Path of Exile 2: Fast Build? You might be losing damage without realizing it.

00:06:24
https://www.youtube.com/watch?v=br8NTVooEKg

Zusammenfassung

TLDRIn this video, the presenter explores the concept of attack speed limits in Path of Exile 2, emphasizing how players may inadvertently reduce their damage output by exceeding these limits. Through testing various weapon types, the presenter demonstrates that attack speed beyond approximately 30.3 attacks per second can lead to significant damage loss. The video's methodology includes analyzing the performance of crossbows and quarter staves to show how subtle changes in gameplay, like character movement or skill linking, can greatly affect overall damage. The presenter encourages players to reassess their attack speeds and consider reallocating resources toward hit damage and quality-of-life stats for better build performance.

Mitbringsel

  • ⚔️ Understanding attack speed limits is crucial for optimal damage.
  • 📉 Exceeding 30.3 attacks/second can decrease your damage output.
  • 🧪 Testing revealed significant damage loss when surpassing attack speed limits.
  • 🏹 Crossbows and quarter staves were primary focus in tests.
  • 🔄 Adjusting attack speed can improve overall build performance.
  • 💡 Consider reallocating resources into hit damage and QoL stats.
  • ⚡ Rapid skills can lead to unintended consequences on damage.
  • 🚫 Scattershot may not be beneficial for high-attack crossbow builds.
  • 📈 High sheet DPS doesn't always translate to effective damage.
  • 🔍 Empirical testing is recommended for verifying support effects.

Zeitleiste

  • 00:00:00 - 00:06:24

    The video discusses the impact of attack speed limits on damage output in Path of Exile 2, highlighting that certain builds may inadvertently inflict less damage due to exceeding these limits. It emphasizes the difference in DPS between characters with seemingly identical builds, illustrating that higher sheet DPS does not equate to effective damage when attack speed caps are reached. The presenter outlines their testing methodology for quarter staves, crossbows, and bows, detailing the server's frame resolution and how it affects attack executions. Key findings reveal that exceeding the threshold of 30.3 attacks per second results in significant damage loss. Further exploration of crossbows shows that even slight character movement leads to increased damage loss beyond the cap. The video concludes by urging players to reconsider their attack speed configurations and suggests reallocating resources toward enhancing damage output instead.

Mind Map

Video-Fragen und Antworten

  • What is the main focus of the video?

    The video focuses on the attack speed limits in Path of Exile 2 and how exceeding these limits can result in reduced damage output.

  • How does attack speed impact damage?

    Exceeding the optimal attack speed limit can lead to lower damage outputs compared to builds with slower attack speeds.

  • What tests were conducted in the video?

    Tests were conducted on crossbows, quarter staves, and bows to understand the attack speed limits and their impact on damage.

  • What is the attack speed limit mentioned?

    The video mentions an effective attack speed limit around 30.3 attacks per second.

  • What weapons were specifically analyzed?

    Quarter staves, crossbows, and bows were analyzed to test attack speed limits.

