Some PoE 3.6 Synthesis Knowledge You Don't Know

First of all, English is not my native language, so the following content written in English, if there is anything wrong, I hope you don't mind. PoE 3.6 Synthesis is coming soon, here, introduces Some PoE 3.6 Synthesis Knowledge You Don't Know, I hope to help some new players.



1. The mirror will only drop if it is 100.

The mirror drop level is 35, the same as the Exalted Orb drop level. That is to say, starting from Chapter 3, The Sceptre of God, all the maps may fall into the mirror. It is normal for you not to drop the mirror.


2. Playing treasures affect the drop of the open box.

Boxes (various safes, small boxes, broken bottles, cans, etc.) drop only to see the number of drops on the current map and the number of teams added, regardless of the role of the character. Of course, the affixes of the safe also affect the drop.


3. When the dodge rate (95%), the monster hits you will be 5 times.

In fact, the full dodge is not very rigorous, because the dodge rate calculation should look at the opponent's hit and your dodge value at the same time, the dodge rate on the panel is calculated according to the monster hit value of your current character level (hit rate is the same) The highest level of monsters is only 84, which means that your actual hit rate and dodge rate will be slightly higher than the panel value after your character level 84. Of course, the monster's own affix and map affixes are not considered here.


In a sense, the dodge rate can be said to be: the monster hits you N must be in the middle, the N value should be calculated according to the two sides hit, dodge and a random value of 0~99, can not determine the specific value of N.The calculation of the N value cannot be avoided by the computer system of dodge. This is a bit of a hassle. Please move the science sticker: write it for a while.


4. If the character level is too high, there will be a penalty.

The drop penalty is only for the currency drop of the plot map before the Tibetan mastiff. The penalty formula is: drop penalty = 2.5%* (character level - (monster level + 2)).That is to say, when the character level is higher than the map level 2 or higher, the number of currency drops will be reduced by 2.5% for each higher level. The Path of Exile currency here includes Divination card, Chaos Orb,Exalted Orb.

Therefore, if you use the humble card in the plot, you should pay attention to the level of your character. If the level is too high, it is inefficient.It should be noted here that in the above formula, the character level is up to 68, and the map of the 66-level plot after the canal (including the alien map) no longer has a penalty. And when the local map level is higher than the character level, the drop has no bonus.


5. Team has experience bonus.

After the team is formed, it only partially affects the drop amount and the drop rarity.In addition, each of the more than one player map monster life increased by 60%, the player experience sharing range is probably two screens.


6. Falling rarity will kill more Exalted Orb.

Rareness only affects equipment items classified in white, blue, yellow, and dark gold, and does not affect the fall of the currency type.



7. About upgrading with a small.

If you touch this game, you should know that POE can't drive like a D3 with a small upgrade. Because according to the calculation formula provided by GGG, players with higher ranks in the team will get more experience.
For example, a 70-level player has a level 10 player, and a level 10 player can only get a 2.28% experience.


Finally, the character experience acquisition is to calculate the empirical distribution formula and the monster level penalty formula. I don't know the settlement order of the two, but the personal feeling should be the allocation formula prioritized calculation, and then calculate the empirical punishment.


8. There is an experience reward for the leapfrog.

Experience calculations introduce the concept of a safe zone.
Security zone = INT (3 + character level / 16) INT is rounded down.

The role of the character in the (role level ± security zone) level of the brush is no experience punishment. For example, if the character level is 15, then the security zone is 3, and the leveling efficiency can be highest in the map of level 12~18. The character level is 16, so the security zone is 4, which can be leveled in the map of level 12~20.


9. The ability to break the map bottle and jar is to hit the skill.

All hitting skills can break the bottle and cans on the map, so some people think that the ability to break the map bottle cans is to hit the skill, but not, the special case is the hot light.

Scorching Ray can be used to kick a can, but this skill is purely sustained and has no hitting effect.
Of course, you can't just look at the skill belt without a continuous injury to judge whether the skill has hit. The soul draws this skill mainly by continuous damage, but it has a hit effect.



I feel that GGG should really indicate this skill on the skill gems without hitting it, otherwise it is a bit difficult to distinguish for newcomers.
Some BDs mention that the hot rays can be combined with a curse to release the curse.


10. Character shape affects skill range, movement speed, and collision volume.

In the POE, the character volume, skill range, moving speed, and collision volume are different affixes, and the two do not affect each other. So no matter how big your character is, your range of normalizing and whirlwinds will not change.

Also note that many people (including me) think that the smaller the character, the easier it is to avoid skills. This view is also wrong. The judgment of skill dodge is to look at the initial shape of the character. Some people will misunderstand the martial temple, the hunter to steal the body affix, etc., and increase the size of the body.

But it is only because the martial temple itself has three effects of increasing body size, increasing range, and increasing life. There is no causal relationship between increasing body size and increasing range.



The bitter pain of the Headhunter is the madness of the savage (the effect is: increase the size, increase the range, increase the life) and the wrath of the revenge affixes (the effect is: increase the size, reduce the injury, increase the full speed), There is no causal relationship between increasing size and increasing range or moving speed.


11. Armor reduces bleeding.

Bleeding is a physical injury, and armor can reduce the physical damage, so many people think that armor can reduce bleeding, but it is not.

The armor affects the physical damage, while the bleeding injury is a continuous injury, and the two do not affect each other.

However, other physical injuries can be used to reduce the bloodshed, such as endurance balls and immortal roar. Polar armor is also a damaging effect for hitting injuries. It does not work for continuous injuries such as bleeding and burning injuries.


12. The treasurer can hang up to improve the drop.

The drop after killing the monster is to see the killer's play treasure attribute. If there is a teammate next to it, the teammate's hit treasure attribute does not affect the monster drop.



The real treasurer must even cull to make up the knife.

By the way, playing treasures does not affect the limited dark gold drop type of the Shaper Green Gate. It is impossible to lose the Queen's hand and shape the sword. It has nothing to do with the nature of your treasure.

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