comparison to % mana cost increase. Add explanation for increase mana cost modifiers losing their effectiveness based on total mana and amount of passive points invested. Explain how indigon is immune to this problem, but creates its own problem of balancing the exact amount of mana spent needed to maximize damage without going over and making the gem support no longer work. This is cause archmage was made dynamic so indigon can't be abused with it, since both are powerful mana using items.

Find way to turn vaal spells into a link that goes to vaal skills page without changing text cause it is different from link.

For indigon balance, focus or unique flask can temporarily make mana cost be zero. This can be used to spam as many duration archmage spells as you want for free mana, then if mana cost comes back from mana gain right after this, you have a bunch of expensive mana cost spells going off, as long as you scale mana used recently with something else than archmage spells. Trying to scale mana cost recently with archmage spells is harder than using something else on auto pilot every 4 seconds. arcane cloak on auto cast every 4 seconds is nice cause it is instant and spends mass mana. will require delicate balance of level and cooldown reduction and/or reduced duration to pull this off. The Indigon balance cost is very complicated to explain correctly and simply so form a rough draft here on talk page so I don't give up from complicated nature of it all. Hierophant's 50% less mana cost is good for indigon archmage builds, but bad for builds that use indigon and increase spell cost without indigon, because indigon version can scale higher spell damage with less mana cost.

Add explanation for gaining mass mana, so people are not limited to duration spells for big mana cost archmage builds. The discussion page on talk:indigon has biggest mana gain per second options, just need to get it on wiki when have time.

Add explanation for brands being the only duration spell that scales cast speed and can be used with archmage. This is good for builds that scale fast cast speed and big mana cost, but don't have massive mana recovery per second to keep casting spells fast.

Explain all damage, mana scaling examples as options. Note that they do not encompass all possible ways to use archmage.

Due to complexity of indigon mana cost balance, use in depth example at around 5k or so mana. Put this example inside of a collapsible text, because if it doesn't completely collapse, it will make page look bad with massive wall of text.