{
"post": {
"title": "Compilation of 58 gem information for Path of Exile 2 in Exilecon",
"selftext": "[https://poe2db.tw/us/Gems](https://poe2db.tw/us/Gems)\n\nI have re-watched all the Exilecon videos in the past days and sorted out the gems that appeared. Now there are 34 skill gems and 24 support gems.\n\nI downloaded the Exilecon video using \"Youtube Downloader HD\", chose the highest quality, 24G on the first day and 34G on the second day. Then I used \"VLC Media Player\" to watch it that can use the video frame playback (hotkey E). Youtube's 0.25x speed is still too fast.\n\nenjoy it.",
"url": "https://www.reddit.com/r/pathofexile/comments/185v0ka/compilation_of_58_gem_information_for_path_of/"
},
"comments": [
{
"body": "this is much better than GGG's teasers, thanks\n\n>Then I used \"VLC Media Player\" to watch it that can use the video frame playback (hotkey E). Youtube's 0.25x speed is still too fast.\n\nyou can use , and . to move frames in youtube",
"replies": [
{
"body": "why hasn't this Youtube frame advance information found its way to me earlier? (I've needed such a feature, know I could have searched for it and found it myself, but never bothered) Thanks!",
"replies": [
{
"body": "Don't forget J and L are also useful."
},
{
"body": "You are watching to few react videos. Streams are using this all the time to look for hillerious key frames.",
"replies": [
{
"body": "I don't think it's possible to watch too few react videos",
"replies": [
{
"body": "You got a point"
}
]
}
]
}
]
}
]
},
{
"body": "Arc has 50% more damage per remaining chain instead of 15%. I wonder how that interacts with the new chain support which gives it way more chain",
"replies": [
{
"body": "Everything is more than likely subject to change between then and full release.",
"replies": [
{
"body": "I would guess so, but damage numbers are way easier to balance so I would assume they have it locked in already, but who am i kidding, remember the last minute change on chieftain ascendancy rework? :D",
"replies": [
{
"body": "> but damage numbers are way easier to balance so I would assume they have it locked in already,\n\nWhat a wild thing to assume",
"replies": [
{
"body": "game isnt even in beta, lets lock it in"
}
]
},
{
"body": "If it's easiest to balance they will do so last."
}
]
}
]
},
{
"body": "they cut it chain times by half lmao , so assume the lv20 one in poe2 gonna have 4 chains we got about 95% more single target dps than in poe 1 but lost the clear speed potential",
"replies": [
{
"body": "yea but chain support doubles the chain number and adds 1, while halving the damage. \n\n\nif more stacks additively with less, we basically lose one chain worth of damage, while gaining 5 chains, which is better. \n\n\neven if it doesnt stack additively: \n\n\nlets say we do 100 dmg and have 4 chain and chain support gives +5 \n\n\nwithout chain its 200% more damage from chains-> 300 dmg \nwith chain 450%more dmg (->550 dmg) and chain halves it ->225 dmg \n\n\nwe dont know how many chains we get from other sources but I assume there is at least +1 or +2 just from the tree, and probably another +1 from gem leveling above 20 . \nbut the numbers seem like they emphasize the nature of the spell (getting more chains is more meaningful now) \n\n\nI think there is a lot of pressure to have a clearing skill and a bossing skill now, and the numbers reflect that. By that i mean either you max out the chains with arc and use it as a clear skill or just dont, and use it as a single target skill.",
"replies": [
{
"body": "Traditionally, more/less are always multiplicative (with themselves and each other) as long as they're from different sources. \n\nSo Chain + Arc would always reduce per-target damage but would increase number of targets significantly as you noted. That is, assuming the damage penalty from Chain remains 50%. \n\nIf it reduces to, say, 30% at level 20 or 21, then it would be a decent increase to damage with a capped out Chain (385 dmg at 30%, using your example numbers), plus a substantial boon to clear."
},
{
"body": "what im curious is , if they gonna keep the hidden folking mechanic that arc use to have because thats what make arc truely unique among other spell but the description in poe2 dont really have it and thats kinda worried me ( the hit 1 chain to 2 then again fork to 3 thing )"
}
]
},
{
"body": "It didnt lose anything. Did you look at chain support? literally double +1 chain for supported skills",
"replies": [
{
"body": "i was compare both version without any support , poe1 arc have 7 chains at lv20 and poe2 arc have 2 at lv10"
}
]
}
]
},
{
"body": "New chain support has 50% less damage with hits so.."
}
]
},
{
"body": "The dedication of this exile!"
},
{
"body": "Awesome work man!\nPoeDB is the most comprehensive source of PoE information out there be far. Thank you for all your work, time and dedication you put into this project."
},
{
"body": "love your website dude"
},
{
"body": "Just here to say thank you for your website, i learnt so much of poe with it and its my main information source about it."
},
{
"body": "far reach support is interesting. that means ranged attacks now have less accuracy inherently?",
"replies": [
{
"body": "We've seen some signs of spell accuracy being a thing. It might be that accuracy decreases with range. That would make a good factor for balancing melee va range."
}
]
},
{
"body": "This is awesome, thanks"
},
{
"body": "Great work and some spells slipped past me watching all the trailers/demo’s so great to now read about them!"
