0.11.1 Patch Notes

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zyxas wrote:
With Diamond flask active, your crit chance would be (1-(1-critchance)^2)*100%, right?


Yes, you are correct.

10% goes to 19%
20% goes to 36%
40% goes to 64%
50% goes to 75%
60% goes to 84%

Mind you I'm doing these values from memory after I have created a chart on how Diamond Flasks affect your crit chance.


Also, I'm currently looking at a 50% DPS upgrade on my facebreaker character without changing any nodes. Which means 7.5k DPS tooltip cyclone with my actual mapping gear. Which then transfers to 15k actual DPS.

I also could possibly get 40k+ infernal blow. I've already pushed 25k without a DPS offhand or a Foxshade.
Current IGN: twitchtvTheuberelite

http://twitch.tv/theuberelite - I stream sometimes.
Last edited by TheuberClips#2320 on Jun 25, 2013, 2:45:50 PM
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Warrax wrote:
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Acurron wrote:
and the out of Memory bug?


Simple fix! get a 64bit Windows and get more RAM! 2-3GB total RAM is not enough!


Can you paypal me some money for that extra RAM?
Last edited by SmilingCat#6681 on Jun 25, 2013, 2:44:32 PM
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Chris wrote:

[li]Shield charge can now be evaded.[/li]


Can be dodged aswell??
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Chris wrote:
Version 0.11.1

Content:
  • Added four new cosmetic microtransactions effects: Raise Mummy Skin for the Raise Zombie skill gem, Necrotic Footprints, Vampiric Footprints and Lightning Footprints.

How about Verdant Footprints? I love the idea of watching green life sprouting in the darkness of Wraeclast as we run through.
Suggestion Thread: Race of the Day
http://www.pathofexile.com/forum/view-thread/617940
finally time to build that shield charge templar :)
for gods sakes man theres no time.
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Physical damage on items is now scaled by physical damage bonuses (in a similar way to how elemental damage worked before).


Does that mean that stacking STR nodes and PHYS DMG nodes will make the Pillar of the Caged God staff more effective now?

I've been wanting to make a build with that for a while now and it finally appears it'll be worth it.

Great job GGG, keep it coming!

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Shield charge can now be evaded.



Just when you thought people MIGHT use shield charge, you nerfed it to uselessness, good job.
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Fluttershypony wrote:
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Shield charge can now be evaded.



Just when you thought people MIGHT use shield charge, you nerfed it to uselessness, good job.


Im confident this works vice versa. You can also evade mobs Shield charges.

You ever heard of accuracy? Its not a spell, but an attack so I think it should work this way.
Last edited by Harmster#3342 on Jun 25, 2013, 3:33:32 PM
So is this Bug with Zombies having 75% Resistance something that was ALWAYS happening? or something that just someitmes happened? cause my zombies drop like flies even WITH every summoner node AND minion life, they survive slightly longer with a +2 minion item but im just curious if this is something that was always happening or only sometimes, cause if those zombies die much faster Always - i wont be doing ANYTHING but recasting zombies...
Last edited by Obbes#5848 on Jun 25, 2013, 3:58:04 PM
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Obbes wrote:
So is this Bug with Zombies having 75% Resistance something that was ALWAYS happening? or something that just someitmes happened? cause my zombies drop like flies even WITH every summoner node AND minion life, they survive slightly longer with a +2 minion item but im just curious if this is something that was always happening or only sometimes, cause if those zombies die much faster Always - i wont be doing ANYTHING but recasting zombies...
how is that a bug? its working as intending just like how skellies have 75 fire res but that doesn't mean your summoned skellies should have capped res ....

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