The Latest Monster Health Stats in Path of Exile

When optimizing my Poet’s Pen Volatile Dead char I was curious how much damage I would gain by corrupting my Unearth to 21. For that I needed to know how much health lvl 83 and lvl 84 Bone Archer corpses had. I went to PoEDB.tw but all I could find out was that a Bone Archer has 110% life. The in-game currency is available at the professional online gaming house. The interested gamers can poe currency buy from those professional online gaming houses in the most affordable cost.

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Which was of course absolutely useless. But I didn’t give up and after spending way too much time researching this I finally found out how to calculate a monster’s actual life:

1) The ‘monsterTypeHealthModifier’ is this 110% that PoEDB.tw showed me. This variable is the reason why A4 statues are so tanky and the little seawitch spawns are not.

2) Now Bone Archers are always normal monsters (Unearth) so the ‘monsterRarityModifier’ is 100%. For magic monsters it’s 187% more, for rares it’s 463% more and for uniques it’s 625%more.

3) ‘MapMonsterHealthModifier’ is just the “More Monster Life” affix on maps. This gets applied when you start the map so it won’t affect my Bone Archer corpses.

4) Now the ‘monsterAffixHealthModifier’ is not a “more” multiplier but an “increased” multiplier. If there were more than one “increased” multiplier you’d have to calculate that a bit differently but because it’s the only one in this equation, we can treat it like a “more” multiplier and have the same outcome.

5) But getting a value for the ‘baseLife’ was a challenge. I couldn’t find it anywhere, no matter where I searched. But in some age-old reddit post someone mentioned that there was a file, containing those values, hidden deep in the game’s files.

So I thought why not try datamining them myself. Easier said than done!

How To Build The Shimmeron Saboteur In PoE

In Path of Exile, GGG are showcasing a Saboteur build that uses two powerful Shimmeron wands. These wands come with an extremely deadly downside but since this build deals all of its damage via traps, it takes full advantage of the power of the wands with no downsides.

For more imformation, you can visit the official website. Next, u4gm will show you how to choose your gear when you build the shimmeron saboteur.

1. Shimmeron x 2 is by far the highest DPS caster weapon in the game if you’re not a physical caster and don’t need cast speed. Trappers never deal critical strikes themselves, so the downside doesn’t apply. Prioritise Critical Strike Multiplier 10%, Flat Lightning, Spell Damage (in that order).

2. Brightbeak + Jaws of Agony serve you to clear faster, and get Power Charges before bosses.

3. Tinkerskin is a build-maker for Trappers, letting you spam traps with ease. Don’t leave home without it. Another option is Fenumus’ Shroud, which would allow to regenerate Energy Shield, deal more damage, and take less damage. Shroud doesn’t let you do slower or no regen maps, though, and doesn’t heal you.

4. Gloves are where your single target resides. You want “Supported by level X Trap + Throw an Additional Trap”, “Supported by level X Slower Projectiles”, and if possible 30/50/70% Critical Strike Multiplier. Life and Res are great, but less important here.

5. Boots are the one slot where you can grab a lot of resists without any major competing mod. Do that. Cooldown Recovery is possible here, but not very realistic. Darkness Enthroned is the best belt in the game for a crit caster.

6. Rings should be either Opal rings with Lightning Damage / Crit Multi, or (Shaper) Diamond Rings with Flat Lightning to Spells / Spell Damage / Lightning Damage, or other rings with several damage mods. Also, you’ll need to grab some resists here, but do try to squeeze in some DPS.

7. On an amulet you’ll want Crit Multi, Elemental Penetration, and this is probably where you’ll find a free Suffix to craft Aspect of the Spider. Aspect of the Spider can be crafted using Fenumus (the boss), just buy one if you don’t have it, it’s not expensive.

8. Jewels should be either regular ones with Life + Multiplier (Spell/Elemental/Lightning/Dual-wielding), or Abyssal with Life + Multiplier / Critical Strike Chance if haven’t Crit Recently / Flat Lightning / Flat Lightning while Dual Wielding.

9. Flask-wise, you want 2 Life flasks for high-content (one instant, one not), a Diamond Flask, a Sulphur Flask (put Warding here for map mods), and eventually a Dying Sun for a major boost to Ball Lightning damage-per-throw. Quicksilver is also an option.

PoE – How about A Map That Gets Harder Every Time You Finish It

Like a unique map. The first run, it starts at lvl 68. You defeat the boss. The next time you open the map it will be 69, than 70 than 71… It should count for each character differently. Monsters get stronger and stronger and stronger. The loot doesnt have to be good. The challenge itself is the loot. If you need poe currency cheap in game, you can choose U4gm.com Sale Cheap POE Currency.

