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Party play

Members of the party are shown on the left.

Parties allow up to six people to play together. Players can create or join public parties by clicking on the Notice Board in town, or by pressing S to open the Social window. Players can also invite someone to a party by selecting a player's name in chat, clicking on them in town, or typing /invite playername in the chat console.

Effect on monsters[]

Dangerous Effects Mess Due To Party

Partying has its drawbacks affecting the visibility of enemies

Monsters gain extra life for each additional party member after the first:

Life \ Members 2 3 4 5 6
Normal Monster Life 50% 100% 150% 200% 250%
Magic Monster Life 60% 120% 180% 240% 300%
Rare Monster Life 80% 160% 240% 320% 400%
Unique Monster Life 100% 200% 300% 400% 500%

The original life amount is used for the purposes of determining the length of stuns and status ailments – this means monsters will not be harder to stun/freeze/etc when fighting in a party.

It is believed that monster's extra life gain is only affecting nearby ones, therefore players leaving map before new monsters are encountered have no effect on their life.

Effect on loot[]

Each player after the first adds the following bonus:

Effect \ Members 2 3 4 5 6
currency items 50% 100% 150% 200% 250%
increased item quantity 27% 51% 73% 93% 112%
increased item rarity 17% 31% 44% 55% 65%

Bonuses to item rarity or quantity from modifiers on player gear are only counted from the player who lands the killing blow. This bonus is multiplicative with any player bonuses to rarity/quantity.[1] Any quantity bonus from a map is multiplicative with all other modifiers.

Item drops from monsters are calculated based on the number of players nearby (13 metres - around six tiles, which is approximately a screen) rather than the number in the instance. The quantity of drops is based on the minimum of the number of players who were around at the start and end of the fight. This means that if you spawn a boss alone before bringing in friends to help (or if the friends leave during the fight) then it will only drop enough items for one person.[2]

Maps[]

The chance of a non-unique Map dropping is not affected by party size.[3] They are affected by the quantity and rarity bonuses provided by the Map they are dropped inside of.

Unique maps are dropped as part of the normal Item drop system and not governed by the same rules as other non-unique maps so they do get the party bonus.

Effect on experience[]

See experience in party for more information.

Effect on flasks[]

Party members of a character landing the killing blow on an enemy will gain flask charges if they are nearby.[4] This is not true for all +life and +mana gained "when you deal a killing blow" modifiers; only a character actually landing a killing blow will trigger those effects.

Benefits of partying[]

Parties allow players to share all benefits of buffs that apply to allies and all debuffs to monsters. Some examples include:

  • auras
    • Discipline inventory iconDisciplineDisciplineAura, Spell, AoE
      Level: (1-20)
      Reservation: 35% Mana
      Cooldown Time: 1.20 sec
      Can Store 1 Use(s)
      Cast Time: Instant
      Radius: 36
      Requires Level 24Casts an aura that grants additional energy shield and increased energy shield recharge rate to you and your allies.Per 1% Quality:1Superior2Anomalous3Divergent2% increased Area of EffectYou and nearby Allies have 0.25% increased Damage while on Full Energy ShieldYou and nearby Allies have 0.5% slower start of Energy Shield Recharge
      You and nearby Allies gain 0.5% increased Energy Shield Recharge rate
      You and nearby allies gain (60-217) additional Energy Shield
      You and nearby Allies gain 30% increased Energy Shield Recharge rate
      +(0-19) to radius
      Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
      Discipline skill icon
      Discipline inventory icon
      gives allies in radius flat energy shield.
  • curses
    • Elemental Weakness inventory iconElemental WeaknessElemental WeaknessSpell, AoE, Duration, Curse, Hex
      Level: (1-20)
      Cost: (16-33) Mana
      Cast Time: 0.50 sec
      Radius: 22
      Requires Level 24Curses all targets in an area, lowering their elemental resistances.Per 1% Quality:1Superior2Anomalous3DivergentCursed enemies have -0.25% to Elemental Resistances0.5% increased Effect of Curse0.5% increased Duration of Elemental Ailments on Cursed enemiesBase duration is (9-10.9) seconds
      Cursed enemies have -(20-39)% to Elemental Resistances
      Curse gains 10 Doom per second if you Cast this Spell yourself
      +(0-10) to radius
      Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
      Elemental Weakness skill icon
      Elemental Weakness inventory icon
      Lowers enemies resistance to elemental damage. Making them take more damage.
  • ally specific bonuses from items, gems, etc.
    • The Druggery inventory iconThe DruggeryThe Druggery
      Cloth Belt
      Requires Level 48(15-25)% increased Stun and Block Recovery+(20-30) to all Attributes
      (15-25)% increased Flask Charges gained
      (10-20)% increased Flask Charges used
      (10-20)% increased Flask Effect Duration
      Life Flasks gain 1 Charge every 3 seconds
      100% of Life Recovery from Flasks is applied to nearby Allies instead of You
      "This will help with the pain.
      One for you... and one for me."
      - Doctor 'Shaky Hands' Opden
      The Druggery inventory icon
      allows nearby allies to recover life from the users flasks.

