I´m not invested enough to feel comfortable spending hours researching how everything in poe2 works, but watching your videos is just enjoyable and informative. Really great, thank you so much!
@@lukaspumo3498you clearly dont understand the difference between doing your own research and watching a content that someone has researched for hours
Extremely underrated channel. - Accurate info - Presented in an easy to digest way - In depth - No BS gets straight to it - No click bait Just subbed because this type of content is invaluable. Now I need to go search your channel for a video on Evasion and the Acrobatics node. Can't decide if the -70% Ev rating is worth it.
I'm running a high evasion build with acrobatics and I'm ending up with about 77% evasion chance. It's definitely worth picking up if you have high evasion values, especially if you're pairing it with Tailwind. If you can take the node and still hover above 65% evasion chance, it's worth taking.
Your videos have been a huge help in me getting better at understanding what makes a good item worth selling; I'd love to see your guides tied in with what to look for when deciding what loot is worth picking up and what is worth trying to "craft"
Excellent suggestion. I'm kind of trying to get the fundamentals established with these first few, from here, we can branch into some common builds or crafting guides for archetypes and what is worth looting vs crafting!
1 important thing about crit chance is that there are 2 types, n% increased Critical Hit Chance and n% to Crit chance. note that if you have base 10% crit chance, the "to crit chance" modifier is additive -> 10% + 1% = 11% crit chance increased is multiplicative as in: 15% increased crit chance means 10% base x 1.15 = 11.5% crit chance. increase mods are always the last step here so getting more flat crit chance added is much more beneficial. i.e. 10% -> 100% increase = 20% 10% + 3% to crit -> 100% increase = 26% so yeah crit is a tiny bit more complicated than you mentioned, but also way easier to understand than the rest. Great video, very helpful! especially for beginners its very clear and understandable. Keep it up! 😊❤
Yeah, I've had a couple of people ask about it. I should've spoken to it in a bit more detail to be sure. I think I'll pin a comment with a breakdown (and this is a great example).
@@silentstill There is one more thing actually, if i remember that mechanic correct. So, basically "increased critical strike chance" is like other increases, but if it is a suffux on a martial weapon - it's local. so, let's take that we have 100% inc cri chance from tree, 30% inc cri on a weapon suffix, 10% base crit chance. In that case we have in total [10% base crit chance + 30% suffix increase] = 13% weapon source of crit chance. After that another 100% increase by the tree - so 26% crit chance in total. I am not 100% sure in that, but i believe it's correct. Also my apologies, eng is not my native so it could be painful. P.S: Very nice content, I'm glad to see videos like that, thank you
Yeah crit chance modifiers multiply your base crit chance not ADD to it. Otherwise I think you'd get people with like +300% crit chance which would make no sense.
@@silentstill Maybe a video about crit chance, accuracy and anything else related? I don't know if there is actually enough material there. Just a thought.
Lol, just an hour before this video came out I was teaching a friend by sharing screen about trade and also touched the topic of dmg and how superior are more/less things compared to increase. This one is far better structured and thus easier to follow, great job
i was looking forward to this, i loved all your guides til now. Imo you‘re putting out the most quality guides by far, explained in a super understandable way for a new PoE player like me. Also, i love your voice, super calm and nice to listen to. Keep up the good work man!
Hey, thats so nice to hear! Thanks for watching, Exile. If you are looking for a group to hang out with, I'm trying to build a bit of a community in the discord server. Feel free to jump in! discord.silent.tube
Man I was just looking for a channel that shows information about the game mechanics in a simple and practical way for my friends who are new to the game and I found you. Great videos
Amazing video! Now I really the continuation... the enemy layers of defenses, like resistances, debuffs, magnitude, armor break, etc.! Please keep the amazing work!
Great video, i think it would be very educational if you could show the net damage dealt to the monster after taking effects like penetration, shock and exposure into account
First time watching a video from your channel, and I really enjoy you getting strait to the point! Intro's should be between 3-5sec! Your title is the intro.....everything else was perfect! Great video, i subscribed
Yep I'm LA... trying to Min Max damage in shock magnitude/ light penetration/exposure. Also note lucky damage. I'm sure there's more. I'd love to know how much res monsters have but I guess just get 100% pen reguardless, I've settled on 96% in my current build for now
There's a bit more to the crit modifiers than mentioned here. Weapons/spells have a base crit chance, but they can also have modifiers that directly add to the BASE crit chance (and crit damage). This looks like "+5% to Critical Hit Chance" on martial weapons. Blood Mage also has a skill that changes the base crit chance of spells. As an example, say we have a weapon with 10% base crit chance. We can add a few modifiers: +5% to Critical Hit Chance => 15% total chance +100% increased Critical Hit Chance => 30% total chance 50% more Critical Hit Chance => 45% total chance Similarly for crit damage: +30% to Critical Damage Bonus => 130% total damage bonus +100% increased Critical Damage Bonus => 260% total damage bonus 50% more Critical Damage Bonus = 390% total damage bonus (4.9x damage multiplier)
@@metallicafan416 spells hits, like firebolt impact on an enemy is a "hit". The difference is between the words "attack" and "spell". any modifier that says '+x% damage type on Attack" only applies to weapon hits, not spells. I think I got that right.
