Poe Magic Dmg To Life

Life Leech does work on spells, just not LoH. However, Life Leech with multiple projectiles isn't that great. Do consider you'll need at least 2000 dps with your spell to even make the support gem worth a slot. And even then, it's not substantial healing.
My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
Posted by
on Sep 3, 2012, 4:35:28 PM
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Also, I said conceptually, not mechanically or literally. That gem should work with spells and the fact that it doesn't - and that everyone in-game was convinced that it should - shows how messed up this mechanic is.

Conceptually, maybe, but mechanically: imagine this situation. Freezing pulse+lesser multiple projectiles+great multiple projectiles+life on hit. This means your freezing pulse now has 7 projectiles that can all hit the same target. You're now gaining 7 times the normal amount of LoH per target hit, without having to change your build or even deal any real damage. Spells are much more accessible to classes than attacks are, and allowing would give all classes an easy, cheap burst heal that requires little sacrifice.
Conceptually, some things that make sense won't be possible, and some things that don't make sense will be possible, and this is true for all games. For the people who build around using spells, the life leech gem works for spells and scales off damage dealt.

Well technically you can put life leech here instead of Life on hit and gain 7x life per attack :D

The difference is that life leech is based off the damage you deal, as opposed to life on hit's flat amount. In order to gain any significant returns from life leech, you need to be dishing out decent amounts of damage, as opposed to the life on hit example I gave that anyone would be able to use even with level 1 gems. Also, with the damage penalties from the multiple projectiles you're doing only .35 normal damage per projectile at a total of 2.45 damage per cast. And again, that 2.45 more damage per cast won't do much for you with no dps.
For example, on my melee shadow, I just put together
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, which are all fairly well-levelled gems. For me, each projectile does 35-52 damage, which if all 7 hit means 245-364 damage. Even with life leech gem leveled to give 4%, this would only heal me for 10-15 health per target per cast. If I were to do the same with all gems at level 1 and a level 1 life on hit, damage would be irrelevant, and I'd be healing 42 damage per target per cast cast (and at 1/4 of the mana cost). That's an incredible imbalance for not requiring any investment into gem levels or cold damage.
Some items in this post are currently unavailable.
Last edited by Aplier on Sep 3, 2012, 4:51:00 PM
Posted by
Aplier
on Sep 3, 2012, 4:46:04 PM
Well now you know why life on hit does not work with spells, lack of hit chance + shotgun effect would make this skill op.
On the other hand an iron will freezing pulse marauder using blood magic and life leech could work without making it look op :D
Posted by
Torin
on Sep 3, 2012, 11:23:41 PM
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Well now you know why life on hit does not work with spells, lack of hit chance + shotgun effect would make this skill op.
On the other hand an iron will freezing pulse marauder using blood magic and life leech could work without making it look op :D

I assume you're speaking from experience, ^_^
Posted by
Aplier
on Sep 3, 2012, 11:31:27 PM
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Yeah no
Attack does not inherently mean physical or magical. That definitely needs clarification.
No matter how you're killing monsters, you're attacking them.
Attack isn't some category of 'offensive abilities'. It is how you interact with the monsters period.
Physical attacks, magical attacks, aoe attacks, etc. If a gem says your attacks add life, then whenever you interact with a monster (i.e. you attack it) then you should get life back.
100% needs clarification and/or re-wording.

I'm glad that someone finally got it. I have no idea why people are telling me that it'd be an OP mechanic. I'm not asking that it works, I'm asking that they have better wording on their tooltips so that I don't have to constantly question why certain mechanics don't work when they seem like they should.
Posted by
RegulusX
on Sep 4, 2012, 1:44:27 AM
Attacks have attack speeds, spells have cast speeds.
That would be the first and easiest way to tell them apart.
I'm sure that more wording can be added later, but it's not needed for closed beta. Be sure to scour the mechanics thread a few times whenever you ask yourself 'does X work with Y?', or the skill/support gem subforums failing that.
Posted by
on Sep 4, 2012, 1:48:34 AM
You can expect clarification regarding attack vs spell soon enough.
And I agree, it's been poorly handled so far.
Posted by
The_Scourge
on Sep 4, 2012, 1:52:14 AM
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I'm glad that someone finally got it. I have no idea why people are telling me that it'd be an OP mechanic. I'm not asking that it works, I'm asking that they have better wording on their tooltips so that I don't have to constantly question why certain mechanics don't work when they seem like they should.

