Just to clarify in case it's still confusing about "reduced extra damage from crits" it alters the crit multi above 100. So if a monster has 300 crit multi and you have 50% reduced extra damage it's 300 - ((300-100)*0.5) = 200 crit multi. So if you have 100% reduced extra crit taken it effectively sets the crit multi to 100 (since that's a 1x multiplier). Cheers!
With how many different things POE has in the game, these educational vendors are extreeeemely helpful and have made me so much better at the game. Thanks for helping out us casuals 😅
You must've forgotten to unsocket barrage supports. So much juicy information coming so fast that I had a difficult time keeping up! Gonna need to watch it again. Thanks for all the great content!
man GGG should hook its creators upppppppp you guys so SO MUCH WORK and without creators like you this game would still be trapped in obscurity as it would be impossible for someone like me( just started a month ago) to have any idea whats goin on. Really appreciate all the shit you guys do
Let's get that 5 hour video going bud, I need you to explain everything to me like I'm 5 please and thanks. Great video, great series, great guy! Thanks.
Another note from me spells which do not have a base critical chance listed on the spell but hit the enemy have 0% base crit this for example applies to heralds. But that also means if you have a source of base crit like a hatred crit watchers eye or crit strikes support you can give those spells crit chance and allow them to crit.
Thx sub, a guide I always waited for, cause I normally went more damage than crit.. Now that you explain all its way easier to get into it.. ♥️♥️♥️Plus well explained by you like always.. Thanks alot keep on that guides.. They still help me even I'm a 6 year long player but I always learn so much from you.. Again, alot hugs and thx for that 👍🙏♥️
great series! I always wanted to learn about how impale works, every melee build I just add the impale support gem in but never understand how to scale it or use the impale nodes on the tree
I don't know if the topic is large enough to merit a full video on it, but a "basic" rundown is this: when u hit an enemy and impale them, you leave an impale instance equal to 10% of the dmg of the hit that lasts for 8 seconds or 5 additional hits (whichever happens first). Subsequent hits on an impaled target will cause that "recorded" damage to trigger. i.e. you hit an enemy for 500 dmg, your next 5 hits will deal 50 (500 * 0.1) additional dmg The limit of 5 hits means that theres an inherent ramping of 5 hits to max out the damage: 1 hit with 10% extra, 2 with 20%, 3 with 30% etc until you hit the limit of 5 (at which point every hit will consume the oldest instance and also add a new one) That means that unscaled, impale is equivalent to 50% more d.g (if you have 100% chance and hit at least 5 times). Impale effect scales that 10% dmg recording; if i have 50% increased impale effect, I would record 15% dmg per hit instead of 10%, totalling 75% max instead The additional hits mod from Watcher's Eye and Champion increases the number of hits an impale will last; if we got from 5 hit limit to 7, then its 50% more to 70% more dmg So you're generally right. It's almost always good on melee builds, EXCEPT: if you do ele damage (it only works on physical damage) or if you just want to do single, big hits (low atk spd)
Some more notes if you want to know more: the recording is before damage mitigation is considered, so that 10% extra ignores armor etc. Call of Steel (the jewel mod) was broken cause instead of waiting for max hits, you could essentially trigger it to instantly pop all stacks at once - that meant that slow atk spd builds like slams could benefit from impale, whereas before it was kinda mid
@@ABodyPillow wouldnt you want impale on fast hitting skills vs slow ones so you dont miss the 8 sec window? especially vs bosses where you also have to dodge around
@@MidsummerNightScream Yeah, due to the ramping nature of impale fast atk spd skills will inherently benefit a ton more from it. back when call of steel still existed though (unique jewel got deleted so only the spell gloves have it now) slam skills could hit 3-4 times then pop it for massive damage
It would be cool to have a new keystone like: Base crit of curses is 5%, Crit Multi applies to you curse effectiveness at X% of their value. You can only crit with curses.
