Path of Exile Mechanics Information Guide

Path of Exile Mechanics

The game mechanics of the Path of Exile may be complicated for new players to understand, but a large part of the game experience is based on the premise of understanding the mechanism. Players can learn about the most crucial game mechanisms here. This game mechanism is only an overview. The reader can link to a page dedicated to explaining a specific mechanism through a hyperlink. Provide guidance for new players and reference for existing players.


[POE] League
Path of Exile currently has two main leagues, standard mode (normal resurrection after death) and Hardcore mode (account transfer to the standard method after death), so all the characters you see in Hardcore mode have not died.
At the same time, there will also be two challenge leagues, mostly three or four months. Challenge league is a brand new environment, everything starts from 0.


[POE] Warehouse
You can use the warehouse to exchange items for different characters, but they must be in the same league. There are 4 warehouses by default.


[POE] Character Restrictions
Each account has 24 role fields preset.


[POE] Chat Channel
There are currently two chat channels in the game, the World Channel and the Trading Channel.
Each league's chat channel is independent of each other, and you will not encounter standard mode players on the World Channel in the Hardcore area. You can enter a specific world/trading channel by entering / global + number or / trade + number if the chain is not full.
  •   Quickly send messages to different channels via symbols
  •   # World Channel
  •   $ Transaction Channel
  •   & Union Channel (if you have joined a union)

[POE] Skill Gems
Unlike most RPG games, Path of Exile's skills is all derived from skill gems. Players can use or enhance skills by inserting skill gems into their equipped items. There are two broad categories of skill gems, active skill gems, and support skill gems.


[POE] Active Skill Gems
Active Skills can take many forms, such as attacks or spells, summoning creatures or totems, traps or mines, gain/decrease aura, etc.


[POE] Support Skill Gems
Support skill gems will support connected active skill gems, such as increasing damage or more projectiles. Support skill gems can only support the same skills as their labels. For example, if you connect Temporal Chains to Added Cold Damage Support, it will not take effect, because the temporal chains will not hit the enemy.

Skill attributes may also be changed by the equipment. For example, Greater Multiple Projectiles Support can assist Elemental Hit (because Elemental Hit has the "Bow and Arrow" skill tag), but if the player releases Elemental Hit through the melee, then the Multiple Multiple Projectiles will not take effect (because of No projectiles)


[POE] Skill Gems Experience Acquisition
Defeating enemies below your level will not reduce the experience gained by skill gems (but will reduce player experience)
The knowledge gained by equipped skill gems is equal to 10% of the player ’s experience (before the experience penalty calculation, for example, the 100 experience given by brushing the low-level map is 80, and the skill gems still get 10% of 100, which is 10 points experience. value)
The number of skill gems you have and the experience gained have no effect. (With or without skill gems, you can upgrade as fast as you can. With a skill gem, the skill upgrade will not be faster.)
Skill gems will not lose experience when the character dies
In general, the skill gems obtained are all level 1, higher-level skill gems can also be obtained from other sources (such as safes)

Path of Exile Character Types and Data


[POE] Character Type
The main difference is the starting point in the passive talent map and their different sublimation professions. Different kinds of starting attributes and mission rewards are also different.


[POE] Ascendancy Character
Each character type (except the nobles) can choose one of the three to sublimate after completing the trial maze. Sublimation provides powerful, special passive skills. Each time you complete a complicated maze, you will get two sublimation points, for a total of eight sublimation points.


[POE] Earned at each level
All character types get the same basic data (resistance, critical strike rate, etc.), and each level of life, magic, and dodge are equal. But since the initial attributes (dexterity, intelligence) are different, the final panel data is changed. The initial hit value of each character is different, but the growth of each upgrade is the same. All characters get:
  • 12 life per level
  • 2 hits per level
  • 3 dodge values per level
  • 6 magic per level

[POE] Attributes
Generally, need specific attributes to put on equipment and skill gems. Attributes also give some passive benefits.


[POE] Life and magic regeneration
All characters have basic mana regeneration, which is 105% of the maximum mana per minute. For example, if a character has 100 mana, then he will regenerate 105 mana every minute. "Increase magic regeneration rate" can increase the basic value of 105%; for example: increasing the magic regeneration rate of 20% will cause the regeneration rate of 105% to 105 * 1.2 = 126% per minute.
The character has no life regeneration by default but can be obtained from various equipment and skill trees.


[POE] Steal
Stealing will continue to restore a certain amount of life, magic, or energy shields for a period of time. The amount of recovery depends on the amount of damage done to the enemy. Midnight Bargain and Psionic Guard will each double Life Steal / Energy Shield Steal.