Well, after your question was answered by the very first reply, the thread kinda got derailed onto discussing the balance of having such an effect. And I find that it's not much of a constant questioning of why things do/don't work, once I learned the game's use of various words, it is perfectly clear if something will or won't work. Clarification on terminology and mechanics is something you gain through experience, you shouldn't expect to walk into something instantly knowing what everything will do. The first time you played pacman, and you ate one of those big pills by the corners, did you know that you could then eat the ghosts?
Posted by
Aplier
on Sep 4, 2012, 1:52:58 AM
The ideal situation would be to change the shape of active skills between attacks and spells and to reflect a similar change in supports that are attack-only, spell-only, or both.
I believe most already have 'attack' or 'spell' in the description, and adding in a base cast time (which is info that needs to be on the gem) will additionally make spells stand out from attacks more.
Posted by
on Sep 4, 2012, 1:54:00 AM
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I'm glad that someone finally got it. I have no idea why people are telling me that it'd be an OP mechanic. I'm not asking that it works, I'm asking that they have better wording on their tooltips so that I don't have to constantly question why certain mechanics don't work when they seem like they should.

Well, after your question was answered by the very first reply, the thread kinda got derailed onto discussing the balance of having such an effect. And I find that it's not much of a constant questioning of why things do/don't work, once I learned the game's use of various words, it is perfectly clear if something will or won't work. Clarification on terminology and mechanics is something you gain through experience, you shouldn't expect to walk into something instantly knowing what everything will do. The first time you played pacman, and you ate one of those big pills by the corners, did you know that you could then eat the ghosts?

So far, every game has been the exact opposite. The learning curve for most games in the same genre disappears once you play and master one. Case in point: I've played around 5 ARPG's and all of them, besides PoE, have had the same system to them. PoE does, too, they just also took the time to label everything oddly and make peculiar distinctions.
I've played DoTA, and I picked up LoL and DoTA 2 no time. Why can't PoE stop shoving change for the sake of change down my throat? They're using the same system as Diablo 3 and many other predecessors, so why not use the same terms? We gain nothing by using new/different words.
Posted by
RegulusX
on Sep 4, 2012, 2:03:43 AM
  1. Jun 15, 2018  Blood magic and damage on full life. If you use ancestral warchief or protector (you should, for the dps buff), put chance to bleed on that one and use bloodlust on your lacerate, bloodlust has a better bonus than damage on full life. Another way would be to ditch blood magic. Just using mana leech (like with warlord's mark) can sustain you very well.
  2. Gears Overview. The whole build is around the 2Handed Sword Starforge. It gives us huge stats, like 20% Aoe (so we can easy play with conc effect all the time) +100 Life, over 700phys dmg and the best part 'Your physical dmg can Shock' BUT it shocks not from itself so u still need '%chance to shock' wich we get through our jewels.

Rares: Life + Crit Multi Attack Speed Fire Damage to Attacks (Abyss) / Other dmg modifiers. (Make sure to have 1x murderous eye jewel socketed in ur Tombfist for that 10% more dmg from intimidate) How many rare jewels we use in total depends on weither you want use a Watcher’s Eye/Unnatural Instinct. Blood Magic: If the supported skill uses Blood Magic, then using the skill will make the player no longer at full life. However, if the player can recover to full life before the attack skill hits an enemy, then the more Damage will still apply.

The Standard Windripper Magic Finder is Expensive doesn’t really have a lot of IIQ/IIR and also doesn’t have that much Life/DMG. Goal is to get as much IIR/IIQ as possible while having “enough” Life and DMG to comfortably farm our desired map. 3.8 PoE Magic Find Deadeye 40 Second Map Clear Budget This is not the most beginner friendly TS MF build. It will also not feel great damage wise until you have well leveled gems, a well rolled Windripper, a couple decent abyss jewels, a +2 TS helmet and a 6L.

Legend

Greetings Exiles! Doc. Moo here with the second installment in three part series revolving around Crafting in PoE for Money. Our previous guide was hopefully able to introduce you to the more basic currencies and provide you with a base as to how orbs and items interact with each other.

Check out our Marketplace to buy POE Items and Orbs.

This time around I will be giving you some insight on how I personally make some early currency without relying on things like the “Chaos Recipe” (covered in my previous guide on vendors). POE Affix will again be utilized throughout the crafting process.

Please keep in mind this is by no means meant to be anything other than some early currency to help your build get off the ground running, though it has always been a very steady form of income throughout a league, and in some cases even a winning lottery ticket! (Thank RNGeesus!)

  • Inc = Increased
  • Phys = Physical
  • Ele = Elemental
  • Res = Resistances
  • ES = Energy Shield
  • IAS = Increased Attack Speed
  • ICS = Increased Cast Speed
  • SP = Spell Power
  • c = Chaos Orbs
  • ex = Exalted Orbs
  • prop = Property

Know the Meta

This is so important to ensuring you are crafting things people will want to buy rather than some niche bit of junk that will sit in your stash until the last week of a league.