I'm going to update the pinned comment with some of this, I shouldn't have jumped over it so quickly in the breakdown. This is a really good delve tho, thanks for typing it out.
Great video. I'd love to see more of these! Regarding multi-stage attacks with a projectile and AoE, I think you're right about projectile damage applying to the AoE when its damage is derived from the projectile itself. This is my observation with Crossbow's Explosive Shot. At level 24, it lists 531% attack damage for the projectile. The explosion tab has no percentage of its own. The primary difference between the two is the projectile converting 30% of physical to fire damage, whereas the AoE is an 80% conversion. I also tried removing a single small passive of projectile damage +10% and the AoE damage seen the specific "expanded" damage tab did indeed go down.
More more more. Please make this a long series, like a poe mechanics course. I feel like I learned more in this 11 minutes than the last 10 years of playing the game lol
I wanted to know how damage work in POE2 to one day make my own builds but I didn't have the time to research everything, massive thank you for making it easy to access!!!
This is the explanation I've been looking for. Not only did I not understand how the attack % works but I also started as a ranger so I have 0 idea how to value spell-based items. I understand items waaaaaay better now. Not that the game doesn't include all this info but its hard to decipher what it all means. All arpgs have all this computation so it's not just Poe's fault.
Thanks for your guide. The tool tip and explaination on non-english version client is not very clear and this video guide is a huge help for me and my friends. Thank you again.
Great information! You went over how damage conversion is normalized at 100% - Do you know if it's possible to go over 100% from a single conversion for bonus damage? For example, an Original Sin ring corrupted to give 120% of Elemental Damage Converted to Chaos Damage.
Hmm, thats a really good question. I'm inclined to believe that it doesn't give you bonus damage. Assuming its still getting normalized... normally, I'd suspect it just balances "more" against other potential conversion at the same step. For example, if you had another "10% to fire", instead of 91 chaos and 9 fire, you'd end up with 93 and 7.
I’m curious about modifiers that are qualified as Attack Damage. % Increased Attack Damage is the only modifier that I can recall at the moment. Found on the Passive Tree and Jewels. In the case of a Projectile that then Explodes I would assume based on the umbrella term “Attack” that this would increase both the Projectile’s damage as well as the Explosion’s damage. Being more scarce than options in the % Increased “X” Damage I wonder if this is a bucket worth investing into as it could affect a wide range of damage instances. Projectile, Explosion, Herald(s), is the current damage event I’m thinking about which if it works as I assume it does all would be covered by % Increased Attack Damage. I’m also curious where this falls in line according to the path you illustrated here. At the same point as something like Increased Projectile Damage?
Two small things. Local debuffs (to the monster) also scale as more/less modifiers including things shock etc. Also despite being worded as increased the mod that is going to be local to the monster "%x increased dmg taken by y" is another multiplicative modifier despite saying "increased".
Excellent! You keep makin these great videos - I'll keep watching and sharing them! The thing that you pointed out that took me forever to realize is how valuable "add x value to attacks" is for damage scaling on weapon users, so it's great to see you call that out here and save other people the time and frustration. What I'm trying to wrap my mind around currently has to do with Crossbows: Reload Speed, Increased Attack Speed, and Extra Projectiles. Specifically, what is the optimal setup for Crossbow type, Gem setup, Passive nodes, and answering the question of "How much (of each) is too much". I discovered that Rapid Fire has huge synergy with Fresh Clip Support given that you can easily reload more than 100 Bolts in the 6 second window, thus gaining 100+% More Damage, but maximizing this has proven bewildering. Side note, Rapid Fire stacks Deadeye's Tailwind in a fraction of a second, so it is currently the closest thing in the game to having Fortify. Emergency Reload seems to be bugged in that you gain the bonus damage, but it doesn't seem to count as actually Reloading, so it doesn't synergize with Fresh Clip in the way that I had hoped. The same can be said for Shard Scavenger, unless neither of these bonuses are displayed on the sheet. I don't suppose you've messed with it at all, eh? I sincerely hope that they are able to clear some of this up for users, and provide more and more accurate info on the Skill tab. I also think that they could expand the Recommended Support Gem section, right? Maybe that's a follow up to this video, tying Support Gems into what we just learned here.
I'm afraid my highest ranger/merc is like level 7 haha. I'm debating doing a deeper dive on each class tho, and I think we'd want to get into these interactions, for sure. If you aren't already, hop in the discord! I'll be looking for merc-oriented math heads to be bouncing ideas off of. discord.silent.tube
Love these breakdown videos youve been doing. I'd like to clarify that crit is not as simple as you made it seem. Having 10% base crit chance and 10% increased crit chance is 11% crit not 20%. There are sources of "to" crit chance, so 1% to crit chance would take 10% base to 11%. this 11% would then be multiplicitve with all of your % increased. The "to" distinction also comes up in crit damage. Where its addative to the base crit damage % before being scaled by % increases. This makes "to" values extremely valauable when scaling damage.