Does crit inherently inflict poison? I have observed this phenomenon in PoB calc tab. Even I don’t have any % chance to poison sources, I still have 100% chance to poison once I capped my crit chance.
And here I was, thinking I would have learned nothing from this video: I always thought those "monsters take 50% reduced extra from crits" were just skimming off the top. (But for some reason, I was absolutely sure the ones we had on the passive tree for us were multipliers.) Probably a brainfart of mine, but I guess that explains why sometimes I get one of these with 80+% and feel like I'm doing nothing.
I've seen folk misinterpret it on reddit and other places. Poe is many things, but intuitive is not exactly one of them until you are fluent in the language it speaks.
@@Xomage999 Can't argue with that. PoE is a chaotic mess. I've been clamoring for a clean-up in the game for ages, in just about every aspect of it. From simple text, to itemization, modifiers, you name it.
Hey! A bit late, but I hope someone can explain the following to me. How do debuffs on enemies that increase Critical Strike Chance work for this, such as Assassin's Mark and Brittle? Say the enemy has "Hits against Cursed Enemies have +1.5% to Critical Strike Chance" Question 1: is this value added as a flat value to the base chance before any other increases (be it global or local)? Question 2: How does this affect the fact that crits only roll once - is it re-calculated when hitting the enemies, so that you can potentially crit brittled / marked enemies but not anyone else?
1) It's a flat value on the base yeah 2) conditional things are only when that condition is satisfied, so you could shoot 10 arrows and the crit only procs on the enemy that is cursed. it's a good question since it's usually per-action but it's explicitly called out in the wiki as an exception here: "Critical strikes are rolled on a per-action basis, not per-target. So each time a creature uses a skill, the critical strike roll is made once and only once. If someone rolls a critical strike, critical damage will be dealt to all targets hit by that skill. (Note that this is not entirely correct, as can be seen from Assassin's Mark and similar effects.)"
PoE is just a masterclass of game mechanics. It's amazing that GGG made a game that knowing this is important and impactful in-game. I didn't know the accuracy interaction with crits; now Ill consider blinds as a def layer a little bit more 😁
Its there a cap, limit or ideal % of critical chance? i mean whats the ideal amount so you can say "oh i have enough % of critical chance now ill roll more flat damage" or there is no limit, we always should look for more chance?
Because of the way that stacking crit multi works you generally always want to aim for as near to 100% crit chance as possible. There are definitely breakpoints where you get more damage out of flat but your damage will be inconsistent.
@@subtractem Ok now I understand perfectly. Thanks for answering. Every time I did a crit build, I would go for the basics and forget everything else haha
They should add accuracy on spell hits too, that's one of many reasons why spells are far ahead compared to attack builds and why melee is so cancer to play.
Just to clarify in case it's still confusing about "reduced extra damage from crits" it alters the crit multi above 100. So if a monster has 300 crit multi and you have 50% reduced extra damage it's 300 - ((300-100)*0.5) = 200 crit multi. So if you have 100% reduced extra crit taken it effectively sets the crit multi to 100 (since that's a 1x multiplier). Cheers!
With how many different things POE has in the game, these educational vendors are extreeeemely helpful and have made me so much better at the game. Thanks for helping out us casuals 😅
Path of learning is one of my favorite things you do
Thank you for making these guides! Will be paying extra attention in case you make a CDR breakpoints one.
took a shot every time you said critical strike, now i'm at the hospital, thanks
This is a great series. Thanks for putting it together.
You must've forgotten to unsocket barrage supports. So much juicy information coming so fast that I had a difficult time keeping up! Gonna need to watch it again. Thanks for all the great content!
Good breakdown. I'm a 2 year player now but this really helped clarify lingering questions like global vs local equation
Love this series as a player who started learning in sentinel. Still looking forward to the leech videos you mentioned in the energy shield video.
man GGG should hook its creators upppppppp you guys so SO MUCH WORK and without creators like you this game would still be trapped in obscurity as it would be impossible for someone like me( just started a month ago) to have any idea whats goin on. Really appreciate all the shit you guys do
Let's get that 5 hour video going bud, I need you to explain everything to me like I'm 5 please and thanks. Great video, great series, great guy! Thanks.