Check reddit and class forums and twitch to see what everyone is playing. What I mean by this is generally things like life Life/ES or Phys/Ele builds. Most of the player base has absolutely no idea what things are worth and will pay silly amounts of POE currency for a quick fix to get them mapping or round out resists after getting a desirable unique.

Read More about Crafting in POE in this article:

Item Bases of Value

Jewellery and belts are my go to always. This prevents you from doing the “Chaos Recipe” (found in my vendor guide) but you will easily make 2c per piece you identify anyway.

I tend to also pick up a lot of jewels (there will be a separate section for these bad boys) and IL 71+ belts and jewellery then do a basic craft on them in the form of Transmute > Alteration spam. You either A) Hit something desirable or B) feel you have spent too much (you are looking to make a 10-30c sale for this method). Use an Augmentation if there is a free POE Affix slot and then pray to Chris Wilson and Regal.

Poe Magic Dmg To Life 2

You then head to Elreon for Amulets and Rings or Tora for the Belt and fill the remaining POE Affix slot with either a core stat or resists (preferably resists). If I am feeling exceptionally lucky I just drop an Orb of Alchemy onto them and hope for the best.

Below I will list the bases I look for:

Poe Magic Dmg To Life Lyrics

Belt Bases

  • Leather – Flat Life (35+)
  • Heavy – Strength (30+)
  • Rustic – Phys Dmg % (22%)
  • Crystal – ES (70+)
  • Chain – I tend to avoid because the ES rolls are so low

Ring Bases

  • Two Stone Ring – Random Dual Res (my go to)
  • Ruby/Sapphire/Topaz – Single Res
  • Opal – Ele Dmg % (these are usually desired, definitely try to craft something)
  • Steel – Flat Phys Dmg (these are usually desired, definitely try to craft something)
  • Moonstone Ring – Flat ES (I wouldn’t usually craft on this over a Two Stone)

Desirable Stats to Craft

These values may appear low but provided you have a decent Life/ES roll and at least two resistances with another desirable affix, you will make an easy 2-5 Chaos, sometimes more, especially on a belt.

Rings and Amulets generally tend to need something offensive as well to really hit some money (Belts generally cannot roll anything outside of what is listed below).

  • Maximum Life – 70+, Belt, Rings & Amulet.
  • Resistance – 25%+ x2, Belt, Rings & Amulet. Two Stone Rings can easily hit 50% for two resistances; this combined with a decent Life Roll will be an easy sell or even something you will consider using yourself.
  • All Res – 15%+, Rings & Amulet.
  • Flat Ele/Phys – Rings & Amulet.
  • Inc Ele Dmg % – Rings & Amulet.
  • Inc Attack/Cast Speed – Rings & Amulet, 5%+
  • Core Stats Str/Dex/Int/All Attributes (Amulets) – These can be desirable for Amulets and Rings as a lot of builds need to meet requirements for gear and gems.
  • Inc SP – 18%+, Amulet.

Jewels

These REALLY require you to know what the majority of the community is playing (referred to as the “Flavor of the Month” or “FOTM”) but the pay off for your research can be huge.

Let us assume life based physical attack builds are the current FOTM and we find a Jewel of Magic Rarity with two affixes relating, Inc Phys Dmg % and Life %. This is already extremely valuable and just for you identifying it you have probably made 20c so it is absolutely worth using a Regal Orb.

Other stats like resistances, mana leech (0.35%+) and even base stats coupled with Life % as a 2 prop can make you an easy 2-10c depending on how the league is trending.

Hitting a good 3 or even 4 prop rare jewel can net you upwards a few Exalted Orbs. If you can be bothered I highly recommend picking up Jewels you find as I have made a lot of easy currency like this.

POE Pricing

Pricing a well or even OK rolled Rare can be difficult and even harder sometimes to decide whether it’s worth buying. With this in mind you can get away with overpricing a little and haggling.

Poe Magic Dmg To Life 1

Generally a decent Life roll with three resistances all over 25% will easily net you 50c-1ex. If even two of those resistances roll Tier 1 (highest possible value on that base) you are looking at a very very high ceiling for a value.

Poe Magic Dmg To Life

Poe Magic Dmg To Life Free

There is no method to the madness that is pricing in POE but by simply searching similar items with similar values you can guage what the community feels something is worth.

Poe Magic Dmg To Life Full

Closing Thoughts

Hopefully this has served as means for you to get a leg up in a new leagues economy or allowed you to bolster your currency tab ready for that Chase Unique purchase.

If I have missed anything or you are still left with questions as a lot of the topics I cover are much broader than what can be answered in such a short guide. Feel free to hit me up in the comments section below or at my email docmoojournalism@gmail.com .

Poe Magic Dmg To Life Video

Until next time, stay safe out there Exiles!

-Doc. Moo