},
{
"body": "still sane, exile?"
},
{
"body": "I seriously hope theyre gonna port the currency icons from poe 2 to poe at some point",
"replies": [
{
"body": "Ass to ass."
},
{
"body": "Idk the first ones are more nostalgic and fitting for poe1"
}
]
},
{
"body": "All I want is high quality large photos of Currency items. They're so fucking good."
},
{
"body": "Uh oh, Heralds are all attack based. Herald of ice on suicide watch"
},
{
"body": "This is amazing! Thank you for compiling it."
},
{
"body": "Lol ice spear, was like wow phys to cold, but it's an attack skill for spears :D"
},
{
"body": "Oh great instead of making minions aggressive by default now we need to sacrifice one slot just to make it aggressive. Feeding frenzy buff is gone as well",
"replies": [
{
"body": "Supports don't add damage anymore, so it's not nearly as big of a deal."
}
]
},
{
"body": "Killing Palm and Supercharged slam are calling my name."
},
{
"body": "Any Kinetic Blast variant?"
},
{
"body": "I love you! So fun!"
},
{
"body": "How long did this take you?"
},
{
"body": "I think it's just way too early for this. They flat out said the balance was something that came in very hot for exilecon, and basically everything is subject to change.",
"replies": [
{
"body": "I don't think this was posted for us to plan our PoE 2 builds.\n\nIt's just interesting to read stuff like \"hits are freezing\" or \"+1 second to cast time\" or \"hits are immobilising\". Most of them feel like nothing we have in PoE 1",
"replies": [
{
"body": "Souls like games play very differently 😂"
}
]
},
{
"body": "But with this we might have an idea of what their direction is with the game which is good.",
"replies": [
{
"body": "Sort of yes but mostly no. I think skill/item/etc. balance is the last thing on their mind right now, they know a general difficulty and style of game they want, but the stats and numbers are last to happen because you need everything else in place first for it to make sense to do.\n\nYou want to look at the direction, look at the zones and their opinion on death running bosses, or hell, the bosses themselves. That will say a _lot_ more than some very WIP / hacked together skills / skill effects.\n\nTo put it in perspective, they missed an entire class at exilecon that was there at gamescom becasue they were so tight on time. And that was basically 100% balance related, they just didn't have the time to get it feeling right. And TBH, that's all the exilecon demo was for, demoing the feel of the game rather than any sort of numbers or effects showcase.",
"replies": [
{
"body": "Its not about the numbers, its about look at all these new toys we are going to get. Stuff like Mana tempest, just sounds crazy. Or how energy mechanics are described in trigger gems.",
"replies": [
{
"body": "I mean energy is just a way to discourage the existing meta of favoring slower spells (with higher average damage) for trigger mechanics.",
"replies": [
{
"body": "Opens it as well to more utility triggers or combo style game play. Gets away from relying on cast while channeling or crit, trying to push the envelope of maximizing trigger casts. If you could, 5x attacks then trigger a warcry. Or stack 5 debuffs and then trigger a consuming spell. More fun gameplay than maxing crit or APS.",
"replies": [
{
"body": "Well, we already have some of what you're listing as the positives, and the PoE2 system as presented still has some of the negatives. We have greater access to utility triggers than ever. Cast on Shock incentivizes high cast speed because the buildup is limited to one instance per cast. So instead of potentially using a skill with a lower cast speed that could shock multiple times, your best bet is using whatever one is the fastest (if you're prioritizing trigger rate).\n\nThe triggers themselves are interesting, sure. I just don't personally think the implementation of energy is even remotely exciting. That's like calling their decision to give CWC an internal cooldown rather than tying it to attack/cast rate exciting. It just doesn't do it for me."
}
]
},
{
"body": "not only that, but it also limits the trigger rate. we will have a lot less triggers compared to PoE!",
"replies": [
{
"body": "That's still not a new thing, though. Existing triggers are rate limited, so that's equivalent to them just buffing or nerfing CoC or something"
},
{
"body": "If the trigger gems work the way they're described on the gem, then this actually uncaps the trigger rate. \n\nYou can stack as many trigger gems as you have spirit, and as much cast speed as you can get, and you won't ever run into a hardcap for trigger rate."
}
]
},
{
"body": "Energy is a good improvement, but it runs into problems with breakpoints. Cast on Shock, for example, strongly incentivizes you to have a cast time that's a multiple of 0.2. Having a cast time of 0.601, for example, means one trigger per four casts, while a cast time of 0.6 means one trigger per three casts.\n\nThey could fix this by allowing excess energy to carry over after a trigger."
}
]
},
{
"body": "Yep it is not about numbers but the different effects we might have so we can do interesting stuff instead of arrow up for dmg."
}
]
}
]
}
]
}
]
},
{
"body": "You know you can go frame by frame on youtube"
},
{
"body": "i think i like the designs they are heading toward, it looks like you are going to be combining skills and thinking about animation time and sequence or how they work to get the damage bonus or utility out of them.\n\nI wish we could know how weapon swap snapshotting/not snapshotting works with everything."
},
{
"body": "Any melee gem?"
},
{
"body": "hmm... seems like they are removing secondary damage. I will not be miss it"
},
{
"body": "This list made Chris willson's vision so much clearer."
}
]
}