User:Killodoggy

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

Focus
Always active with 210% cooldown recovery rate. Hard to do. link captain lance video. https://www.youtube.com/watch?v=F4CRdWpMyqM

Defense Mechanics
Plans for future

Many calculations.

Some attacks always hit from enemies. Which overpowers other layers that stop hits. Some things are not attack or spell and still hit, so they can't be stopped with game mechanics. Link to grimro the reason you're getting one shot on youtube video for this info.

Chance to not get hit
All game mechanics that give a chance to not get hit are calculated the same. See above for list.

Individual calculation - This is for 1 source of chance to not get hit. Multiple sources is below.

100 - Chance to not get = y

100 / y = Final answer is the number of average hits it takes to get hit once.

For example - A character with a 75% chance to block attacks:


 * 100 - 75 = 25


 * 100/25 = 4


 * So on average the character will take 1 attack hit every 4 attacks. On average they will block 3 out of every 4 attacks.

multiple calculations - Multiple combined mechanics of chances to not get hit, are multiplicative with each other. Therefore the more modifiers used and the higher each point invested, the more powerful each percentage of investment becomes.

Use the final answer from every individual mechanic above and multiply them by each other.

Some examples of characters invested heavily into these mechanics include:

Example 1: 75% block and 75% evade.


 * 4 x 4 = 16.


 * On average the character will get hit once every 16 hits. On average they will block or evade 15 out of every 16 hits.

Example 2: 75% block and 75% evade and 50% dodge chance.


 * 4 x 4 = 16


 * 16 x 2 = 32


 * On average the character will get hit once every 32 hits. On average they will block or evade 31 out of every 32 hits.


 * Damage reduction all same. Less damage is same as individual calculation for chance to not get hit, but the answer is interpreted differently.


 * Action speed lowers average hits per second when face tanking.


 * Not get hit stronger with multiple mechanics.

new mechanics


 * movement speed and movement skills are game mechanics that can possibly increase survival and can be added at the bottom.


 * Lowering enemy move speed helps get away from enemies. Add this without going into strategy too much.


 * Damage taken as - allows less defenses to be covered like resists. And can completely avoid penetration from enemies, which can do high damage. Use an example.

other stuff

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

remove ailmenets makes it easier to survive.

reduced critical strike damage helps survive.

phasing also

Math

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

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

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

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

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

Maps
Map modifiers can greatly increase the damage taken. Show math examples of modifiers and how damage is multiplied.

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

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

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

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

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

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

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

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

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

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

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

Test Blessing support for snapshotting with boots off.

Hydrosphere
stuff to test in future

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Southbound gloves prevent non-frozen enemies from dying from hits. This allows explosions that hit everything on screen from your hits to not work, unless you freeze the enemy. With damage over time or some freeze spell for kills, these gloves can make it easier to kill mass enemies at one time. For explosions that only proc from characters hits, and do not proc from other explosions, this will allow more of those explosions to go off on the same enemies.

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

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

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

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

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

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

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

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

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

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

Indigon
I have already tested this stuff with Indigon, but I need to find a way to explain some of this info while remaining in the wiki rules or make a strategy section for rare important exceptions.

Most builds require a ramping skill to get the mana spent recently going. The mana ramping skill just spends mana and doesn't scale damage. This can include things like blessing support on auras and fast channeling spells with archmage. Make sure to test archmage with channeling spells before posting to make sure it works. That was theorycraft I did, cause my indigon build used blessing support to ramp and I never actually tested it myself yet.

Showing the mana cost modifier at 2,000 spell damage could help show how expensive spells are along with noting it can go over that cost as well. A couple examples of minimum mana cost to make it effective in most cases, along with exception for smaller mana cost still being able to ramp up high damage on lower mana builds with instant mana flasks and fast casting channeling spells.

Showing best ways to gain mana fast is useful for such a big mana using item. Instant delayed mana flasks are the best for boss fights with no enemies. Having large amounts of recovery % of mana on kill and killing mass enemies will gain mass mana and save mana flasks for boss fights. Hitting yourself a massive amount of time with spell damage loops or really fast attack/cast speed with % damage taken gained as mana and life on hit will give massive mana without worrying about life lost from hits.

Maintaining 16,000 mana spent recently to gain max 2,000% spell damage can be hard for many builds to maintain for a long time, especially on boss fights. Using long term damage over time spells that snapshot will allow players to have 2,000% spell damage for a long time without having to spend an average of 4,000 mana per second.

Passives
All passives that can be attained from a far away jewel socket with very large thread of hope, can be noted on those passive pages. Include number of passives saved.

Thread of hope
All passive options for each jewel spot. Label it with date since passives can change on thread of hope.

Damage reduction
I could just put all of this information on the defense mechanics page, but that page is suppose to have links to specific information, so it would stand out. The only specific information on that page uses multiple mechanics that calculate the same or calculate different together.

Damage reduction refers to any modifier that gives less or reduced damage on characters or enemies.

Could possibly put less damage and reduced damage all on one page, so that multiple pages do not need to be made.

Less Damage
Notes

New page because so many useful modifiers on 1 page. Needs a definition, examples of all less damage from player or less damage on monsters. Also needs math for all modifiers.

Taunted enemies deal 10% less damage to all non-taunted enemies.

Definition

Less damage is a modifier that mitigates part of a damage source.

Damage Sources
Less damage can apply to different sources depending on what the modifier states.

Less damage that does not explicitly state a particular source is considered global damage mitigation. Less damage that explicitly states a source, will only apply to that source.
 * For example: Nature's Patience is a keystone passive skill Granted by . This skill grants and that modifier applies to global damage.
 * Windward is a passive skill granted by the deadeye ascendancy. This passive grants 3% less damage taken per gale force stack. Up to 30% less damage taken.
 * Wind Dancer is a keystone passive skill that grants 20% less Damage taken if you haven't been Hit Recently.
 * For example: Fortify grants . Fortify only applies to hits.

Notes about Wiki editing in general
https://pathofexile.fandom.com/wiki/Path_of_Exile_Wiki:Data_query_API - This explains how to find items for pages easier.

Reduced damage
New page because so many useful modifiers on 1 page. Needs a definition, examples of all reduced damage from player or reduced damage on monsters. Also needs math for all modifiers.

Questions and answer thread
Look through question and answer thread for info that can be cited that would not normally be known without ggg citation. make sure follow correct reference format.

Reflect
https://www.youtube.com/watch?v=LAPs1P7lOfI

in this video wolfio says things like abyssus and shock require you to have more than 100% reduced reflected damage to not take reflected damage. they seem to stack with reflect modifiers and hurt you.

Future build ideas
https://www.youtube.com/watch?v=vrnqWAw2DKs - This video has infernal blow with 40 weapon range. Much better range than normal for clear.

Frost shield takes 60% of damage from far away on deadeye archer.
 * Can get mass energy shield from life as es modifiers to cover frost shield's energy shield cost. timeless jewel or hybrid prefix on body armour.
 * Can trigger it with focus on helmet, or unique helmet that triggers on bow attacks.

With all global damage reduction modifiers on build, reduced damage over time on body armour and other damage over time modifiers would make delving in darkness last long time without dying. No other build mitigates that much darkness damage. high life regen helps also.

Petrified blood helps protect one shots even further. It can be used with 100% life, by having life flasks and getting mana cost to zero so life cost is zero.