[POE] Harm and its benefits
See also injury types. In the path of exile, it is very important to understand how the damage is calculated. There are five types of damage: physical, fire, cold, lightning, and chaos. Among them, fire, cold, and lightning damage are classified as elemental damage. Armor only reduces physical damage.


[POE] Chaos Damage
Chaos damage directly penetrates the energy shield. Please note that Chaos Damage does not count as Elemental Damage.


[POE] Elemental Damage
Elemental damage refers to fire damage, lightning damage, and cold damage. Anything with the words "Elemental Damage" or "Elemental Resistance" will affect all three types of damage or resistance at the same time.

1. Fire Damage:
If you use Fire or Spell damage mechanisms to cause Fire Crit damage, the enemy will be ignited and start to burn. Ignition causes continuous damage to the enemy, and its value is related to the damage caused by the ignition. Some enemies will escape while burning. Multiple hits may cause multiple ignitions, but unfortunately, they do not stack up (the highest value). However, burning damage from different sources can be additive: Ignition is only one source of burning.

2. Cold Damage:
Hitting an enemy with cold damage can cause the enemy to be slowed. Critical damage from cold damage will cause the target to freeze. Enemies slowed by ice will slow their movement, attack, and cast speeds. A frozen enemy cannot do anything but drink medicine. Frozen entities can still block, dodge, and dodge. Dead bodies do not remain when frozen enemies die.

3. Lightning Damage:
If you hit an enemy with a lightning damage crit with attacks, spells, etc., that enemy may be shocked. The damage to the entity being shocked will be increased. This increased damage does not increase the player's own damage but increases the target's damage. The player's personal damage and the damage to the destination are calculated as a multiplication relationship.

4. Abnormal State:
Ignition, freezing, freezing, and electric shock are all abnormal states. In addition to element abnormal states, there are other abnormal states.


[POE] Dual Wielding
Dual Wielding increases attack damage, attack speed, and block chance. The attack speed and other attack speeds obtained from dual wielding are multiplied. By default, most abilities wield two weapons in their hands. Chopping, dual wielding, slashing, and slashing will wield two weapons at the same time each time, and other skills will wield the two weapons in turn. If the skill gem has weapon restrictions, both weapons must meet their weapon requirements.

[POE] Dizziness:
Whenever a player or monster takes any kind of damage, they may be stunned. Dizziness will interrupt the current movement and play a short animation (usually leaning back). Stun times can be affected by "Increase Block and Stun Recovery", "Increase Stun Time", and similar effects.


[POE] Hit Value
The hit value is usually associated with the dodge value, which determines whether this attack is hit or missed. The spell hits forever!


[POE] Critical Strike
Every time you make an action, a critical strike is made. Critical strikes are based on each action you make, not every enemy. If it is judged as a critical hit and hit multiple enemies at the moment of using the skill, all the enemies hit will take the significant hit damage. For example: Determine this time that Barrage is a critical strike, then all projectiles will critically strike.
The difference between crit damage and normal damage is the crit multiplier (crit damage percentage). All characters have a base crit multiplier. Critical strike multiplier can be increased by multiple sources (such as increasing essential strike damage assistance, talent in the talent chart, etc.)
Dangerous strike chances for spells and weapons are calculated separately, and each spell and weapon has its own base critical strike chance. For example, the base crit chance of the staff does not affect the period, and the spell crit chance does not affect the attack.
The global critical strike chance will affect both the spell and attack essential chances of a strike, and the significant strike chance bonus will be added.
The affix on the weapon that increases the critical strike chance will increase the basic critical strike chance of the weapon itself, which will cause the critical strike chance in the basic attributes of the weapon to turn blue. Other increased essential chances of a strike will be added based on this base critical strike chance.
For example, a weapon's base crit rate is 10%, and the weapon's own affix increases by 50% crit rate, then the final base crit rate is 15%; if at this time you get 500% increased crit, Then the final critical strike rate is 15 * 5 = 75%.


[POE] Compound Damage Attribute
The description of the details in the game will be as rigorous as possible, and even minor wording differences will be different. For example, Spirit Throw is a projectile attack using a melee weapon (the latter description is its essence). If you use two-handed weapons, you will enjoy the effect of "XX% increase in damage when holding two-handed weapons," but not affected by "XX% increase in melee damage." Spirit throw is a pure projectile attack, not a melee. These situations are correct within the game mechanics but are often confused by players.