Good video, specially the conversion, took me a lot of reading to understand it last week... I just want to discuss the critical chance, from how I understand, when you have "increase % crit chance", I understat that it is an additive "bucket" that increases your base chance... lets say you have 5% weapon crit chance, if you have a total of increased 130% crit chance, your final crit chance is 11.5%, then the "% more crit chance" comes into play,,, so a 50% more crit chance gives a final value of 17.25%. So the best way to have high crit chance is with a high base crit chance weapon and the affix " + x% to critical hit chance", thats the affix that directly sums to your base crit chance, so is stronger than increased crit chance. Please check this, i might be mistaken, but im pretty confident thats how it works.
Great info, thank you man. Short and concise. One thing that I think is missing here is enemy resistances and how they factor in. Does -100% resistance on an enemy just double the final damage? Or are the -100% included somewhere in the more/increased steps?
Could you go into more detail about calculating the weapon damage? How do the increased% physical damage, %increased elemental damage with attacks, quality, and runes interact with each other?
It would be cool if you can post the finished diagram of those For another video can I suggest calculations around resist penetration, exposure, curses that lower resists, ailments(shock) and how all that stack up to increase damage?
Very good video, I would have suggested going over increased damage taken on enemies however. For example taryns shiver gives 50% increased damage taken to frozen enemies and that's essentially a more multiplier (or at least a different damage bucket than increased damage)
Very useful info however let me add that you need to account for increases to monster damage taken as another step of the equation. Not sure yet exactly how shock works in PoE2 (in PoE 1 it was that if you crit, you would always shock for a certain amount) but regardless if you're critting shock will usually apply a final multiplier to the damage being dealt. This again multiplies the final value after crit and is why sources of increased dmg taken were so strong in PoE1. There are things like intimidate that can also do this. Thought I would mention
Thank you for the all guides! They are such a big help. Wanted to ask, at what point would "% damage as extra [element] damage" be calculated? My guess is at the very end, but I'm not positive.
@@silentstill Somehow the "GAIN ... EXTRA DAMAGE" (Lightning Infusion for example), from the number on tool tip, seems like its applied after the additive bucket. I may be wrong.
I really hope GGG expands the character sheet. I can't seem to find about half the information that I think SHOULD be there, instead I have to search around and go in to each skill for all the minutia. I think it would go a long way to have all your base stats listed and then go look for the extra stuff. I would like to see Accuracy, global crit hit chance, global crit damage/bonus damage, etc.
Hi, thanks for vid. It was informative. It would be nice to see another video from you, explaining the resistances of enemies. Is there any info on that, so I could plan how much to upgrade my resistance penetration.
The only thing I think you've missed is the "Accuracy" calculation for attacks. That's the first step valuing your accuracy rating vs enemy's evasion rating, deriving a percentage and calculating it like a %chance to hit. It also seems like PoE2 makes your accuracy less effective over distance meaning there's %less accuracy rating per some unit of distance between you and the target.
This skips over resistances/enemy damage taken modifiers, which can be some pretty big multipliers to build around. I'm not totally confident, but I think it works like this: Resistances start with a 1x multiplier at 0% resistance. Increased resistances reduce the multiplier, so 50% resistance yields a 0.5x damage multiplier. Exposure and curses can reduce resistances, yielding a positive multiplier. So -60% resistance from a curse plus -60% resistance from exposure gives -120% resistance (in PoE 1 this was capped at -200%), giving a 2.2x damage multiplier. After other resistance modifiers are applied, penetration reduces the remaining resistances, but not below zero. So 50% resistance + 30% exposure + 30% penetration gives 0% resistance. Increased damage taken modifiers stack additively in a single bucket (citation needed). Shock is one example of this, I'm not sure what others exist. So if for example you had two 45% shocks (Stormweaver ascendancy), and one other effect that increased enemy damage taken by 20%, they would add to 110% increased damage taken or a 2.1x multiplier. If we were to combine the numbers from my examples (easily achievable for shock builds currently), we get more than a 4x multiplier on all shocked + exposed targets.
You are missing increased damage taken by the monster, which is in a separate damage bucket from "modifiers (increased)". The most common example of this would be shock. To be further complete you should also take into account monster resistances/armor.
You missed the other side (incomming damage taken from the monster side) monster elemental resistance, armor / armor break, and modifiers like shock etc that make monsters take more damage.
Amazing video, helped me understand better how damage works so now its time to bring out the spreadsheet and check where i can get the highest increase. Though the passive can be a bit difficult to figure out which group they are: +15% lighting damage, is that an add, increase or more
Regarding crit, don't forget that you get "100% Increased Crit Chance" but you also get "+2% to Crit Chance" - the "+" indicates that it's being added to your Base Crit Chance. So if you have 100% increased crit chance on a 8% weapon crit, you will have 16% crit chance. If you then have "+2%, your base will become 10- which means your crit chance goes from 16%, to 20% after the "increase" is calculated.
