There are three especially powerful applications (among possibly more) of the quality change: Apex Cleaver for 60% quality on a phys weapon, Ward bases for Ward loop and Emperor's Vigilance for SST.
Oops. Original take mentioned the Apex Cleaver. Then I didn't like that part & rerecorded it... and forgot to put the Cleaver back. Ward bases I'll reserve judgement on. It's probably good but who knows what other changes are made.
@@user-77796 Yeah. I'm currently just thinking of the 30% quality being multiplicative but if we get higher value ward basis, Nightgrip might actually be viable.
Melee league confirmed. As for rarity of quality currency, the biggest downside of it becoming rarer (if that happens) will be the lack of wisdom scrolls in campaign on league start :D great video as usual, thanks!
as a small aside, the quality change is actually how quality *used* to work on equipment a very long time ago. i think they changed it to the current behaviour sometime in the original poe beta but im not 100% sure of that
indeed, they changed it in version 1.2.0 almost 10 years ago: "Quality on armour is now additive with other bonuses. Previously armour quality was multiplicative with final values. This is now consistent with how weapons work."
if the 30% quality beast still exist the unique marohi erqi can give almost 1600 flat phys. with volatility support and ryslathas you probably get into the 50m+ terrotory for high rolling hits. maybe gladiator gets his lucky attack damage changed to be non conditional :3
Thanks you, as always, for keeping these videos focussed and to the point. You're a great part of the PoE community and I really appreciate all of your contributions.
It would be nice for Quality if the Harvest option (like "quality increases attacks speed/crit chance") turned into "More" too... That chisel change reminds me my first time in PoE - I've never scoured maps before applying chisels. As a result I put stone hammer in the loot filter, used whetstones to get 20% stone hammer and did vendor recipe for bunch of chisels. Then learned how it works with normal, magic and rare... oof. You know what GGG could add? Vendor recipe for corrupted (like 8 mods) maps - chisels + some Vaal Orbs. That would work like socketing/linking now where you can't use orbs directly on corrupted items, but rather use crafting station and pay additional Vaal Orbs for the craft.
@@Time2paw I've considered that for some items actually, but I have some legacy uniques in standard I was going to quality to 30% using betrayal right before they made the change and now they're stuck at 20% until another option opens up :(
That 30% evasion on the boots is clearly part of an existing hybrid mod with the stun and block recovery, so I doubt it is a new hybrid mod for life, unless they just added life to that mod as well.
Personally I hate buff totems for melee mostly on an aesthetic level. I guess it makes sense and feels good to use a utility spell to apply exposure to an enemy, but being a melee fighter that needs to summon this totem guy, who slaps things for zero damage, because it somehow gives ME extra damage just feels immersion breaking.
@@Hooga89 Might wanna dial back the pessimism a bit since all we have right now is some paranoid schizophrenic evidence about dead totems in video clips
i said htis before, and i will say this every time, totems should not be mandatory for melee builds. ancestral totems were a massive mistake, and another reason why melee doesnt feel good to play.
Those melee totems do like 5 mil per and you summon 3 maximum, thats 15 mil alone, not even counting vaal warchief (which is another 7 mil). The minions themselves do a significant amount of damage but their issue is 1. Casting them 2. They die too quickly, so people annoying panopticon (which doesnt really change much tbh). And ofc, the buffs they provide give the most damage yeah.
I’m still on the ssf necropolis crafting grind, cuz I started late, and was thinking about going for some max es items. Glad this info came before I did.
Oh snap, that means it steers away from heavy reliance on defensive auras and just makes them another layer of defense if you want to invest in it leaving more room for other dmg alternatives. +++ melee ppl are a bit happier now as it boosts their weapons to a more comfortable power. And I'm guessing there's another "hidden" not yet discovered perk to this new quality power that we're not thinking off atm. GGG has such good brains. I've never really been overly disappointed with any of their decisions ever. It's a very very fine and delicate line to balance on making interesting and engaging things while not spoiling and making everything too convenient leading to boredom and cheap satisfaction. I really appreciate and respect the risk they constantly take bringing us ideas and mechanics that might not always be universally liked or understood but they sure shoot their shots without much fear. Fear is the mind killer and risk is life.