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It could be a unique map, it shouldnt be really rare. I always was wondering why lvl 100 was max. Why wasnt it like after lvl 100 you earn something like challenge level. each level after 100 ALL your maps will get some more challenging mods like “Monsters deal x% more dmg, attack speed, cast speed”. Just so there was a real ladder until the end of each league.

I don’t like concept of rising area levels, it would lead to problem with high-level bases becoming too common and pushing spectres over the top.

But the idea is really cool, with some adjustment is should be fine. Let’s say:

Every time you open this map, you get some kind of hidden debuff, giving you and your minions less damage, less attack and cast speed and less base movement speed. Exact numerical balance should follow some expotential decay pattern – to make it harder and harder, but still possible on dedicated build.

Every completed map also buffs your item quantity to add reward balancing tedium of running map slower and slower, with less and less damage.

As flavour explanation, make it some swamp/affliction based theme.

It would be interesting but not infinite endgame path, you will eventually reach point when you don’t do sufficient damage after all, even on most broken single target builds.

It was called “Infinite dungeon” in torchlight and I liked it That being said, I don’t think it could apply to poe because it would be the new endgame, and poe is always absolutely unbalanced, and for some reasons, it calls months – 1 year to fix things, so you’ll be forced to play to top5 builds if you wanna make a decent progression. In a world is balanced is pretty ok, that would be cool imo but atm, it was be a damn waste, what keeps this game alive despite the balance being completely broken is that : – except uber-elder and HOGM, the game it pretty easy – lot of ppl just like to get a MF build and spend 99999hours in a t3 map just for profit and that’s why there is a wide build diversity.

Path of Exile Is A “spreadsheet game” Game As I Would Call It

Everything in the game is determined by your stats, and your goal in this game is to make those stats as high as you can get them. Dodging and avoiding aren’t very skill based/reaction time based, instead they are based on attack speed/cast speed and movement speed. Most people have decent enough reaction times to click their movement skill in time. However whether you take damage or not is fully determined by how high your attack speed and/or movement speed are. Do you want to poe currency buy? If you do, you can visit U4GM to have more guides and methods about this.

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As a result of this, the quality of your items are all that matters in this game, which makes good items more expensive and more chase.

And this is exactly what GGG wants. This game is locked behind items by design. Items are the single big carrot-on-a-stick of this game.

“Dodging” does exist, although it’s more of a precautions avoidance. You basically have to learn every single boss and memorize their attack patterns. Once you’ve done a boss 20 times you will know when to back off and when to attack. As a result, the end game bosses are made very inaccessible to the majority of players because they come with a very significant cost towards even trying them. Most players do not posses the wealth to buy the shaper sets required to learn how the fight works.
Again, this is fully intended. This is how they try to keep end-game exclusive.

In a hypothetical where they would make these changes, the game would feel infinitely less clunky and frustrating to play, which is good.
However, as a result dodging also becomes much easier, which places more emphasis on player skill and reaction times (again, good in my opinion), however it will decrease the player’s reliance on item power and thereby impact the economy.

It will also make boss fights much easier to complete in less tries, because dodging based on reaction time is actually a thing, making end game more accessible and their respective items less valuable.

In my personal opinion, I’d say that trade-off is well worth it. I’m actually getting pretty tired of the clunky combat system in this game and the artificial gating of everything. I would love my skill to be rewarded instead of my ability to purchase items from poe.trade.

Are You Satisfied With PoE Two-Handed Weapons And Dual Wielding?

In Path of Exile, I think GGG should decrease the gap between two-handed weapons and dual wielding, this is something most of us are aware of by now, but I really feel like GGG should put a lot of priority on balancing gearing options along with their skill reworks.

With the advent of broken shaper stat stick offhands, the plight of 2-H weapons is becoming more dire. Personally, I love the hard-hitting style that a lot of 2-H weapons feel like they should bring, but the numbers just aren’t there. I think that poe currency purchase is important.

Path of Exile

It’s a shame that dual wielding offers more mobility, defenses, and more damage than 2-handers. While I know that a large portion of the playerbase prefers to attack fast, please consider the fact that many players are choosing not to use 2-handers because they are simply worse rather than because they lack the flavor the players desire.

The following are some players opinions:

A lot of these things could be systematically addressed if GGG were so inclined.

1. Add a 15-20% More Damage effectiveness multiplier for all melee skills (and spells, to encourage staves) when using a 2h weapon.

2. 25% intrinsic AoE increase when using a 2h weapon (again, excluding bows).