This video is a great starting point for explaining the basics of how damage calculations work but I think you really need to dig into more detail and some practical examples if you want to call it 'complete'. Knowing the formula doesn't help a new player very much unless they know how to apply it in game, and there are many effects in the game that act as multipliers but aren't obviously labelled as more/less modifiers. I would suggest the following topics as in need of further explanation: 1) Critical hits were discussed in the video but they need more detail to explain the math behind +x% critical hit chance, +x% increased critical hit chance, +x% to critical damage bonus, +x% increased critical damage bonus, and the Critical Weakness debuff. 2) Effects that increase the damage taken by a monster, such as Shock or negative resistances. These effectively work as a combined damage multiplier and are a significant part of damage scaling in PoE2 at the moment. 3) Damaging ailments (bleed, poison, ignite) are a huge topic in of themselves to explain things like ailment magnitude, ailment effect, if/how they stack and what sorts of damage modifiers an ailment can inherit from the hit that it originated from. (And non-ailment damage over time should also get a mention) Hopefully this doesn't come off as overly critical, I think you're doing great work.
I would say that crit topic could have a deeper dive(maybe even separate video), as it can also be stacked and the crit base chance on a weapon might have much more massive impact that could be thought initially bt many. Especially when you account for the amount of mechanics that revolve around hitting crits, like for example the ascendancy for invoker monk that buffs crits with full elemental penetration, which is massive
I agree. I've had a couple of critical questions already and I wish I'd spent a few more minutes there. But I agree, maybe we can do a separate video for it haha. I think I'll try to add a bit in a pinned comment here, especially given that crit multipliers can also be "increased" or "more"
Crit chance multipliers are not additive, they are multiplicative. If a spell has 10% crit chance and you get 100% increased critical chance for spells, it'll have 20% crit chance.
So, takeaway for me: Painter’s Assistant is best used with as many +Elemental damage nodes, and as many +Elemental damage added to attacks for a proper rainbow conversion. This is intriguing. I’m trying to build craft a monk using Painter’s assistant and Invoker’s Elemental Expression and Avatar, or maybe through Grace for the spirit stacking so I can run all 3 Heralds.
Yeah, thats a fun item. Essentially leveling out the damage. I'd be interested in trying to use it with just enough damage to apply shock and trying to scale from there.
I'm live! Come say "hello!" twitch.tv/silentstil
I´m not invested enough to feel comfortable spending hours researching how everything in poe2 works, but watching your videos is just enjoyable and informative. Really great, thank you so much!
Hours? The video is 11 minutes long 😂
@@lukaspumo3498 was the comment too long for you to finish or what?
@@boogalooter7280 listen
@@lukaspumo3498you clearly dont understand the difference between doing your own research and watching a content that someone has researched for hours
Thankfully you don't need to understand to play the game
Extremely underrated channel.
- Accurate info
- Presented in an easy to digest way
- In depth
- No BS gets straight to it
- No click bait
Just subbed because this type of content is invaluable. Now I need to go search your channel for a video on Evasion and the Acrobatics node. Can't decide if the -70% Ev rating is worth it.
Hey, thanks so much! That means a lot.
confirm.
I'm running a high evasion build with acrobatics and I'm ending up with about 77% evasion chance. It's definitely worth picking up if you have high evasion values, especially if you're pairing it with Tailwind. If you can take the node and still hover above 65% evasion chance, it's worth taking.
Your videos have been a huge help in me getting better at understanding what makes a good item worth selling; I'd love to see your guides tied in with what to look for when deciding what loot is worth picking up and what is worth trying to "craft"
Excellent suggestion. I'm kind of trying to get the fundamentals established with these first few, from here, we can branch into some common builds or crafting guides for archetypes and what is worth looting vs crafting!
1 important thing about crit chance is that there are 2 types, n% increased Critical Hit Chance and n% to Crit chance.
note that if you have base 10% crit chance, the "to crit chance" modifier is additive -> 10% + 1% = 11% crit chance
increased is multiplicative as in: 15% increased crit chance means 10% base x 1.15 = 11.5% crit chance.
increase mods are always the last step here so getting more flat crit chance added is much more beneficial. i.e.
10% -> 100% increase = 20%
10% + 3% to crit -> 100% increase = 26%
so yeah crit is a tiny bit more complicated than you mentioned, but also way easier to understand than the rest.
Great video, very helpful! especially for beginners its very clear and understandable. Keep it up! 😊❤
Yeah, I've had a couple of people ask about it. I should've spoken to it in a bit more detail to be sure. I think I'll pin a comment with a breakdown (and this is a great example).
@@silentstill There is one more thing actually, if i remember that mechanic correct.
So, basically "increased critical strike chance" is like other increases, but if it is a suffux on a martial weapon - it's local. so, let's take that we have 100% inc cri chance from tree, 30% inc cri on a weapon suffix, 10% base crit chance. In that case we have in total [10% base crit chance + 30% suffix increase] = 13% weapon source of crit chance. After that another 100% increase by the tree - so 26% crit chance in total.
I am not 100% sure in that, but i believe it's correct.
Also my apologies, eng is not my native so it could be painful.
