It might be worth mentioning that increased crit chance and crit bonus on weapons will now be a prefix, so tradeoffs to get them are significantly higher - i.e. no more triple ele crit bows etc.
6:30 FINALLY It felt so annoying that I can't spec into ailment application without going "well optimally I should just go crit" Freeze is my favorite mechanic, but it was always plagued by the way of scaling it being the most boring way possible
I hope they don't go the route of Bleed aliments in poe 1 where the base hit determines the strength of the ailment applied, I never liked this beacause no matter how many skill gems you have it usually means there is only one best option, 300+ skill gems seems fun until you realize only one is best for a build that does all its damage via an ailment. I really hope they achieve there goal of your top damge comes from doing combo's, the more complex or longer chain combo the more damage you do, so you can find creative ways with multiple gem interactions to develop an actual rotation with timings and skill.
Yeap pretty sure Explosive arrow is highest Bleed and Ignite possible with totems. Especially in this day and age to hit dot cap, Explosive arrow is crazy good.....nothing else comes close. Puncture or burning arrow are just suboptimal
POE2 is doing subtle shifts in mechanics to simplify gameplay and shift the game from being uber buildbased to being a nice combination of being skillbased and buildbased. Each and every change presented makes the game insanely more appealing to me. Thanks for doing these quick videos, they really help a lot.
There's one more Crit-related thing that we don't know any details about yet. At the very least, PoE2's version of "Eye of Winter" inflicts something called "Critical Weakness" on hit.
how is it simple lol?, instead of crit multiplier and ass mark + brittle, we now 3 relevant stats to account for to figure out the actual crit damage bonus, and thats not accounting for any relevant debuffs aka critical weakness or any relevant curses. deciding optimal crit gear will be significantly less intuitive now than it is in PoE 1, even before considering that weapon prefixes are now competing with crit damage roll.
This doesn't actually say much as you don't have the holistic understanding of the changes coming to POE 2, like what are the additive damage increase pools (are there 1 or several?) and what are stand alone multipliers etc.
@@terrellkelly7512 Critical strike -> critical strike CHANCE. Critical strike bonus -> Bonus damage from a critical strike. In POE1, Crit Bonus would be the extra 50% of your default critical strike multplier (Base crit multi in POE1 is 150%, so Critically striking an enemy would do 150% of a normal hits damage). Think of the change like this: They are moving away from generically stacking critical strike multiplier from POE1, and making Critical damage bonus something scaled more like Phys/Ele/Chaos damage.
Such a beautiful game that will forever be confusing to me no matter how many people explain it. yet, i've played POE more than any game. I get What crit is and how its used in multiple other games just not this one and i have no idea why, i'm not the smartest, but i'm not dead yet.
They will be based on damage prior to mitigation, so crit/dd etc will scale the ailment in poe2 because it will increase that portion of the damage prior to ailment calc
+ and increased never was the same, even in POE1. My understanding is that both "Increased" and "more" are multiplicative, the difference is where the multipliers are applied.
Increase/decrease and more/less are both multipliers whilst additions are exactly that, added directly to the stat. The difference between increases and more multpliers is that increases are added together before being applied, whilst more modifiers are multiplied against eachother
@@mmking9999 Increase is not outright multiplicative. All sources of Increase/reduce will add together for a total "increased/decreased" effect. That single increased/decrease IS multiplicative with all sources of "more/less". This typically means that MORE multipliers are more valuable as they scale much harder than sources of INCREASED.
Typically the word "increase" implies addition of raw numbers or percentages in RPG's, but the devs are using that word for a crit damage multiplier and this is naturally going to confuse the hell out of new players endlessly and forever because it's just not intuitive terminology. I hope they change the phraseology a bit.
I get where you are coming from, but they seem to be treating Critical Damage Bonus similar to a damage source (Phys/Ele/Chaos). So in that context, the wording all makes sence. +/- add for a "total base effect", increase/decrease scales the "total base effect", and more/less sources will multiplicatively the "increase/decrease" value.
@@CastToFall We already have an English word, 'times', to quickly convey geometric increase though. Why not just used established mathematical English that we're already well versed in?
