Path of Exile

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Discussion about Path of Exile, a free ARPG made by Grinding Gear Games.

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The original was posted on /r/pathofexile by /u/Silverbells_Dev on 2024-12-27 07:38:28+00:00.


Right now the formula is Armor/(Armor + 12*Damage), which follows the traditional damage mitigation formula of x/(x+n) used in many games, even League of Legends. However, in most games, n is a constant, while in PoE it's a constant (12) and a variable (incoming damage). What if instead we make it a scaling variable?

The most obvious solution is Armor/(Armor + Log(Damage, n)*Damage)). For Log10, 100 damage would have a coefficient of 1, but that would be too powerful. A solution is to have Log base 5, which approximates the curve of the original (16% reduction for armor = damage) while being more lenient towards smaller hits, and harder to mitigate against heavy hits comparatively.

These are the graphs for armor mitigation. First is the corrected curve using my formula. In general, the formula is a buff over PoE 1 in most non-extreme cases: PoE 2 has much higher enemy damage output and far less power creep when it comes down to access to Damage Phys Reduction and Armor values, so it ends up being a huge buff as I believe the armor formula for PoE 2 should be more lenient, not less.

Second image is a comparison of its strength with PoE 1. You'll see that it's worse for higher values of both armor and incoming damage, gives a huge boost early on making armor items feel particularly useful and able not to fall off too quickly, and worse for high end damage.

Third image is a comparison of its strength with PoE 2. Here you'll see that there's a huge buff across values closer to your armor - which honestly, it's desperately needed. It falls off towards insanely big slams (going from a 17% improvement to 6%), but it's still a buff over PoE 2 while being a slight nerf over PoE 1 in edgy cases.

Adjusted Formula

Difference between new formula and PoE 1

Difference between new formula and PoE 2

As a final background since we're armchair designers, I briefly worked in Game Design with Carn on Last Epoch (wherein I was a Technical Artist responsible for optimizing the game, but dabbled in QA and had Design talks with Carn).

I think this new formula can be fine-tuned, but the idea of taking the logarithm of damage and multiplying times itself is the solution to scale against big slams, which is GGG's vision, while improving armor across the board. The reason I kept the damage formula is because I don't think GGG will change it - but I hope this suggestion helps improving it.

Best regards and thank you for reading.

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The original was posted on /r/pathofexile by /u/AdrianPlaysPoE on 2024-12-27 09:21:29+00:00.

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The original was posted on /r/pathofexile by /u/flo-joe86 on 2024-12-27 07:55:13+00:00.


I haven’t seen a lot of talk about strongboxes, so here my question to discuss: How do you like them? I am pretty disappointed about the time it takes for mobs to spawn and the smoke that makes visual clarity even worse. I really like them in PoE1 because it was a fast and straightforward mechanic. After doing 10 of them I rather skip them completely:(

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The original was posted on /r/pathofexile by /u/Cowheap on 2024-12-27 07:25:46+00:00.

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The original was posted on /r/pathofexile by /u/Machariel_G on 2024-12-27 02:10:59+00:00.


some skill have like this, I test it and found really nothing could effect it.

and the skill that have these added fixed skill time is really too slow, like sunder and rolling slam, I have many times died because of this long skill time.

the worst skill is supercharged slam, it need 1s to channel per stage so it would use up 5s to channel, a time could let enemies kill you over 10 times. even this skill's charge animation don't have 5s.

added skill time is not a bad idea to show something power and slow, but it should not be fixed.

make then could be effect by speed modified would still slower than normal skill, but could make them playable.

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The original was posted on /r/pathofexile by /u/Global_Screen2894 on 2024-12-27 00:22:20+00:00.


If you want to thrive in a game with a competitive market and actually be able to afford the best items, you have to fit as much MF in your gear as possible. So rather than playing diverse and new builds, everyone will just want to play the proven builds that can handle end game and be able to "spare" as many affixes or item slots as possible to get the most out of Magic Finding.

This is absolutely the worst game design feature currently present in POE, something that was a flaw or wasn't really a big deal in Diablo 2 back in 2000, but for some reason GGG still cant let go of this.

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The original was posted on /r/pathofexile by /u/BrandonJams on 2024-12-27 03:18:28+00:00.

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The original was posted on /r/pathofexile by /u/moal09 on 2024-12-27 01:56:00+00:00.


