Monster Mods FAQ

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KilenWoods wrote:
I hope you feel free to iterate on the number of mods per monster even into the league -- it's a major change, and there's no shame in getting it wrong the first time.

Heck, add "rare monsters have +X mods" as a roll in map modifiers. That'd kind of be neat.


Yeah the map mod for "area contains 30% more rare monsters" should get this for some value of X. Note, X doesn't need to be an integer.

"Area contains 24% (20-30) more rare monsters. Rare monsters have 37% (30-50) chance to have an extra mod" would work.
Le Toucan Will Return
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wegeling wrote:
Can we get the actually new deminishing return values of magic find. This is very important for build making , personally i hope its a huge dropoff after xx% since that way we dont need to make a seperate mf build wich many people find rather boring.

Other than that im excited!


The diminishing returns numbers have never been changed. They are the same as they were in 1.0 and probably beta as well. For context 100% player IIQ translates to about 55% more loot than 0% IIQ. There's some really old info about this from years ago floating around somewhere.

This league will be a skip unless they delete conversion. It acts in the same way as double-dipping and instead of a linear progression with normal MF it's more quadratic/exponential. This is why a solo player w/o MF may drop 4 chaos orbs from a mob, a solo player with full MF may drop 6 divines from the same mob and a 6 man party with MF, 8 mod maps and a wandering path atlas tree will drop 80 divines from the exact same mob.
Last edited by Krono555#2351 on Nov 17, 2022, 7:03:32 PM
According to this FAQ nothing will change. I have no hope for you anymore
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If you're able to sacrifice character power for magic find then, you'll find more and better items. That was true before 3.19 and is the nature of magic find in Action RPGs. Note that magic find has diminishing returns, so a small investment can go a long way.

Please, PLEASE dont forget the issue that party play gets around this concept: The way monsters scale is not enough to really compensate the benefits of having an extra player, that gives room to sacrifice a party member with a dedicated culler with no real drawback as the extra power you get by getting even just okay-ish players is more than enough to make up for having one weak member. Individual contributions carry less weight when more people are involved

Either change how MF mechanics work by making it apply in accordance to how much each player contributed to the fight rather than just one person being credited entirely for the kill, so EVERYONE is forced to stack MF; Or increase the diminushing returns of the mechanic as the number of members of the party increases, so they still get more stuff by the inerent bonus and faster clear, but dont get too ridiculous by adding another multiplier on top of that extra stuff
gotcha. mf even more dead. hh dead.
Last edited by EliteEscort#4191 on Nov 17, 2022, 7:15:59 PM
For those of us who liked the harder rares, will the "In the Valley of Darkness" Atlas Passive be returning?
Every death brings me life.
We just got rid of Archnemesis and are reverting a HUGE change in the loot system. You guys really need to have patience and see how all this is going to feel.

I hope that the historical loot is coming back, with that being said I am more than happy to get this bit of success, the removal of Archnemesis, as a step in the right direction.

Everything else can also be fixed. Just don´t fucking slam like you´ve lost your lolly before we had a chance to see how this game feels after these changes.
sounds good
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It's mostly the weaker secondary mods that need to be juiced up so that they make sense as a standalone mod.


This line scares me

If mods are too strong it will feel like nothing has changed since the release of arch nem was shit was SO over fucking tuned

GGG needs to remember that people run maps with mods, some rares come from league content that have mods, and now they have these new mods

If the game feels overtuned and people are still getting 1 shot constantly

It will feel like nothing has changed and will sour the experience of POE

We need less on death effects

Less 1 shot mechanics from rare mobs

Less ground degens and slowing effects

Less stacking damage multipliers

If you guys wanna slow down players make mobs tankier

I'd rather mobs have more hp and deal less dmg

Keep in mind I was playing the last league and I used the mobs have less dmg mod on the atlas tree

It hardly felt like there was any difference in monsters

Please keep the dmg low and if you want to slow us.. once again... increase monster defenses

DO NOT give monsters tons of dmg

This is what everyone hates
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Ufureg wrote:
According to this FAQ nothing will change. I have no hope for you anymore

R-E-A-D-I-N-G I-S D-I-F-F-I-C-U-L-T

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