3. Increase the melee damage bonus of Str from 2% per 10 points to 3% when using 2h weapon (small boost, but will contribute).

4. Add a 7th affix slot to rare 2h melee weapons that can be either a Prefix or a Suffix.

5. Despite what you say, stat sticks do need at least a partial nerf. Reducing the number of “Add X% physical as extra Y element” bonuses that can be stacked on a single item might be enough. Make the single element affixes mutually exclusive. Move the the “added elemental as chaos” affix to the suffix slot, and make it mutually exclusive with the random element added affix.

Crit scaling being too good is also another thing that they think should be addressed, but more in a sense that non-crit playstyles need buffs to be interesting/strong enough to compete. Crit should always come out on top with heavy investment at the highest levels, but they should be more comparable for anything below that.

PoE: Effective Guide To Level Using Flicker Strike

In Path of Exile, you may wonder that when can you start reliably using flicker strike and what are some good leveling items for it? Keeping an eye on poe buy items, you will get more gains. The following post are some useful guides for you.

The level to when you can reliably use Flicker Strike is when you get to equip whatever unique that will generate your Frenzy charges, or if you do enough damage to reliably kill 2+ enemies per Flicker (assuming you have Multistrike).

Path of Exile

Terminus Est is 51 (generating with Crit Strikes) and Oro’s Sacrifice is 67 (generating with Ignites). If you have enough damage after getting Multistrike at 38, you can run Blood Rage and Poacher’s Mark + Blasphemy for a 46-55% change for a Frenzy Charge on kill. Until you get Terminus/Oro’s you’d have to use Frenzy to generate charges on bosses.

To be honest, it’s faster/smoother to just level with another skill until you get your reliable Frenzy generation. The one I was leveling with the intention of using Terminus was great using Frost Blades early and then switching to Cyclone after getting the Trickster’s Weave of the Arcane. Even more so dual-wielding two Brightbeaks to speed things up.

As far as leveling uniques that aren’t the “default” suggestions (Tabula Rasa, Wanderlust, Goldrim, Elreon jewelry, etc), two Brightbeaks makes Leap Slam super fast, especially if going Trickster and getting Weave of the Arcane for no cost movement.

There are three variants: Flat Elemental (rares with stacking added ele via Abyss Jewels), Pure Elemental +1 phys damage (Cospri’s or etc with 1 flat phys on abyss jewel or ring), or conversion (from 80% Watcher+Winter Spirit to 99% 50%+20%+29% Watchers). Claws should be able to deal with a higher phys dmg, depends on your leech and phys mit. Only downside is you can’t really do heavy physical bosses like Malformation Piety.

Or you can level with flicker reliably with crit chance builds and gear and using terminus 2h sword + bloodrage + poacher mark. Eventually you can even drop blood rage if you want and change poacher mark for assassins mark.

I believe that other experienced players may have better guides than me, but these are very important factors that make me successful, I hope it will also help you.

Final Fantasy XIV Gets On The Pokemon GO Train In This Joke

Through its newsletter, Square Enix announced Final Fantasy XIV GO, a mobile game that clearly climbs the trend of augmented reality titles like Pokemon GO and Jurassic World: Alive. With this experience, Square Enix is looking for Final Fantasy XIV players to take to the streets to transform their world into a place to obtain resources such as minerals, plants and fish. If for some reason this concept caught your attention, we have some bad news: it is a joke by April Fools’ Day.

According to the joke, Final Fantasy XIV GO wants the MMORPG’s immersion to reach the next level. Thus, it will break the barriers that cause the only way to collect resources is on the PC or a console by allowing users to go out to the streets to look for them. Those who download the application will receive a notification on their cell phone that will indicate where they can go to get materials to use in Final Fantasy XIV.

In addition, the company will team up with a Japanese design company to launch a “Harvesting Stick” with which players can increase their success rate by getting resources in Final Fantasy XIV GO. It will also allow them to use their cell phone as the hook of a fishing rod or as an ax so that they have the most realistic experience possible.

Do you want to see the elaborate Square Enix joke? Then we do not tell you more and we present it to you in a video below:

If you are a fan of April Fools’ jokes, we remind you that this is not the first one we find today and it is very likely that it will not be the last one either. Among those that most appeal to us are a game Battle Royale by Halo and an animated series by PAYDAY. You can see more similar jokes in this link.

Final Fantasy XIV is available for PC and PlayStation 4. Follow this link to see more news related to it. The in-game currency is available at the professional online gaming house. The interested gamers can buy FFXIV Gil from those professional online gaming houses in the most affordable cost.

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