[POE] Damage Conversion
Some skills and equipment can convert one kind of damage to another, and the mechanism of damage conversion is relatively complicated. Damage conversion percentages stack but do not exceed 100% in total
Example: If you have
100 base cold damage; 100% ice to fire; 50% cold damage increased; 50% fire damage increased.
Then the result will be 200 fire damage. That is to say, the damage after conversion can also enjoy the bonus of the damage type before conversion.


[POE] Affix superposition
Generally speaking, integer calculations are performed earlier than percentage calculations; local affixes are calculated more first than global affixes; the effects of "increase%," "increase%" and "decrease%" and "decrease%" are additive, and "more," Multiply the percentage between "extra increase" and "less%," "extra decrease."
When calculating the basic data of the weapon, the affixes that are effective for the weapon itself are applied first, and then from other equipment, skills, and other affixes. This includes anything that affects physical damage, such as increasing% physical damage, quality, etc., as well as attack speed, critical strike chance, and hit value. It does not include elemental damage, these can be called local affixes. Any affix marked as "global," such as an affix that increases the chance of global crit, will not be applied to weapons first.
Similarly, when calculating the armor, evasion, and energy shields on the equipment, any affixes that affect the basic attributes of the equipment are calculated first. This includes quality and any other affixes that directly affect the total value of armor, evasion, or energy shields. For example, it does not include the affix where the energy shield starts recharging in advance or the speed of charging, only the energy shield value is added.
If my base life is 100, two talent points, each will increase the total life by 15%. A total of 30% increase, and a total of 130 lives. If my equipment has an affix "+40 maximum health," and I get +20 maximum health from the talent chart. Base blood is calculated first (that is, integer calculations take precedence over percentage calculations), 160 lives, and then the life percentage bonus is calculated, and finally, a total of 208 lives.
Another example: a helmet has 240 basic armor, 69 affixes are added to the affix, 92% to the armor affix, and 20% quality, then 240 + 69 = 309 armor, then 92% + 20% = 112%, and finally Has an armor value of 655.

- Weapon calculation:
Suppose a weapon has 10-20 damage and has the following affixes:
50% increased physical damage
20% quality
Increase 5-10 physical damage
· Talent map: increase the damage of this weapon type by 30%
· Skills: 40% increased damage, 30% less damage
Then first perform local operations:
(10-20 + 5-10) * (1 + 0.5 + 0.2) = 25.5-51
Then perform global operations:
(25.5-51) * (1 + 0.3 + 0.4) * 0.7 = 30-61

Path of Exile Defense Mechanism


[POE] Moving speed
The character's base movement speed is 0% (no bonus). If your movement speed is equal to 0%, the movement speed will not be displayed in the defense panel, but as long as your movement speed is higher than or less than 0%, it will Appear in the defense panel. (The faster you run, neither the enemy's attack nor your teammate's question mark can come to you, which is natural defense).
Breastplates and shields generally reduce a certain amount of movement speed (hidden) when used. The exact value depends on the type of shield and breastplate. The armor, armor, and energy shield bases reduce their movement speed by 5%, and other base breastplates reduce their movement speed by 3%. Shield reduces movement speed by 3%. The forest then interacts more with the speed of movement.


[POE] Armor
Armor only reduces physical damage on hits. Elemental loss, chaos damage, and non-hit mechanics (continuous damage) are not affected. The damage reduction effect of the armor depends on the armor value of the hit person and the hit damage of the attacker. The higher the physical damage in a single hit, the lower the physical damage reduction armor will bring you. The maximum physical damage reduction cannot exceed 90%.


[POE] Dodge
The dodge value will increase the chance of dodge attack, and the dodge attack will not cause a hit and will not have subsequent effects. Only evasion attacks, no evasion spells.
The dodge value can effectively reduce the probability of being critically hit. For example, if you are about to be hit by a critical hit, and you have a chance to dodge, you will first see if you are caught. If you are caught, you will again be judged whether to dodge a critical strike.
The first result is hit, but the second result is missed will cause normal hit damage if both hits will cause crit damage. The first miss will not cause damage.
The calculation of the dodge probability is fancy because he uses the negative entropy calculation method to ensure "averageness" as much as possible. For example, an enemy has a 33% chance to hit you. After you are hit, the system will almost guarantee that you can dodge the enemy's attack the next two times and will be hit the third time. For detailed calculations, please dodge.