P.S: Very nice content, I'm glad to see videos like that, thank you
Yeah crit chance modifiers multiply your base crit chance not ADD to it. Otherwise I think you'd get people with like +300% crit chance which would make no sense.
@@silentstill Maybe a video about crit chance, accuracy and anything else related? I don't know if there is actually enough material there. Just a thought.
@@wolfgangwestmark5107 its a good thought! I'm considering doing one on monster damage and resistance as well
This is some of the most informative videos available! Keep up the great work!
Lol, just an hour before this video came out I was teaching a friend by sharing screen about trade and also touched the topic of dmg and how superior are more/less things compared to increase. This one is far better structured and thus easier to follow, great job
i was looking forward to this, i loved all your guides til now.
Imo you‘re putting out the most quality guides by far, explained in a super understandable way for a new PoE player like me.
Also, i love your voice, super calm and nice to listen to.
Keep up the good work man!
Hey, thats so nice to hear! Thanks for watching, Exile. If you are looking for a group to hang out with, I'm trying to build a bit of a community in the discord server. Feel free to jump in! discord.silent.tube
bro I need you to make these types of explanation videos for everything in my life
Love the way you deliver info Its precise no fluff straight to the point! good job on those video!
Man I was just looking for a channel that shows information about the game mechanics in a simple and practical way for my friends who are new to the game and I found you. Great videos
The way you explained these mechanics is really great, accurate and easy to follow! 👏🏻 great job
these videos are just brilliant, I generally had an idea but this explains it so well
Just wanted to say that your videos are incredible and your presentation style is relaxing. Keep em coming!
Thank you for explaining something in less than 20 minutes and not dragging it out to make a 45 minute video lol. Easy sub
haha, thanks Exile!
Thanks for the information! I've really been enjoying all these educational videos you've posted.
Thank you for your work, genuinely appreciate these breakdown videos.
This was informative. I'd love to see more breakdowns like this. Thank you!
Beautiful presentation, first POE 2 damage guide that I thoroughly enjoyed watching and understood fully. Keep making more
Great vid, this is so helpful for both new players and vets of POE1.
11:00 monster resists and resist penetration? monster armor and break armor?
Also, "enemy takes X% increased damage" which is its own multiplier bucket. Including stuff like Wither.
I honestly wasn't even privy to these final "enemy takes" buckets. I'll look into these and get them added to future videos.
Amazing video! Now I really the continuation... the enemy layers of defenses, like resistances, debuffs, magnitude, armor break, etc.! Please keep the amazing work!
I think enemy defense would be a good topic as well! I didn't want to get into it here for brevity, but that is a component of damage.
Yes. I like these deep dives into the mechanics. Its my favorite. Thanks!
I need one of these for every mechanic.
Great work!
Now THAT's how you make an educational video. Thanks a lot for the explanation!
Exactly the content I was hoping to see from you ! Thx a lot !
Great video, i think it would be very educational if you could show the net damage dealt to the monster after taking effects like penetration, shock and exposure into account
I hoped for that information.
Such a great channel to break down complicated system. You earn a sub my friend
First time watching a video from your channel, and I really enjoy you getting strait to the point! Intro's should be between 3-5sec! Your title is the intro.....everything else was perfect! Great video, i subscribed
de-click-baiting youtube one video at a time.
Yep I'm LA... trying to Min Max damage in shock magnitude/ light penetration/exposure. Also note lucky damage. I'm sure there's more. I'd love to know how much res monsters have but I guess just get 100% pen reguardless, I've settled on 96% in my current build for now
Very informative! Cheers to you mate! You earned my sub!
There's a bit more to the crit modifiers than mentioned here.
Weapons/spells have a base crit chance, but they can also have modifiers that directly add to the BASE crit chance (and crit damage). This looks like "+5% to Critical Hit Chance" on martial weapons. Blood Mage also has a skill that changes the base crit chance of spells.
As an example, say we have a weapon with 10% base crit chance. We can add a few modifiers:
+5% to Critical Hit Chance => 15% total chance
+100% increased Critical Hit Chance => 30% total chance
50% more Critical Hit Chance => 45% total chance
Similarly for crit damage:
+30% to Critical Damage Bonus => 130% total damage bonus
+100% increased Critical Damage Bonus => 260% total damage bonus
50% more Critical Damage Bonus = 390% total damage bonus (4.9x damage multiplier)
Doesn't game say hit Doesn't count with spells?
@@metallicafan416 spells hits, like firebolt impact on an enemy is a "hit". The difference is between the words "attack" and "spell". any modifier that says '+x% damage type on Attack" only applies to weapon hits, not spells. I think I got that right.
@@metallicafan416 everything that isn't damage over time/dot dmg is a hit. game says so if you hover over the keyword
I'm going to update the pinned comment with some of this, I shouldn't have jumped over it so quickly in the breakdown. This is a really good delve tho, thanks for typing it out.
You about my fav content creater for POE 2 so far. Great video!