I'm gonna need the office hours for this semester.
Another note from me spells which do not have a base critical chance listed on the spell but hit the enemy have 0% base crit this for example applies to heralds. But that also means if you have a source of base crit like a hatred crit watchers eye or crit strikes support you can give those spells crit chance and allow them to crit.
Awesome timing, I just finished building my Crit/Brittle based Berserker.
Thx sub, a guide I always waited for, cause I normally went more damage than crit.. Now that you explain all its way easier to get into it.. ♥️♥️♥️Plus well explained by you like always.. Thanks alot keep on that guides.. They still help me even I'm a 6 year long player but I always learn so much from you.. Again, alot hugs and thx for that 👍🙏♥️
Thx for your time in making these videos. Been playing few leagues and appreciate your help. Have you thought about your 3.21 league starter ?
Yey it's back! All very useful regardless of experience imo. I'm coming up on 900hrs but there's always holes in knowledge with this damn game!
Love Path of Learning. Please keep going!
Thank you very much for the video! I really appreciate it!
This is amazing, keep them educational videos coming please!
great series! I always wanted to learn about how impale works, every melee build I just add the impale support gem in but never understand how to scale it or use the impale nodes on the tree
I don't know if the topic is large enough to merit a full video on it, but a "basic" rundown is this:
when u hit an enemy and impale them, you leave an impale instance equal to 10% of the dmg of the hit that lasts for 8 seconds or 5 additional hits (whichever happens first). Subsequent hits on an impaled target will cause that "recorded" damage to trigger.
i.e. you hit an enemy for 500 dmg, your next 5 hits will deal 50 (500 * 0.1) additional dmg
The limit of 5 hits means that theres an inherent ramping of 5 hits to max out the damage:
1 hit with 10% extra, 2 with 20%, 3 with 30% etc until you hit the limit of 5 (at which point every hit will consume the oldest instance and also add a new one)
That means that unscaled, impale is equivalent to 50% more d.g (if you have 100% chance and hit at least 5 times).
Impale effect scales that 10% dmg recording; if i have 50% increased impale effect, I would record 15% dmg per hit instead of 10%, totalling 75% max instead
The additional hits mod from Watcher's Eye and Champion increases the number of hits an impale will last; if we got from 5 hit limit to 7, then its 50% more to 70% more dmg
So you're generally right. It's almost always good on melee builds, EXCEPT: if you do ele damage (it only works on physical damage) or if you just want to do single, big hits (low atk spd)
Some more notes if you want to know more:
the recording is before damage mitigation is considered, so that 10% extra ignores armor etc.
Call of Steel (the jewel mod) was broken cause instead of waiting for max hits, you could essentially trigger it to instantly pop all stacks at once - that meant that slow atk spd builds like slams could benefit from impale, whereas before it was kinda mid
@@ABodyPillow wouldnt you want impale on fast hitting skills vs slow ones so you dont miss the 8 sec window? especially vs bosses where you also have to dodge around
@@MidsummerNightScream Yeah, due to the ramping nature of impale fast atk spd skills will inherently benefit a ton more from it.
back when call of steel still existed though (unique jewel got deleted so only the spell gloves have it now) slam skills could hit 3-4 times then pop it for massive damage
It would be cool to have a new keystone like: Base crit of curses is 5%, Crit Multi applies to you curse effectiveness at X% of their value. You can only crit with curses.
Thanks! Very informative video, good watch
You make such good videos for us man. Thank you so much!
Thanks for the video. How about one on flasks?