@7F0X7 this is moving critical damage to ve in line with core damage scaling mechanics, and seems to make crit scaling stronger. I'm sure they will work out the presentation as they get feedback, so that it becomes more clear.
did u not read what he said? physical will be the easiest to get crit for. followed by cold then lightning then fire.. dude in the video claims physical will be hard obv didnt read what viper wrote wtf
@@dreamcore_gg I think he's trying to point out the line at 5:42 where you said it may be harder to get crit chance/damage with a melee mace build than a cold spell, which I think is still accurate as maces have historically never been designed for crit chance in PoE1. Maces were designed around stuns and slams, axes were designed around having few notable implicit mods but have higher base pDPS (high damage + medium attack speed), and fat swords were designed around accuracy and crits whereas thin swords were designed around bleeds.
The moment you said they are taking away "multiplier", the moment I knew they were going to screw us over by forcing more mods on gear to get higher dmg with crit strikes. Rng on RNg on Rng ofc with these devs
This change might make crit scaling even more effective though??? I did a rough calc using known values, and a 178% crit bonus can be scaled to ~460% fairly cheaply (assuming pain attunment). This change is making it so we can scale crit multi as if it were a damage type.....
➡Written guide: mobalytics.gg/poe-2/guides/mechanics ⬅
Do we have a date for the announcement stream? 3 weeks left and they have gotten pretty silent.
@@iaxyz Last week of October/First week of November. Outside of that, no specific date was given. People are assuming it's sometime next week.
It might be worth mentioning that increased crit chance and crit bonus on weapons will now be a prefix, so tradeoffs to get them are significantly higher - i.e. no more triple ele crit bows etc.
I always forget to add something in! Thanks, I'll pin this
YO
Thats crazy, kinda cool though
Sounds like you do not want crit on the weapon generally. Especially based on the calculations you showed.
6:30 FINALLY
It felt so annoying that I can't spec into ailment application without going "well optimally I should just go crit"
Freeze is my favorite mechanic, but it was always plagued by the way of scaling it being the most boring way possible
Making crit less ubiquitous is a good change.
I am so glad they have gone through and are simplifying the understandability of these mechanics!
I hope they don't go the route of Bleed aliments in poe 1 where the base hit determines the strength of the ailment applied, I never liked this beacause no matter how many skill gems you have it usually means there is only one best option, 300+ skill gems seems fun until you realize only one is best for a build that does all its damage via an ailment. I really hope they achieve there goal of your top damge comes from doing combo's, the more complex or longer chain combo the more damage you do, so you can find creative ways with multiple gem interactions to develop an actual rotation with timings and skill.
Yeap pretty sure Explosive arrow is highest Bleed and Ignite possible with totems. Especially in this day and age to hit dot cap, Explosive arrow is crazy good.....nothing else comes close. Puncture or burning arrow are just suboptimal
yeah this, would really open up build variety as well.
Yeah, im worried its just going to morph back into right click simulator once we hit endgame.
Still insanely hyped though 😭
POE2 is doing subtle shifts in mechanics to simplify gameplay and shift the game from being uber buildbased to being a nice combination of being skillbased and buildbased. Each and every change presented makes the game insanely more appealing to me. Thanks for doing these quick videos, they really help a lot.
I love these, forgot to comment on the 3 others I saw. Thanks for enlightening us.
There's one more Crit-related thing that we don't know any details about yet.
At the very least, PoE2's version of "Eye of Winter" inflicts something called "Critical Weakness" on hit.
thank goodness for simplicity
how is it simple lol?, instead of crit multiplier and ass mark + brittle, we now 3 relevant stats to account for to figure out the actual crit damage bonus, and thats not accounting for any relevant debuffs aka critical weakness or any relevant curses. deciding optimal crit gear will be significantly less intuitive now than it is in PoE 1, even before considering that weapon prefixes are now competing with crit damage roll.
Good video. Short and informative. Good job. I subscribed.
This doesn't actually say much as you don't have the holistic understanding of the changes coming to POE 2, like what are the additive damage increase pools (are there 1 or several?) and what are stand alone multipliers etc.
i'm still confused.