Liked + commented, so more people can find this gem. Thank you for your work!
haha, thanks a bunch
Great video. I'd love to see more of these! Regarding multi-stage attacks with a projectile and AoE, I think you're right about projectile damage applying to the AoE when its damage is derived from the projectile itself. This is my observation with Crossbow's Explosive Shot. At level 24, it lists 531% attack damage for the projectile. The explosion tab has no percentage of its own. The primary difference between the two is the projectile converting 30% of physical to fire damage, whereas the AoE is an 80% conversion. I also tried removing a single small passive of projectile damage +10% and the AoE damage seen the specific "expanded" damage tab did indeed go down.
Yeah, thanks for digging in! I didn't want to speak to it in too much detail without being sure, but that does seem correct.
Another great video, very informative and very clear.
Super informative! Just subbed
bumping for the alg, good work.
Top quality breakdown. Subscribed
More more more. Please make this a long series, like a poe mechanics course. I feel like I learned more in this 11 minutes than the last 10 years of playing the game lol
haha, thanks! I've got one on ailments and defense already. I'm kicking around what to do next!
You killed it :D your presentation is terrific
I wanted to know how damage work in POE2 to one day make my own builds but I didn't have the time to research everything, massive thank you for making it easy to access!!!
Well explained so its easy to follow.
Liked and subscribed.
you’re my math-hero dude, thanks for the breakdown!!!
Subscribed. This is kind of content we need more of.
Great video! Please keep making more videos like this!
Great video! Will def help with my damage scaling issues :)
Great video! Can also explain the defense of the monsters, and add elemental penetrations in.
I think we'll do a video on it! Stay tuned!
This is the explanation I've been looking for. Not only did I not understand how the attack % works but I also started as a ranger so I have 0 idea how to value spell-based items.
I understand items waaaaaay better now. Not that the game doesn't include all this info but its hard to decipher what it all means. All arpgs have all this computation so it's not just Poe's fault.
Hey, that's exile! Glad it helped!
Thank you. Thats informative and entertaining.
Lovely guide and breakdown, I guess the next steps are performing calculations on the monsters debuffs/buffs and ailments statuses applied to it
Most underrated channel in the PoE universe.
Thanks for your guide. The tool tip and explaination on non-english version client is not very clear and this video guide is a huge help for me and my friends. Thank you again.
Great information!
You went over how damage conversion is normalized at 100% - Do you know if it's possible to go over 100% from a single conversion for bonus damage? For example, an Original Sin ring corrupted to give 120% of Elemental Damage Converted to Chaos Damage.
Hmm, thats a really good question. I'm inclined to believe that it doesn't give you bonus damage. Assuming its still getting normalized... normally, I'd suspect it just balances "more" against other potential conversion at the same step. For example, if you had another "10% to fire", instead of 91 chaos and 9 fire, you'd end up with 93 and 7.
I’m curious about modifiers that are qualified as Attack Damage. % Increased Attack Damage is the only modifier that I can recall at the moment. Found on the Passive Tree and Jewels. In the case of a Projectile that then Explodes I would assume based on the umbrella term “Attack” that this would increase both the Projectile’s damage as well as the Explosion’s damage. Being more scarce than options in the % Increased “X” Damage I wonder if this is a bucket worth investing into as it could affect a wide range of damage instances. Projectile, Explosion, Herald(s), is the current damage event I’m thinking about which if it works as I assume it does all would be covered by % Increased Attack Damage.
I’m also curious where this falls in line according to the path you illustrated here. At the same point as something like Increased Projectile Damage?
wow, thank you! very decent explanation.
clear and concise, goated
Two small things. Local debuffs (to the monster) also scale as more/less modifiers including things shock etc. Also despite being worded as increased the mod that is going to be local to the monster "%x increased dmg taken by y" is another multiplicative modifier despite saying "increased".
Yeah, I missed that those "increased taken by" is a final last step! I wasn't even aware of them.
Love the video series, keep it up!!
Excellent! You keep makin these great videos - I'll keep watching and sharing them!
The thing that you pointed out that took me forever to realize is how valuable "add x value to attacks" is for damage scaling on weapon users, so it's great to see you call that out here and save other people the time and frustration.
What I'm trying to wrap my mind around currently has to do with Crossbows: Reload Speed, Increased Attack Speed, and Extra Projectiles. Specifically, what is the optimal setup for Crossbow type, Gem setup, Passive nodes, and answering the question of "How much (of each) is too much". I discovered that Rapid Fire has huge synergy with Fresh Clip Support given that you can easily reload more than 100 Bolts in the 6 second window, thus gaining 100+% More Damage, but maximizing this has proven bewildering. Side note, Rapid Fire stacks Deadeye's Tailwind in a fraction of a second, so it is currently the closest thing in the game to having Fortify.
Emergency Reload seems to be bugged in that you gain the bonus damage, but it doesn't seem to count as actually Reloading, so it doesn't synergize with Fresh Clip in the way that I had hoped. The same can be said for Shard Scavenger, unless neither of these bonuses are displayed on the sheet. I don't suppose you've messed with it at all, eh?
I sincerely hope that they are able to clear some of this up for users, and provide more and more accurate info on the Skill tab. I also think that they could expand the Recommended Support Gem section, right? Maybe that's a follow up to this video, tying Support Gems into what we just learned here.