If other item slots outside of body armour are also getting better bases, life stacking builds with The Apostate are looking SPICY. Especially given the supposed buff to flat life rolls shown on the boots
I think ppl overestimate it and apostate being the rare drop from uber meaning it will be ovepriced. If price doesn't matter sure. It's not like your t4 unique drop tho
@@telarionx9887Trickster himself will be indirectly giga buffed, not just that build. Scaling es/eva through your gear is such a strong thing in this game. And it multiplies with the ascendancy.
New tier of body armour incoming becoz of nerf to defensive auras(deter, grace,etc) so to compensate. eg.and making it harder to obtain high armor without being strength base characters wrt high requirements in stats to equip
what you might've not considered is that instead of new tiers of mods on those boots, the quality might be affecting the mod values similar to how quality on jewelery can (low chance but who knows)
I hope they lean into the Melee Totem archetype more as its own unique thing (Like Ballista Totems or Spell Totems). As good as a Strength stacking Brutus Lead Sprinkler can be in the end game, the archetype takes so long to get going despite having such an abundance of different Skill and Support Gems to use. One change I would like to see is the removal (or heavy reduction) in stacking Less Damage / Less Attack Speed effects when used with melee. Hierophant is fine with their Spell Totems and arguably very powerful, but the melee totems get absolutely shafted if you want to play "build your own totem" with Earthbreaker Support and possibly Multi Totem Support (21% less damage and 30% less attack speed, plus you're playing one link down because of the support gem). Not to mention how many unique items are out there to support a totem build.
inb4 we get some method of summoning totems on melee hit. That would be really cool, as long as most of the damage increase from totems was moved somewhere else. I think it'd be fine for them to still buff the player a bit, but the huge DPS multiplier they currently are is a bit busted.
I never had a issue with melee totems in fact I'm quite fond of them I like there buffs because it give melee builds a little breathing room and you never needed to invest to much into them since there mostly utility anyway
the issue is that they are mandatory links/skill bar slots that pretty much just make you equal in power to builds that don't need them and only for like the 1-2 seconds they are alive or you are still near them. it's just not fun to have to stop what you are doing to spawn the totems to be able to deal with a rare every 1-2 screens in a map + being absolutely necesary for bosses which you already are at a disadvantage by being a melee character. you have to stop attacking just to dodge/position and then the totems die, so u have to stop attacking again to re-spawn them or have no dmg or attack speed. if you are rich enough that ur build ONLY needs the totem buffs for pinnacle bosses then its not a big deal, but for 99% of the time playing a melee build u need totems spawned to feel like a real build. i think that it'd be way better if the totems just followed you like a minion or like as an attachment to your character so you don't have to constantly re-spawn them during maps would be a lot better, but still doesnt change that without the totems u essentially are half a build. mostly it comes down to the power fantasy of being a melee build is that u are the boss who rushes in and fights like a badass, having to be weak without summoning the dumb little digletts and constantly worrying about their uptime/buff cycling is just so much hassle for no reason when other builds dont have any of those problems
No mention of the Veiled mod for hybrid life? I know it doesn't answer the whole value (i.e. either the flat max has to have gone up, or the veiled hybrid has gone up, or both), but it does provide both %evasion and flat life, which you seem to say doesn't exist.
SO quality being multiplicative also works for alternate quality, in theory, right? Meaning you can modify your quality through harvest for crit (for example) and get really high base crit, right?
@@GE_Photon_Lord is that how you understood it? They say "quality now acts like a more multiplier". Shouldn't that be true for any kind of quality? Just speculation but that would be a cool thing to add. That means both phys and ele melee weapons would get buffed (and crit wands with the Sanctum helmet)
@@Doucze I mean I didnt think of that. I thought alternative qualities are some special mods that are set in stone. X% ele damage per Y qual is an enchant with a set rule that should not obey the normal ruling. But I hope im wrong, because if this is not true, then no one would ever use the harvest quality option, since it will be weaker. Or maybe just hexblast, you would still want that quality.