Downsides of partying[]

When partying with characters, downsides can happen that a solo player would not have to encounter. Some of these challenges are temporary and can be worked around. Some problems like lag may be permanent for some players. These examples will focus mainly on problems that may occur with a party with strangers.

  • Curses - Curses can over-ride each other based on the curse priority rules. This can be fixed by having everyone in the party agree to only let 1 player apply all of their curses and nobody else is allowed to curse.
  • Pace - The speed at which different individuals prefer to kill or move can vary based on the individual. The variance in the speed of different characters is high enough that it may take some time to find players who enjoy your pace to party with.
  • Lag - Lag is a colloquial term for anything that slows down things in the game like big drops in Frames per second or temporary screen freezes. It is not necessarily referring to internet speed, though that can be a source of lag. What does or does not cause lag can sometimes be relative to the speed of the individual computer, but the resources used can be expected more accurately. Things which use up much more resources from GPU and CPU are more likely to lag the party in general. Therefore this list will show some of the most resource intensive builds that are known for causing more lag than average builds.
    • Minions - Minions can lag more than the average build even with small numbers. The resources used are much higher if the player is using a large army.
    • very Fast Attack or cast speed - The speed at which you use skills affects resources used.
    • Note - More resources being used may not always be the source of the lag.
  • Damage scaling - Some sources of damage scaling can be lowered from certain optional game mechanics used in builds. For Example:
    • The Impaler - This keystone passive will block impale damage from other players. This only affects parties where multiple characters are using impale damage.
  • Item Drops - Different players prefer different loot allocation options. Also different players may have different expectations of picking up expensive drops. This can make it take longer to find a group who has the same expectations for item drops as you. Some examples of these expectations in group play include:
    • Loot FFA and sharing - These groups use Loot Free for all option. Anyone can pick up any item at any time with this loot allocation. This loot option is good for not leaving anything behind and picking up items as fast as possible. The downside is faster players may get better items. The no sharing part means anyone can pick up anything and you don't have to share, even if expensive items like exalted orbs drop. Some players may also expect high value drops to be shared. If you are unsure you can ask the group what their expectations are when joining.
    • Short-Allocation - Short allocation makes it so items are reserved for individual players for a short duration of time. After that short duration is over anyone can then pick up those items. This allows slow players a chance to get good gear, while also not leaving items behind, because some people pick up items other players don't.
    • Permanent Allocation - All items are permanently allocated. This option makes it so very slow players do not lose out on the chance of getting valuable items, at the cost of items being left behind that other players could use, because some people pick up items other players don't.

Version history[]

Version Changes
3.11.0
  • Fixed a bug where looting an item while in a party with loot allocation set required an extra click if the allocation changed while the cursor was held over the item.
  • Fixed a bug where, very rarely, party members would create a new instance of your hideout when using the Visit Hideout button, and would thus close any open map portals in the existing hideout instance.
2.4.0
  • The party user interface now shows what area your party members are in if they're not in the current area. Players who have recently disconnected are shown greyed out for a few seconds so that you can see that it occurred.
  • Fixed a case where players with slow load times could fail Zana's limited portals mission during the load screen while in a party.
1.0.1
  • The party life bonus for monsters in higher difficulties has been reduced from 25% to 20% per player per difficulty
1.0.0
  • 40% of the item quantity bonus for additional party members is now shifted towards item rarity. Gems and currency items still receive the old item quantity bonus.
0.9.13e
  • Players now receive the same amount of experience from nearby monster kills regardless of how many members are in their party. Because experience is awarded to nearby party members equally and is not divided up between them any more, monsters are no longer scaled up in experience if you're playing in a party.
  • This means that larger parties who stick together will get slightly more experience than before, and that idling characters elsewhere in the level no longer increases your experience gains. Solo players receive exactly the same experience that they did previously.
  • Experience is still scaled down if the player is too high or too low level, or if there's a much higher level party member nearby. These equations have not changed.

References[]

  1. chris_wilson (July, 2015). "The Awakening Releases July 10th with New Content & Challenge Leagues". Path of Exile subreddit. Retrieved January 24, 2016.
  2. Chris (March 20, 2013). "0.10.4 Patch Notes". Official Path of Exile Forums. Retrieved October 25, 2019.
  3. Chris (June 26, 2012). "Dev Diary: End-game Maps". Official Path of Exile Forums. Retrieved January 24, 2016.
  4. Mark_GGG (March 9, 2014). "Flask charges in party". Official Path of Exile Forums. Retrieved March 18, 2014.
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