I'm afraid my highest ranger/merc is like level 7 haha. I'm debating doing a deeper dive on each class tho, and I think we'd want to get into these interactions, for sure. If you aren't already, hop in the discord! I'll be looking for merc-oriented math heads to be bouncing ideas off of. discord.silent.tube
@silentstill I'm in!
Love these breakdown videos youve been doing. I'd like to clarify that crit is not as simple as you made it seem. Having 10% base crit chance and 10% increased crit chance is 11% crit not 20%. There are sources of "to" crit chance, so 1% to crit chance would take 10% base to 11%. this 11% would then be multiplicitve with all of your % increased.
The "to" distinction also comes up in crit damage. Where its addative to the base crit damage % before being scaled by % increases.
This makes "to" values extremely valauable when scaling damage.
I agree - I think I'll do a follow up on crit as I should have explained it in more detail!
@silentstill Awesome! I'll keep an eye out.
Good video, specially the conversion, took me a lot of reading to understand it last week...
I just want to discuss the critical chance, from how I understand, when you have "increase % crit chance", I understat that it is an additive "bucket" that increases your base chance... lets say you have 5% weapon crit chance, if you have a total of increased 130% crit chance, your final crit chance is 11.5%, then the "% more crit chance" comes into play,,, so a 50% more crit chance gives a final value of 17.25%.
So the best way to have high crit chance is with a high base crit chance weapon and the affix " + x% to critical hit chance", thats the affix that directly sums to your base crit chance, so is stronger than increased crit chance.
Please check this, i might be mistaken, but im pretty confident thats how it works.
Yup, I think you are right. I regret not going further into crit chance as it is more involved than I make it out to be.
This video is just as good as your defenses video and that was S tier.
S++++
This TED Talk was top tier. Take my money.
Instant sub, love love love this. Thanks for the insight. Back to crafting my builds.
Get back to crafting those builds, Exile!
Great info, thank you man. Short and concise. One thing that I think is missing here is enemy resistances and how they factor in. Does -100% resistance on an enemy just double the final damage? Or are the -100% included somewhere in the more/increased steps?
I think we'll do a follow up on enemy resistances! Stay tuned next week.
@@silentstill nice! looking forward to it
Brother thank you so much. You are a hero
Great informative video! Next please do how defence stacking work, like how to increase maximum ES, armor and evasion.
Really good vid. thanks mate
Could you go into more detail about calculating the weapon damage? How do the increased% physical damage, %increased elemental damage with attacks, quality, and runes interact with each other?
Great video, liked and subbed 👌
Btw what app/site are you using? My ADD brain can only understart visual clues linked to new information in that way
excalidraw.com - its awesome
Damn dope video, very well illustrated
It would be cool if you can post the finished diagram of those
For another video can I suggest calculations around resist penetration, exposure, curses that lower resists, ailments(shock) and how all that stack up to increase damage?
self taught myself this by just playing with the stats and feeling the different potency of stats
🤡
Very good video, I would have suggested going over increased damage taken on enemies however. For example taryns shiver gives 50% increased damage taken to frozen enemies and that's essentially a more multiplier (or at least a different damage bucket than increased damage)
Bro, huge content well done.
I'd like to see your treatment of minion damage and how to scale and what doesn't scale. Cheers.
Very useful info however let me add that you need to account for increases to monster damage taken as another step of the equation. Not sure yet exactly how shock works in PoE2 (in PoE 1 it was that if you crit, you would always shock for a certain amount) but regardless if you're critting shock will usually apply a final multiplier to the damage being dealt. This again multiplies the final value after crit and is why sources of increased dmg taken were so strong in PoE1. There are things like intimidate that can also do this. Thought I would mention
Amazing video, thank you
Amazing content thanks !
great job ! very helpful, thanks :)
Thank you for the all guides! They are such a big help. Wanted to ask, at what point would "% damage as extra [element] damage" be calculated? My guess is at the very end, but I'm not positive.
The "gain" step (step 2 of conversion), I believe.
@@silentstill Somehow the "GAIN ... EXTRA DAMAGE" (Lightning Infusion for example), from the number on tool tip, seems like its applied after the additive bucket. I may be wrong.
@@silentstillGot it, thank you!
I really hope GGG expands the character sheet. I can't seem to find about half the information that I think SHOULD be there, instead I have to search around and go in to each skill for all the minutia. I think it would go a long way to have all your base stats listed and then go look for the extra stuff.
I would like to see Accuracy, global crit hit chance, global crit damage/bonus damage, etc.
Hi, thanks for vid. It was informative. It would be nice to see another video from you, explaining the resistances of enemies. Is there any info on that, so I could plan how much to upgrade my resistance penetration.
Great video, only thing I have an issue with is the font of the text you used. I have a hard time reading the font ngl
The font in the app, or my little post production corrections? What would help with legibility?
Just yesterday I told my friend I need a video like this because the builds I’m making besides render the numbers seem low
The increase crit chance is to modifier the base crit of certain weapon or spell.
