Damage done to PoE 1 is unreal 3.27/0.4

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lmfao these posts are fucking hilarious


Lowkey entertaining how people put themselves on a hamster wheel and call it gaming
The opposite of knowledge is not illiteracy, but the illusion of knowledge.
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But for most, it's the point of playing an RPG game - to acquire really kick-ass gears and feel the power fantasy.

Div/h is simply the best metric to measure the efficiency of your gear acquiring strategy.


No, it's the ONLY worthwhile metric for endgame "player power" progress because you have virtually zero chance of finding upgrades ON THE GROUND beyond early mapping, or using an assortment of "crafting" (gambling) currency to salvage it into something useable.

Yes, the point of playing an RPG game is FINDING powerful gear ON THE GROUND to upgrade yourself, but the devs have decided that such concepts are not allowed in POE1 or POE2.
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But for most, it's the point of playing an RPG game - to acquire really kick-ass gears and feel the power fantasy.

Div/h is simply the best metric to measure the efficiency of your gear acquiring strategy.


No, it's the ONLY worthwhile metric for endgame "player power" progress because you have virtually zero chance of finding upgrades ON THE GROUND beyond early mapping, or using an assortment of "crafting" (gambling) currency to salvage it into something useable.

Yes, the point of playing an RPG game is FINDING powerful gear ON THE GROUND to upgrade yourself, but the devs have decided that such concepts are not allowed in POE1 or POE2.


Yet time and time again they make crafting leagues that allow you to print items like Harvest, Recombinators, Crucible, Necropolis and now Keepers. It doesn't matter if you find the item directly on the ground or receive it as part of the reward of mapping itself. That's semantics.
The opposite of knowledge is not illiteracy, but the illusion of knowledge.
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But for most, it's the point of playing an RPG game - to acquire really kick-ass gears and feel the power fantasy.

Div/h is simply the best metric to measure the efficiency of your gear acquiring strategy.


No, it's the ONLY worthwhile metric for endgame "player power" progress because you have virtually zero chance of finding upgrades ON THE GROUND beyond early mapping, or using an assortment of "crafting" (gambling) currency to salvage it into something useable.

Yes, the point of playing an RPG game is FINDING powerful gear ON THE GROUND to upgrade yourself, but the devs have decided that such concepts are not allowed in POE1 or POE2.


Reducing the number of dopamine hits historically seems to be the development strategy. Doesn't work for me but it might for others.
The nerfs will continue until morale improves.
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lmfao these posts are fucking hilarious


Lowkey entertaining how people put themselves on a hamster wheel and call it gaming


Its crazy to me how people build their own little boxes like "some streamer is making 100D an hour and I can only make 72, the game is broken and I want my money back actually unplayable"

Its legitimately pathetic how much people base their own enjoyment off what someone else is doing.
(سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س
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But for most, it's the point of playing an RPG game - to acquire really kick-ass gears and feel the power fantasy.

Div/h is simply the best metric to measure the efficiency of your gear acquiring strategy.


No, it's the ONLY worthwhile metric for endgame "player power" progress because you have virtually zero chance of finding upgrades ON THE GROUND beyond early mapping, or using an assortment of "crafting" (gambling) currency to salvage it into something useable.

Yes, the point of playing an RPG game is FINDING powerful gear ON THE GROUND to upgrade yourself, but the devs have decided that such concepts are not allowed in POE1 or POE2.




wealth is relative, so even if we reduce the game to this ridiculous trade currency hourly pay rate mentality then divs per hour is fairly meaningless if you are not looking at it comparative to what other people are making.



if you make 10 div per hour and im making 1 div per hour then you are rich, if you are making 10 and im making 100 then you are poor.

currency isnt really wealth, its a way of distributing the actual wealth in an economy which is made up of the stuff people want.