Aren't you glad we have these tiny, silent, barely perceptible purple orbs that spawn on death now in PoE 2? Really ups the engagement when I'm mapping.

It's not like ruining my entire experience or anything, but goddamn if it doesn't feel really backwards compared to what we have in PoE 1 at the moment. I can't remember the last time a volatile killed me in PoE 1, and I thought, "Oh, that's total bullshit."

Whereas in PoE 2, I literally cannot see the volatiles most of the time, and there are tons more of them. I just kind of spam roll away from anything I've killed in case a bunch spawned, and I can't see them over all the enemies and other effects happening.

734
 
 
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The original was posted on /r/pathofexile by /u/sparksen on 2024-12-26 23:42:32+00:00.

735
 
 
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The original was posted on /r/pathofexile by /u/JustSomeDudeItWas on 2024-12-26 21:14:11+00:00.

736
 
 
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The original was posted on /r/pathofexile by /u/VTSAX_ on 2024-12-26 21:08:00+00:00.

737
 
 
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The original was posted on /r/pathofexile by /u/YuuNya on 2024-12-26 21:01:50+00:00.

738
 
 
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The original was posted on /r/pathofexile by /u/Xathian on 2024-12-26 19:49:29+00:00.

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The original was posted on /r/pathofexile by /u/Naxrok on 2024-12-26 18:35:24+00:00.

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The original was posted on /r/pathofexile by /u/DefinitelyNotMeee on 2024-12-26 17:49:13+00:00.


While playing LA Deadey and minion Infernalist, I never truly understood what's the big deal with on-death-effects and other mechanics that people were complaining about. Sure, on hasted rare that was annoying, but nothing serious.

Then I leveled up a monk and I finally understood. All those chaos/blood/poison pools, grenades, vomit, cold/lighting/fire auras, chaos balls from Volatile Plants, those ghosts that freeze you, and simply all the abilities that I never noticed on ranged character, became such a pain to deal with for melee.

Sure, I could shatter a pack and instantly teleport to another one with Ice Strike, but in maps with obstacles, there are always other mobs just out of reach spamming their abilities, and even if those who didn't deal much damage were at least preventing ES regen, which could turn fight with rares into a deadly one.

Edit: I forgot to add that instadeath abilities like the Water ball from drowned witches should be completely removed from the game.

In short: melee is heavily penalized by the game mechanics that range characters can simply ignore.

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The original was posted on /r/pathofexile by /u/ramatopia on 2024-12-26 16:49:36+00:00.

Original Title: Campaign feels like POE2 but endgame feels like an old version of POE with less QOL and more tedious stuff. I don't think GGG can swift away from the fast paced gameplay. It's inevitable and impossible to achieve.


Wouldn't mind at all if we end up getting a more rounded POE1 with POE2 design and graphics.

Game is fun and I'm having a blast, but I don't see myself taking a brain milisecond to think what 4 skill combo I should make to kill a pack. Me see pack me bum bum.

742
 
 
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The original was posted on /r/pathofexile by /u/jsaumer on 2024-12-26 16:06:26+00:00.

743
 
 
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The original was posted on /r/pathofexile by /u/fi_bo_nacci on 2024-12-26 15:46:10+00:00.


Surface is hard to recognize as it is and when you add swarming mobs on top of it - there's no way to tell where the traversable surfaces start/end... If we are to rely so much on rolling around - we should have less urns, rocks and hills that end up being unpassable.

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The original was posted on /r/pathofexile by /u/GeekS1989 on 2024-12-26 14:24:28+00:00.

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The original was posted on /r/pathofexile by /u/broken_shadow_edge on 2024-12-26 13:52:54+00:00.


Whenever the rare dies, corruption erruprts and brust opens, which not only particles take away the FPS, it is distracting since you are not sure, those are Damaging On Death Effect or just visual.

746
 
 
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The original was posted on /r/pathofexile by /u/Vikfro on 2024-12-26 13:47:21+00:00.

747
 
 
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The original was posted on /r/pathofexile by /u/retryui on 2024-12-26 10:52:52+00:00.

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The original was posted on /r/pathofexile by /u/AposPoke on 2024-12-26 12:05:03+00:00.

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The original was posted on /r/pathofexile by /u/Objective_Invite_427 on 2024-12-26 11:51:58+00:00.

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The original was posted on /r/pathofexile by /u/XxXBootyBlaster69XxX on 2024-12-26 09:08:04+00:00.

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