The only thing I think you've missed is the "Accuracy" calculation for attacks. That's the first step valuing your accuracy rating vs enemy's evasion rating, deriving a percentage and calculating it like a %chance to hit.
It also seems like PoE2 makes your accuracy less effective over distance meaning there's %less accuracy rating per some unit of distance between you and the target.
Thats true - I wish accuracy weren't so obtuse. Its very hard to tell how much accuracy is actually impacting a build.
This skips over resistances/enemy damage taken modifiers, which can be some pretty big multipliers to build around. I'm not totally confident, but I think it works like this:
Resistances start with a 1x multiplier at 0% resistance. Increased resistances reduce the multiplier, so 50% resistance yields a 0.5x damage multiplier. Exposure and curses can reduce resistances, yielding a positive multiplier. So -60% resistance from a curse plus -60% resistance from exposure gives -120% resistance (in PoE 1 this was capped at -200%), giving a 2.2x damage multiplier. After other resistance modifiers are applied, penetration reduces the remaining resistances, but not below zero. So 50% resistance + 30% exposure + 30% penetration gives 0% resistance.
Increased damage taken modifiers stack additively in a single bucket (citation needed). Shock is one example of this, I'm not sure what others exist. So if for example you had two 45% shocks (Stormweaver ascendancy), and one other effect that increased enemy damage taken by 20%, they would add to 110% increased damage taken or a 2.1x multiplier.
If we were to combine the numbers from my examples (easily achievable for shock builds currently), we get more than a 4x multiplier on all shocked + exposed targets.
You are missing increased damage taken by the monster, which is in a separate damage bucket from "modifiers (increased)". The most common example of this would be shock.
To be further complete you should also take into account monster resistances/armor.
Can you please do one of these videos about minions/totems please
Hey, good idea!
You missed the other side (incomming damage taken from the monster side)
monster elemental resistance, armor / armor break, and modifiers like shock etc that make monsters take more damage.
I think we will do a follow up video on it! I have a very short video on monster resist already, but I think we could do a math driven dive!
Good job! It explained it nicely!
REALLY liked this - thank you!!!
Do minion dmg next!!
Amazing video, helped me understand better how damage works so now its time to bring out the spreadsheet and check where i can get the highest increase. Though the passive can be a bit difficult to figure out which group they are: +15% lighting damage, is that an add, increase or more
Great video, helped a lot :)
Regarding crit, don't forget that you get "100% Increased Crit Chance" but you also get "+2% to Crit Chance" - the "+" indicates that it's being added to your Base Crit Chance.
So if you have 100% increased crit chance on a 8% weapon crit, you will have 16% crit chance. If you then have "+2%, your base will become 10- which means your crit chance goes from 16%, to 20% after the "increase" is calculated.
Yeah, I should have gone into crit a bit more, as I think I underexplained it. Maybe we'll put together a follow up!
This video is a great starting point for explaining the basics of how damage calculations work but I think you really need to dig into more detail and some practical examples if you want to call it 'complete'. Knowing the formula doesn't help a new player very much unless they know how to apply it in game, and there are many effects in the game that act as multipliers but aren't obviously labelled as more/less modifiers. I would suggest the following topics as in need of further explanation:
1) Critical hits were discussed in the video but they need more detail to explain the math behind +x% critical hit chance, +x% increased critical hit chance, +x% to critical damage bonus, +x% increased critical damage bonus, and the Critical Weakness debuff.
2) Effects that increase the damage taken by a monster, such as Shock or negative resistances. These effectively work as a combined damage multiplier and are a significant part of damage scaling in PoE2 at the moment.
3) Damaging ailments (bleed, poison, ignite) are a huge topic in of themselves to explain things like ailment magnitude, ailment effect, if/how they stack and what sorts of damage modifiers an ailment can inherit from the hit that it originated from. (And non-ailment damage over time should also get a mention)
Hopefully this doesn't come off as overly critical, I think you're doing great work.
I would say that crit topic could have a deeper dive(maybe even separate video), as it can also be stacked and the crit base chance on a weapon might have much more massive impact that could be thought initially bt many.
Especially when you account for the amount of mechanics that revolve around hitting crits, like for example the ascendancy for invoker monk that buffs crits with full elemental penetration, which is massive
I agree. I've had a couple of critical questions already and I wish I'd spent a few more minutes there. But I agree, maybe we can do a separate video for it haha. I think I'll try to add a bit in a pinned comment here, especially given that crit multipliers can also be "increased" or "more"
Crit chance multipliers are not additive, they are multiplicative. If a spell has 10% crit chance and you get 100% increased critical chance for spells, it'll have 20% crit chance.
So, takeaway for me:
Painter’s Assistant is best used with as many +Elemental damage nodes, and as many +Elemental damage added to attacks for a proper rainbow conversion.
This is intriguing. I’m trying to build craft a monk using Painter’s assistant and Invoker’s Elemental Expression and Avatar, or maybe through Grace for the spirit stacking so I can run all 3 Heralds.
Yeah, thats a fun item. Essentially leveling out the damage. I'd be interested in trying to use it with just enough damage to apply shock and trying to scale from there.