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Automatisches Blättern:
  • 00:00:00
    hey what's up folks today I want to show
  • 00:00:02
    you what the absolute limit of attacks
  • 00:00:03
    looks like and for some of you this is
  • 00:00:05
    affecting your damage and you might not
  • 00:00:07
    realize it because it renders fine and I
  • 00:00:09
    don't mean you just stop getting extra
  • 00:00:10
    damage I mean you are actively doing
  • 00:00:12
    less damage than a build with lower
  • 00:00:14
    attack speed and I can prove it to you
  • 00:00:16
    the server limits are not that hard to
  • 00:00:18
    hit particularly for crossbows and
  • 00:00:20
    quarter staves I'm going to go over my
  • 00:00:21
    testing methodology some examples I'll
  • 00:00:24
    show you some bugs that can scuff your
  • 00:00:25
    damage even worse than missing a break
  • 00:00:27
    point and then I'm also going to update
  • 00:00:28
    the P2 Wiki cuz were sort of all in this
  • 00:00:30
    discovery phase together there are
  • 00:00:32
    chapters in the description if you want
  • 00:00:34
    to jump around so my goal is to explain
  • 00:00:36
    why this character on the right is
  • 00:00:38
    actually doing a lot less damage than
  • 00:00:40
    the character on the left even though
  • 00:00:42
    everything about them is identical and
  • 00:00:44
    in fact the sheet DPS is much higher for
  • 00:00:45
    the character on the right I'm going to
  • 00:00:47
    do the same for crossbows which in
  • 00:00:49
    certain break points this has an even
  • 00:00:50
    bigger effect and finally the same
  • 00:00:52
    experiment for bow builds a little over
  • 00:00:54
    a week ago I made a video where I went
  • 00:00:56
    accuracy stacking to see how many
  • 00:00:57
    grenades I could sustain and that led me
  • 00:00:59
    down another path which was what are the
  • 00:01:01
    limits in Path of Exile 2 so in Path of
  • 00:01:03
    Exile 1 we know it's been extensively
  • 00:01:05
    tested the server frame length is 33
  • 00:01:08
    milliseconds uh normally a player can
  • 00:01:10
    only do one skill per frame that's like
  • 00:01:12
    an actual rule um is uh there are the
  • 00:01:15
    server runs at 30 frames a second and
  • 00:01:17
    you can only do 30 skills a second in
  • 00:01:19
    order for the numbers to make sense in
  • 00:01:20
    this video I need to lay some quick
  • 00:01:22
    ground work let's start with a frame in
  • 00:01:23
    pee there are numerous concurrent
  • 00:01:25
    systems all resolving at different times
  • 00:01:27
    this can be extremely chaotic with
  • 00:01:28
    hundreds of projectiles triggers hit
  • 00:01:31
    test monster AI spells Etc to reduce
  • 00:01:33
    some of the compute complexity the
  • 00:01:35
    server will bucket and resolve groups of
  • 00:01:37
    events in chunks of time called a frame
  • 00:01:40
    similar to the job the compositor does
  • 00:01:42
    on your computer to actually render the
  • 00:01:43
    game but the information in a server
  • 00:01:45
    frame is all context not graphics and
  • 00:01:48
    it's the atomic unit of time in Path of
  • 00:01:50
    Exile if something was scheduled to
  • 00:01:52
    happen in the middle of a frame let's
  • 00:01:54
    say at 50 milliseconds it would get
  • 00:01:55
    batched with the other things that also
  • 00:01:57
    need resolving in the same frame and
  • 00:02:00
    actually resolve at 66 milliseconds as
  • 00:02:02
    part of the second frame now enter Path
  • 00:02:04
    of Exile 2 and we have a new game engine
  • 00:02:06
    and new skills and some of them are
  • 00:02:08
    insane like rapid shot which has a 550%
  • 00:02:11
    of base attack speed multiplier making
  • 00:02:14
    extremely high attacks per second very
  • 00:02:15
    re or shock burst rounds which has 450%
  • 00:02:19
    in fact with about 5 to 10 divines worth
  • 00:02:20
    of gear you can hit these limits and
  • 00:02:22
    probably many of you are so the two
  • 00:02:24
    questions I set out to answer concretely
  • 00:02:26
    are what are the new limits for attacks
  • 00:02:28
    and what happens when you go over it
  • 00:02:30
    to answer these I designed tests for
  • 00:02:32
    each of the weapon types I thought I
  • 00:02:33
    could reasonably push and here's where I
  • 00:02:35
    ended up for quarter staves I used
  • 00:02:36
    pillar and Ice strike and push the
  • 00:02:38
    attacks all the way up to 42 per second
  • 00:02:40
    for normal strikes for crossbows I use
  • 00:02:42
    both shock burst and rapid shot and I
  • 00:02:44
    tested it in intervals up to an eye
  • 00:02:46
    watering 125 attacks per second unbuffed
  • 00:02:49
    in my Hideout and for bow I use a quill
  • 00:02:51
    rain and tornado shot which has the
  • 00:02:53
    highest effective attack speed for bow
  • 00:02:55
    skills at
  • 00:02:56
    120% now measuring the attacks for non-
  • 00:02:58
    crossbows is a bit more challenging so I
  • 00:03:00
    removed all sources of Life regen and I
  • 00:03:02
    linked the lowest possible level of
  • 00:03:03
    skill to life tap which allowed me to
  • 00:03:05