@@Doucze The quality from heist should be better now tho. I dont expect them to increase it because its an enchant, but these ones multiply stats. And if the base stats are already multiplied, that means the boost from heist quality will be bigger as well.
Saw the lack of totems on the cyclone build but thought I was grasping at straws, didn't even notice the dead totems around. I was already planning on not rolling melee this league like I have the past 4 leagues, but if they buff melee then I donno.. Def not doing boneshatter again unless they add changes to Delve, but see no reason why they would.
That quality change seems rather bold move. I wonder if the plan is to move power from auras into items or are we to expect to have some difficulty ramp again.
if the idea is to move the power from auras to items, the power need to be good enough to make up for it. the issue is, even if they do that, it will still screw up builds that use "utility" uniques that already have miserably low stats to begin with.
@@marcosdhelenouniques should be build enabling and not just best in slot for XXX problem. There should always be drawback for going unique over near perfect rare.
Insane Trickster stonks, if we get a new hybrid base that has equally higher base defenses as the new es base compared to Vaal Regalia, plus 30% more defenses, that could mean some absolutely bazonkers stat sticks for Trickster's Escape Artist node. Right now a perfect Sadist Garb can get to around 2.5k evasion and 550 es, with these new changes I think it could easily surpass 3k evasion and maybe up to 700 es, which is quite the buff. I was gonna play Hiero mana Spark but this is making me want to play Trickster, maybe even a melee Trickster depending on the changes.
That would get giga nerfed, a gg chest already gives so much. Also idk why ppl keep saying we get new bases, we shouldnt get new bases? You should also take into account a potential Grace nerf (or you dont play it anymore at all). I think thats still a net buff for trickster in particular, but wont be THAT big. Nvm, I just noticed a new name on the es base. Hmm, I hope trickster wont get the nerf hammer then. ☹️
@@GE_Photon_Lord I'm convinced it won't, especially since these base changes have far more than one such case. Double armour from chest from Jugg for example. But yeah maybe in future leagues it will get nerfed again, but for this league I doubt it.
@@lorf9303 To be fair tho, they cant really nerf him due to this, because its a global buff to everyone and he should have an option to remove grace like any others. Plus he isnt really known for damage anyway, now he feels more rewarding for not abusing double corrupted coils and what not.
Is it possible the quality changes are going to affect all rolls on an item? Including the life rolls? Would seem quite op, but could partially explain the life role on boots being so high.
I sense that they will eventally nerf melee..whatever they will give us back I doubt t will compensate for the buff ancestors totems give...it will be a net negative Im sure of that..
I actually mentioned to Octavian (before he started working for GGG) that I wish that they would change weapon quality to buff the implicit modifier on the weapon. So 20% Quality on a 40% increased elemental damage weapon would give you 48% increased elemental damage. If you gave armor implicit mods, you could do the same there.
@@NemisCassander if they manage to achieve this at least proportion like they did with weapons of double efficiency on modifiers strategy of the game would become more gear decision make while you can use the tree to build towards more possibilities
I just hope they don't over do it will the totem changes. Those buffs are huge damage increases to many builds. If they say remove those to make totems or what ever they will be feel better... where are we getting that damage back then?
imagine if we got warchief/protector blessing/cry that could be automated. so the same power as before, just no summoning wacky wavy inflatable tube guys that blow up at sight of an enemy.
it's not even top base, by art you can say it would be new vaal regalia analog with 270-300 es base with possible minimum 84 level req. And other new bases.
the maximum base defences on stealth boots is 220 and to achieve 318 evasion rating the calculation must have been 220* 1.06 from quality = 233.2 and after the boots have 30% explicit evasion rating modifier but that does not add up to 318 still. the only way to achieve 318 is to add quality number to the % inc evasion rating = 36%. 233.2 * 1.36 = 317.152. this means that they have changed the rounding of numbers. so after decimal place if there is even 0.1 it will round up to the next whole number. this can also mean that prices of adorned jewels will be lower and you will not be screwed if you get a 149% adorned. is this a stretch? I couldn't figure the numbers on the life mod tho.
quality hasnt changed mechanic outside its a 0-30% multiplier to the base instead of 0-30% increased. It still only effects phys damage, ES, Arm, Eva. Explicits arent directly scaled unless it buffs the base armor/eva/es/phys damage. you can see this in the video GGG posted about it. No explicits changed when they qual the boots from 0 to 8% just the total evasion.