[POE] Energy Shield
If you have any energy shields while taking damage, the damage will be deducted from the energy shield first. Damage is applied to life only when all energy shields are 0. Chaos damage is an exception. Chaos damage will default to deducting growth directly from the energy shield.
If you do not take any damage for some time, the energy shield will recharge. This time can be shortened from talented horoscopes and gear such as "Energy Shield starts charging faster." The recharge rate can also be increased by "Increase% Energy Shield Recharge Rate."
As long as you have an energy shield greater than 0, you have a 50% chance to avoid stuns. And this probability is multiplied with other sources. So even if it's blood flow, it's best to have some energy shields. (But the dizziness determination is based on the maximum health, so it is easy to be dizzy if you have less blood)


[POE] Block
Blocked damage does not cause you damage and subsequent adverse effects (except for stuns). Attack blocks are usually more common than spell blocks. Spell block can be obtained through Dark Gold Equipment or Talent Astrolabe. Both the attack and spell block caps default to 75%. (Star Wars talent will cause you to take 50% of blocked damage)
When the attack is blocked, the system first determines whether the attack will cause vertigo if it hits. If it does, it will still cause dizziness after being stuck, and forces a so-called "block animation" (similar to a stun animation but (Does not cause damage), "Block Recovery Increase by X%" will reduce this stun time from blocked damage.


[POE] Resistance
Fire, Cold, Lightning, and Chaos all have their own independent resistances, but elemental resistance includes the first three.
The default caps for Fire, Cold, Lightning, and Chaos, are all 75%. This cap can be increased by talent, equipment or aura.
After completing the fifth act, the character's total resistance will be permanently reduced by 30%, and after completing the tenth act, it will be permanently reduced by 30%, for a total of 60%. A player who completes the plot needs 135% resistance to reach the default 75% full resistance.

Path of Exile Other Guide


[POE] Currency
Path of Exile uses so-called "commodities" to replace concepts such as gold coins or money in traditional games. Common goods usually have a unique brighter text display. In addition to being used for trading, each type of Poe currency goods can be used for special tasks: such as manufacturing equipment and changing affixes.
When you buy items from an NPC, those items will cost a certain amount of currency (usually a lower level of currency). When you trade with players, you generally need to prepare a certain amount of currency, but the exchange rate depends on the players themselves. Players can exchange lower-level currencies for higher-level currencies at the NPC (for example, Ina in Act 2 can exchange four artisan stones for one link stone).
When using artisan stone or link stone, if the item has higher quality, then there is a higher chance of getting more slots and more connections.
If an item has reached the maximum number of slots, the system will prevent you from using Artisan Stone again by default. If a 5-slot item has five links or a six-slot item has six links, the system will also prohibit you from using chain stones.
Here is another definition of various currency levels defined by players. Of course, you can also have your own division.


[POE] Item
Attribute Requirements
Most items have attribute requirements. If the attributes are not up to standard, they cannot be worn. When a skill gem's attribute requirements exceed the character's current attributes, and the skill gem is inserted into the equipment, the character will not be able to use that equipment.

Level Requirements
Most items have level requirements. Level requirements are generally affected by two factors:
The level of this base item type. This level refers to the level at which this item starts to appear. Be careful not to confuse it with the item level: the item level will affect what affixes will appear. Some mainly low-level item bases will not have a level requirement.
Such as the endless garment (legend name) simple robe (item base)
The rank of the affix. Each affix has its own rank. The level requirement is 80% of the affix level.
The higher of the above two levels of demand.


[POE] Drop rate
The monster drop tables are also uniform. In other words, it has nothing to do with the type of monster.

- Level-based currency drop penalty
When the player's level is two or more levels higher than the monster level, there will be a penalty for the drop rate of the goods (such as various scrolls, stones). When the monster level is higher than your character level, there is no penalty. Of course, when your level is higher than 68, there will be no drop penalty: areas beyond 66 will never be dropped. Even if it is a level 100 character, it will not receive a drop penalty in areas higher than level 66.
Two affixes affect drops, one is to increase the number of items, and the other is to increase the rarity of the items. Three sources can affect the total drop rate (that is, multiplication between different sources and addition between the same sources)
Players (including skills, talents, equipment, etc.)
Monsters (such as bosses, number of maps, map rarity, safes, etc.)
· Team rewards
The increase in the drop rate from the player's source is an addition operation, and the more you add, the more marginal it will be: that is, if you get 1000% of the item quantity and rarity from the equipment, the actual situation will not reach 1000 % Item quantity and rarity. There will also be additions between team rewards, but there will be no marginal benefit. The end result is (player * marginal benefit) * team * monster (i.e. map).

- Item rarity
Increasing the rarity of an item increases the likelihood that the item will become magic, rare, or unique. Increasing the rarity of an item has a marginal benefit. Still, it only exists at a high time, so in most cases, it is not necessary to consider this marginal benefit. Item rarity does not affect the number and type of through-products, scrolls, and skill gems. When teaming up, only the monsters killed by the character equipped with the item rarity increase the item rarity. Kills caused by player summons can also be affected by the rarity of the player's own items.
The rarity of items is only related to magic, rarity, and uniqueness and nothing to do with it.