    measure my attacks over time i' measure
  • 00:03:07
    the duration between the first frame of
  • 00:03:09
    the attacks animation to the first frame
  • 00:03:12
    where the insufficient life icon popped
  • 00:03:13
    above my head now in this test I have
  • 00:03:16
    2435 life a casting cost of8 life and
  • 00:03:20
    I'm expecting 203 normal strikes and 101
  • 00:03:23
    third strikes which take about twice as
  • 00:03:25
    long as the normals for a total time of
  • 00:03:27
    13.35 M seconds now every value below
  • 00:03:30
    30.3 works perfectly fine I tested
  • 00:03:33
    several of those but look at what
  • 00:03:34
    happens above it in every interval I
  • 00:03:36
    tested above 30.3 there was a damage
  • 00:03:39
    loss and it wasn't a nominal amount and
  • 00:03:41
    to be clear I'm talking about a damage
  • 00:03:43
    loss versus if you had hit 30.3
  • 00:03:45
    precisely the expected damage loss
  • 00:03:47
    numbers are quite a bit higher if the
  • 00:03:49
    serage side limitations weren't in place
  • 00:03:51
    if we perform a similar test but this
  • 00:03:53
    time with crossbows a slightly different
  • 00:03:55
    but more dramatic finding holds true if
  • 00:03:57
    you hold perfectly still with no mouse
  • 00:03:59
    or character movement you're able to
  • 00:04:00
    attack at 30.3 without server frame loss
  • 00:04:03
    but almost no one does this any Mouse
  • 00:04:06
    movement that rotates your character
  • 00:04:07
    more than about 45° or any type of
  • 00:04:10
    actual character movement and you lose
  • 00:04:12
    huge amounts of damage even just over
  • 00:04:14
    the action cap it still takes us about
  • 00:04:17
    19% longer to empty a full clip most
  • 00:04:20
    players hitting this threshold will be
  • 00:04:21
    in the low 30s somewhere and losing
  • 00:04:23
    large chunks of damage and probably not
  • 00:04:25
    realizing it is my guess now you could
  • 00:04:27
    reduce your attack speed by socketing
  • 00:04:29
    scatter shot shot however scattershot is
  • 00:04:31
    probably the worst support for high clip
  • 00:04:32
    ammunition crossbow skills because of
  • 00:04:34
    the way it works that is scattershot
  • 00:04:36
    sequentially adds bolts to your crossbow
  • 00:04:38
    without spending a bolt it doesn't fire
  • 00:04:40
    three at the same time and that means
  • 00:04:42
    you're spending more for a single cast
  • 00:04:43
    to generate them reducing your effective
  • 00:04:45
    attack speed further as they don't
  • 00:04:47
    shotgun the game client will render
  • 00:04:48
    multiple projectiles triggered in the
  • 00:04:50
    same frame together so sometimes you'll
  • 00:04:51
    see two of them exit the crossbow but
  • 00:04:53
    this is also true for the single
  • 00:04:55
    projectile case if you see a PO with
  • 00:04:56
    shock burst multiplied by three you
  • 00:04:58
    should remove it it's not how the
  • 00:05:00
    support works and more than that it's
  • 00:05:01
    easy to empirically test and I recommend
  • 00:05:03
    you try this if you're currently using
  • 00:05:04
    it first we're going to get a Baseline
  • 00:05:06
    and use a six link without scattershot
  • 00:05:08
    I'm going to trade Primal Armament for
  • 00:05:10
    scattershot here in just a
  • 00:05:13
    second same thing we drop Primal
  • 00:05:15
    Armament picked up
  • 00:05:24
    scattershot and then this time I'm going
  • 00:05:26
    to do it again but with four supports
  • 00:05:28
    I'm just going to entirely remove
  • 00:05:36
    scatter for completeness I performed the
  • 00:05:39
    same experiments with bows and came to
  • 00:05:40
    the same results as I did with quarter
  • 00:05:42
    saves though to be honest I'm not sure
  • 00:05:43
    any actual builds will be hitting the
  • 00:05:44
    limits with bows as it required a very
  • 00:05:46
    specific Quil rain and tornado shot
  • 00:05:48
    setup more than anything it served to
  • 00:05:49
    validate my findings and I expect many
  • 00:05:51
    people running into it with quarter
  • 00:05:52
    staves and likely a huge number r with
  • 00:05:54
    crossbows now to recap if you're using
  • 00:05:56
    attacks at more than 30.3 attacks per
  • 00:05:58
    second I outside of channeling you're
  • 00:06:01
    almost certainly scuffing your damage
  • 00:06:02
    output and buy a lot reducing your
  • 00:06:04
    attacks and investing those resources
  • 00:06:06
    instead into hit damage or quality of
  • 00:06:08
    life stats should have an excellent
  • 00:06:09
    return for your build all right that's
  • 00:06:11
    all I got for this video this was
  • 00:06:12
    originally a section in the Witch Hunter
  • 00:06:14
    Zero to Hero project I'm working on but
  • 00:06:15
    it felt important enough to warant a
  • 00:06:17
    separate video like And subscribe to
  • 00:06:18
    something that was useful or informative
  • 00:06:20
    and I'll catch you all in the next one
  • 00:06:21
    take care
Tags
  • Path of Exile 2
  • attack speed
  • damage output
  • crossbows
  • quarter staves
  • testing methodology
  • game mechanics
  • optimization
  • DPS
  • build performance