if we imagine in an ulta simplified economy there are 10 apples and 2 people. I have £5 and you have £5, total of £10 in the economy. the actual wealth is the apples, the £ is just our way of working out how many of those apples we are entitled to. £10 in the economy, 10 apples, each apple will be worth £1 and we have £5 each, so we can both own 5 apples.

if we then create some more money and you get given £5 and i get given £85 then you now have £10, I have £90, apples are worth £10 each, i get 9 of them you get 1.

so you doubled your currency from £5 to £10 but lost 80% of your actual wealth which is the apples, they are the thing that actually matters, thats the actual wealth we created money to manage. you had 5 now you have 1 even though you have more currency.



so currency per hour is not a measurement of reward unless you are looking at it comparative to what other people are currently making. how much trading currency per hour you are making now vs previous leagues means absolutes nothing, how much you are making compared to other people in the current league means everything.

so saying 'all profitable farms have been killed' is actually fairly meaningless because if no one is able to make 100s of divines per hour then market prices will change and no one will need 100s of divines per hour to afford the same items.


the truth is the items overpower the content by so much that a genuine reduction of currency and items in the market is not really going to effect what content people can farm via lower levels of crafting and uniques on the market. it really is just a whos got the bigger stack of divines and mirrors show off contest, which is entirely relative to other players. its not really about player power at all, its just a bragging rights thing, its people who can phase a boss in 1 second instead of 2 seconds because they spent 5 more mirrors on their gear showing off how rich they are, and in that world if you have twice as many divines as everyone else you are king, doesnt matter if thats 100 or 100,000.







people living off the ground in self found are doing fine and killing all the content in the game. the only reason you cant find stuff on the floor is because you traded for better stuff than you can realistically find. 100,000 people putting the best things they find on a market results in a higher level of gear than 1 person wearing the best things they found. the inescapable inevitability of that should be obvious. "can people beat the content with it?" the only metric for measuring how good found loot is. and i think the evidence says they can beat everything in the game self found.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
Every decent strat in the game gives 5+ div/h. That is a completely reasonable amount of currency to progress quickly.

The seasons are already short. I don't want 8000000 divs/h so they are shorter.
Last edited by sempuken#7215 on Jan 2, 2026, 11:07:31 AM
most builds that are fun either are super popular because of streamers and ergo super expensive or they are just super expensive because you need a lot of requirements to set it up properly/ off meta skill. t16s are easy and 99% of builds you can do which is cool but to do any of the crazy builds or fun stat stacking orr anything that isnt just slam into smite for the 50th time you need 16+ mirrors which you either need to play 26 hours a day, rmt or exploit. I love simulacrums as a lot of builds cant do it and it fits around my favorite classes but if i don't get a 1-1 voices ill get a mirror in like 7 weeks of non stop playing. I don't want to play smite slam for the 60th time i want to do mana stacker or kb wtv.
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Divine directly translate into gears through trading market.

And that means the more Divine per hour the more gears per hour you get.


nope. You do realize that characters can only wear a finite amount of gear right? This is a false or incomplete correlation. The sentence "Gear per hour" is hilarious. Because if that were true.....you should be picking up the thousands of "gear" dropping in each map while you are farming your divs per hour.

More accurate: More divines per hour means faster progression to a minmax character. Whatever that may mean for each character. Most don't need this rapid progression.


But its also true that if folks focused far less on div / hr and more on whatever they find most fun to do.....they will realize that they will almost always get PLENTY of div / hr without focusing on it.


Players that constantly boil everything down to div / hr are the players that most people should completely ignore: they no longer find "fun" in the game, and their entire opinion about all aspects of the game is clouded by a misguided sense that the game IS far more than a currency simulator at heart.
Starting anew....with PoE 2
Last edited by cowmoo275#3095 on Mar 18, 2026, 8:41:09 AM
You do realize that the whole point of the game is to grind, right? Currency is the main reason we are here and the other things like, I don't know, trying different builds or challenges, are not the norm.

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