Thank you Super Clear!!!
default attack, that sounds Awesome! xD
Does crit inherently inflict poison? I have observed this phenomenon in PoB calc tab. Even I don’t have any % chance to poison sources, I still have 100% chance to poison once I capped my crit chance.
so im guessing power charges are added to the global crit chance right?
I haven't completed the video yet but how much crit chance for melee is enough? I'm using vaal double strike champion 100%inpale
amazing video, as always
And here I was, thinking I would have learned nothing from this video:
I always thought those "monsters take 50% reduced extra from crits" were just skimming off the top. (But for some reason, I was absolutely sure the ones we had on the passive tree for us were multipliers.) Probably a brainfart of mine, but I guess that explains why sometimes I get one of these with 80+% and feel like I'm doing nothing.
I've seen folk misinterpret it on reddit and other places. Poe is many things, but intuitive is not exactly one of them until you are fluent in the language it speaks.
@@Xomage999 Can't argue with that. PoE is a chaotic mess. I've been clamoring for a clean-up in the game for ages, in just about every aspect of it. From simple text, to itemization, modifiers, you name it.
Hey! A bit late, but I hope someone can explain the following to me. How do debuffs on enemies that increase Critical Strike Chance work for this, such as Assassin's Mark and Brittle? Say the enemy has "Hits against Cursed Enemies have +1.5% to Critical Strike Chance"
Question 1: is this value added as a flat value to the base chance before any other increases (be it global or local)?
Question 2: How does this affect the fact that crits only roll once - is it re-calculated when hitting the enemies, so that you can potentially crit brittled / marked enemies but not anyone else?
1) It's a flat value on the base yeah
2) conditional things are only when that condition is satisfied, so you could shoot 10 arrows and the crit only procs on the enemy that is cursed. it's a good question since it's usually per-action but it's explicitly called out in the wiki as an exception here:
"Critical strikes are rolled on a per-action basis, not per-target. So each time a creature uses a skill, the critical strike roll is made once and only once. If someone rolls a critical strike, critical damage will be dealt to all targets hit by that skill. (Note that this is not entirely correct, as can be seen from Assassin's Mark and similar effects.)"
@@subtractem Thanks a lot, must have overseen that part! Keep up the great work :)
PoE is just a masterclass of game mechanics. It's amazing that GGG made a game that knowing this is important and impactful in-game.
I didn't know the accuracy interaction with crits; now Ill consider blinds as a def layer a little bit more 😁
i have a primal, unflinching hatred for crit builds in poe and i don't know why
love to see it :)
Its there a cap, limit or ideal % of critical chance? i mean whats the ideal amount so you can say "oh i have enough % of critical chance now ill roll more flat damage" or there is no limit, we always should look for more chance?
Because of the way that stacking crit multi works you generally always want to aim for as near to 100% crit chance as possible. There are definitely breakpoints where you get more damage out of flat but your damage will be inconsistent.
@@subtractem Ok now I understand perfectly. Thanks for answering. Every time I did a crit build, I would go for the basics and forget everything else haha
is the series that people are referencing in the comments the path of learning series? sorry for the obtuse comment, thanks for the reply
Yeah the playlist you see below the main videos
@@subtractem thanks dude
Man, I miss being excited to play PoE 😔 😥 😢 😭
The streamer said Heavy Strike 😲 It is time.....
good video
Lol.
Daddy subtractem, where do numbers come from?
So what’s not a crit?
off topic - but what is that shirt you're wearing? A band?
Baby metal!
What’s the cap for crit chance? Can it reach 100%?
Yes you can crit 100% of the time
The 'double check' on accuracy is total bullshit imo.
I love your voice :)
Thank you mister Boomer, to help us zoomer who cant read long texts. Jokes aside, THANK YOU!!!
They should add accuracy on spell hits too, that's one of many reasons why spells are far ahead compared to attack builds and why melee is so cancer to play.
Bro slow down lol. Some of us are very stupid and sloooow. You talk like your on speed!. LMFAO thanks for the info.
You talk too fast. I'm even more confused now