- Item quantity
Increase the number of items to increase the number of items dropped from monsters and safes. This does not affect species, quality, or rarity. The affix of the number of items is not online. As long as you increase the number of items, it is also possible for this monster to drop 10,000 items. A monster has a 16% chance of losing an item. This may vary depending on the type of monster, and unique monsters will have a higher drop rate.
When forming a team, each additional player will increase the number of items by 10% and the rarity of items by 40%.
Auxiliary gems that increase the number of items and rarity cannot assist continuous damage, such as Righteous Fire, but equipment can.


[POE] Quality
All weapons, armor, flasks, gemstones, and maps may gain + 0% to 20% quality when dropped. This value can be increased by Blacksmith's Whetstone, Armor, Glassblower's Bauble, Gemcutter's Prism, etc., up to 20%.
Benefits of quality on different items:
· Weapons: Increase physical damage
· Armor: Increase armor value, dodge value, and energy shield.
· Life and Magic Flask: Increases the life and magic recovery
· Features Flask: increase duration
· Skill Gems: each skill gem is different
· Maps: Increased the number of items obtained from map monsters.
There are not many things that can increase the quality to more than 20%, such as perfect fossils, or syndicate houses.


[POE] Item affix
Affixes are generally divided into two groups: prefixes and suffixes. A magic item can have at most one prefix and one suffix. Rare items can have up to six affixes: three prefixes and three suffixes. A randomly generated unique item (dropped or with a bit of gold) generates at least 4 affixes and a maximum of 6 affixes. The odds are as follows:
1/12 chance of 6 affixes
4/12 chance of 5 affixes
7/12 chance 4 affixes
All affixes will have a corresponding level, and will only appear on equipment with an item level higher than the affix level.
Termination affixes (available through Legendary Items and Termination Support Gems) will cause monsters within 10% of their health to die.


[POE] Slot
There are four slots
· Power (red)
· Agile (green)
· Intelligence (blue)
Neutral (white), can appear in white robes or corrupted items.

Lookups appear randomly on most gear. Higher-level items may have more chances to appear in more slots. The maximum number of slots is not only related to the item level, but also to the type:
Two-handed weapons and breastplates with up to 6 slots
· Staff, shields, and one-handed weapons have a maximum of 3 slots.
Potential Ring and Blackfang Charm can have up to one slot
Other items have up to 4 slots
Items are more likely to have slots that fit their base. Therefore, if an item has only agile requirements, then green slots are more likely to appear.
Skill gems must match their slot color. In addition to the white slot, players can insert any color of skill gems into the white slot. Supporting Gems affect all active Gems that are connected to it. such as:


This two-handed sword has 1 strength slot, 1 intelligence slot, 2 dexterity slot, each slot is connected to all other slots, then you can put:
4 active skill gems
3 active skill gems, 1 auxiliary skill gems, you can get 3 active skills. 3/2/1/0 of them may be assisted by this extra skill gems, depending on whether the active skill gems and extra skill gems are compatible.
If two identical auxiliary skill gems are connected to the same active skill gem in the same group, they cannot stack: only the highest level extra skill gems will provide a bonus.
Also, two identical skill gems can be used in two different slot groups, so that two available skills can appear. They will only be individually enhanced by the auxiliary skill gems in the current slot group. For example: Suppose there are 5 slots, of which the first two are connected together, and the last three are connected together, thus forming two-slot groups. You can put spirit throws and increase fire damage in the first slot group. You can put spirit throws, increase fire damage and increase cold damage in the next slot group, then the final result is that you can use these two puts The skills to enter different slot groups, and their damage is not the same.


[POE] Item level
Each item has an item level, which is generally equivalent to a monster level. Monster levels are shown on the map (TAB view). The normal monster level is equal to the area level, the magic monster level is equal to the area level +1, and the item level generated is also higher than the area level. Rare and unique level monster levels and dropped item levels are 2 higher than the area level. There are many ways to view the level of an item. You can view it by pressing the ALT key after setting, or you can pick up an item and enter / item level in the chatbox to view it. The item level determines how many levels of affixes he can withstand and the maximum number of slots.


[POE] Tricolor ball
Some skills give strength, dexterity, or intelligence. Each ball lasts for a short time. The base duration is 10 seconds. Obtaining a new tricolor will directly refresh the duration of the tricolor in this category.
By default, each character can only have 3 tricolor balls. This maximum can be increased by the talent and related equipment.


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