I'm probably just dumb but how did it go from 130% + 20% = 150% in 3.24 but then you said it'll be 230% up to 276% in 3.25, I guess I don't get where it doubled?
I really don't like fossil hunting, but for SSF I'm going to have delve on my tree now to try to get some perfect fossils and hunt for 30% quality weapons if I make some phys attack builds
Massive nerf to armor stackers actually. Most of their armor comes from stacking aura effect and converting grace with iron reflexes. Auras are probably getting nerfed and this is the compensation.
@@doomzx8284 yup. It's most likely both grace and determination nerf, which results in at least 15% loss in everything for armor stacker. And since most armor stacker items are either unique or ES based, the base item buff doesn't benefit us
@@linemat7887 I have a video of 35 mirrors build this league on my channel, armour stacking for years now, I really hope it's not giga nerfed ^^ determination could be the only nerfed aura also because it's really strong for almost any build early/mid game.
eeeeeh i am not a fan with high LEVEL requirement bases. This of course applies to second and any further character in a league. Where I blast the campaign with a leveling unique set and finish it at level 66 or so. Then - I respec my passives to cap chaos resistance and put the rest into life. And go to TFT to buy a 5-way boost. Because I am not going to grind 14-16 more levels in maps with my campaign character when I have my actual build worth however many divines in the stash (with awakened gems and bases like vermilion ring) I would love if no item in the game required level higher than 68.
I had the exact same immediate thought about how the higher value base types could be related to the defensive aura nerfs. I wonder how far back we’re swinging to pre-3.16 attitudes towards defensive auras. Might we see the majority of builds forego these, or will the “more” modifier still be so strong that most endgame builds will want one? I tend to build tankier so I’m likely to err on the side of using one even if the community is on the fence, but it definitely has interesting implications for the meta.
I think you made a mistake when say its 230% baseline dmg on the new patch for the weapon? they only mentioned quality is multiplicative not the % phys affix. It goes from 150% on current patch to 156% on the new one.
Qual is now a multiplier to the Armor/Eva/ES/Phys damage of the weapon as the last step. It is a true multiplier to the base after explicits. You can prove this by looking at the video about it. They show a armor piece with 1315 armor that has % inc armor on it and if you just 1.2x the 1315 you get the new item they show off. A Spine bow on live with 20 qual and triple t1 prefixes and no other mods has 751.1 dps. With new qual it will now have 852.6 dps. As for Allure im pretty sure he explained it wrong its just a 1.2x(or 1.3 if 30 qual) of the 0 qual item base flat phys. So a perfect Allure with 0 qual has 113-267 and it will now be 135-320 with 20 qual in 3.25
Now, if we do it before for some cheap example 100-100 dmg with 100-100 added damage, 200% increase and 30 quality we get: Before (100+100)*(3+0.3)= 660 Now (100+100)*(3)*(1.3)= 780 These are absolutely random numbers i came up with just for example, don't kill me for them.
@@magicka789 thanks for this, his explanation for %150 to 276% made no sense to me, because it wasn't just 150% before it was 250%, right? Given the +1 in the equation?
Do you work for ggg? You could easily be a presenter for updates for them. Soothing voice, well structured, easy to follow. And best of all your speed of talking is perfect and pauses for breathing, changing topics are just spot on. A natural!
It would be nice if there was a T17 rare tier for items. Which could give a full range of top tier bases. It would obviously need the extra stat capability though.
it doesnt. "In Path of Exile: Settlers of Kalguur, Cartographer's Chisels, Blacksmith's Whetstones, and Armourer's Scraps now provide different amounts of quality based on item level" and the multiplicative stuff was the same since they mention specificly armor and phys weapons.