Ask away and I'll try my best to answer
Whats the difference between critical strike and critical strike damage bonus....👀
@@dreamcore_gg ty 🤝
@@terrellkelly7512 critical strike CHANCE is how often you crit, critical strike damage bonus is how much extra damage those crits do
@@terrellkelly7512 Critical strike -> critical strike CHANCE. Critical strike bonus -> Bonus damage from a critical strike. In POE1, Crit Bonus would be the extra 50% of your default critical strike multplier (Base crit multi in POE1 is 150%, so Critically striking an enemy would do 150% of a normal hits damage). Think of the change like this: They are moving away from generically stacking critical strike multiplier from POE1, and making Critical damage bonus something scaled more like Phys/Ele/Chaos damage.
Do you get WASD movement ? i don't understand how he's shooting and moving like he's using WASD/arrows
yep. WASD+mouse/only mouse/gamepad are all supported. Even gamepad for playing and mouse for inventory management is supposedly possible.
Wtf there are mounts?
There are mounts!
Yup. They were shown off quite a while ago.
Can’t blame you though. They’ve barely been shown since
Such a beautiful game that will forever be confusing to me no matter how many people explain it. yet, i've played POE more than any game. I get What crit is and how its used in multiple other games just not this one and i have no idea why, i'm not the smartest, but i'm not dead yet.
Interesting..
ooh so ailment arent only about base dmg in poe 2 its about damage dealt? 6:47
They will be based on damage prior to mitigation, so crit/dd etc will scale the ailment in poe2 because it will increase that portion of the damage prior to ailment calc
@@dreamcore_gg thats way more intuitive than poe 1
is this actually simpler? seems more confusing
I thought + and increased would be the same? I thought only more means multiplicative
+ and increased never was the same, even in POE1. My understanding is that both "Increased" and "more" are multiplicative, the difference is where the multipliers are applied.
Increase/decrease and more/less are both multipliers whilst additions are exactly that, added directly to the stat. The difference between increases and more multpliers is that increases are added together before being applied, whilst more modifiers are multiplied against eachother
@@mmking9999 Increase is not outright multiplicative. All sources of Increase/reduce will add together for a total "increased/decreased" effect. That single increased/decrease IS multiplicative with all sources of "more/less". This typically means that MORE multipliers are more valuable as they scale much harder than sources of INCREASED.
i think its for me clear that this is way too complex of a mechanic
I feel the video is about how POE2 can walk backwards and Diablo cant 😂
Typically the word "increase" implies addition of raw numbers or percentages in RPG's, but the devs are using that word for a crit damage multiplier and this is naturally going to confuse the hell out of new players endlessly and forever because it's just not intuitive terminology. I hope they change the phraseology a bit.
I get where you are coming from, but they seem to be treating Critical Damage Bonus similar to a damage source (Phys/Ele/Chaos). So in that context, the wording all makes sence. +/- add for a "total base effect", increase/decrease scales the "total base effect", and more/less sources will multiplicatively the "increase/decrease" value.
@@CastToFall We already have an English word, 'times', to quickly convey geometric increase though. Why not just used established mathematical English that we're already well versed in?
@7F0X7 this is moving critical damage to ve in line with core damage scaling mechanics, and seems to make crit scaling stronger. I'm sure they will work out the presentation as they get feedback, so that it becomes more clear.
did u not read what he said? physical will be the easiest to get crit for. followed by cold then lightning then fire.. dude in the video claims physical will be hard obv didnt read what viper wrote wtf
What? At which point did I say it would be hard to obtain crit chance for physical spells?
@@dreamcore_gg I think he's trying to point out the line at 5:42 where you said it may be harder to get crit chance/damage with a melee mace build than a cold spell, which I think is still accurate as maces have historically never been designed for crit chance in PoE1. Maces were designed around stuns and slams, axes were designed around having few notable implicit mods but have higher base pDPS (high damage + medium attack speed), and fat swords were designed around accuracy and crits whereas thin swords were designed around bleeds.
@@Chaooo Yup, that's why I said that, because mace is a strength aligned weapon and iirc we've only seen 5% base crit maces
The moment you said they are taking away "multiplier", the moment I knew they were going to screw us over by forcing more mods on gear to get higher dmg with crit strikes. Rng on RNg on Rng ofc with these devs
This change might make crit scaling even more effective though??? I did a rough calc using known values, and a 178% crit bonus can be scaled to ~460% fairly cheaply (assuming pain attunment). This change is making it so we can scale crit multi as if it were a damage type.....