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 Path of Exile 2 Cheats

 
   
 
 
Path of Exile 2

Cheat Codes:
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Submitted by: David K.

Quick Tip to Weighted Sum:
--------------------------
Just as a small hint to players that might have joined the game 
more recently and don't know about it.

By utilizing the "Weighted Sum" function on the trade website you can 
somewhat set up old pseudo searches which are yet to be added to the new 
trade website.

As an example here is a search of a ring with at least 60life and as much 
elemental resistance as possible while only paying 1 exalted orb for it.

After searching we simply list the results by the sum by clicking on the 
"SUM" underneath the item stats and above the item price.

This can help a lot when you have quite a lot of scuffed gear and try to 
cap res and get some life on the cheap.

The same can obviously be transferred to all types of gear where multiple 
stats would matter to you and stat weighting can be adjusted if one stat 
is more favourable than another.

Just make sure to put the required stats such as life in the top "Stat 
Filter" group so only items with the required stat show up.



Quick Guide to Flat [+], Increased and More:
--------------------------------------------
Written by lasagnaman

The 3 main types of modifiers we can see for stats are:

* [+] Often called "Flat".
* Increased.
* More.

All stats work via the following Main Algorithm:

* First, add up our Flat values, along with any base values.
* Multiply by each applicable More modifier (separately).
* Finally, multiply by the sum of applicable Increased modifiers 
  (in a single step).

-=In other words=-
Final value = (sum of flats) * (more modifier 1) * (more modifier 2) 
* ..... * (all increased modifiers)

[-], Reduced, and Less work the same way, and are simply the negative counterparts 
to the above. They work in the same layer/step as the positive versions. 
(In particular, this means that Increased/Reduced modifiers of the same size can 
cancel each other out, while the same is not true for More/Less.)

When we say "applicable" modifiers, we simply take every modifier that applies to 
the thing we're scaling and combine them all. If we are casting a spell that does 
cold damage, Increased Cold Damage, Increased Spell Damage, Increased Damage, 
Increased Elemental Damage, all do the same thing and all add together.

For stats like damage, armour, energy shield, crit chance, attacks per second, etc., 
found as base values on gear, the entire value from the item is what we sum in 
Step 1. That means we compute the weapon damage or weapon crit chance or body armour 
ES using the above procedure locally, and then that final number contributes to 
the "Flat" portion of our overall stat.

-=Simple Example=-
We have 4000 flat Evasion from items. We also use an amulet with 30% Increased Evasion. 
We have Acrobatics keystone (giving 70% Less Evasion) and Sorcery Ward ascendancy 
node (giving 50% Less Evasion). We also have a Total of 170% Increased Evasion from 
the tree. We also have Leather Bound Gloves on the tree, which gives us "+1 to Evasion 
Rating per 1 Armour on Equipped Gloves", and our gloves have 500 Armour. 

Finally, we are using Wind Dancer at level 15 (giving 18% more Evasion per stage) 
and have 3 stages.

===Then our final Evasion will be===
Evasion = (4000 + 500) * (1 - 0.7) * (1 - 0.5) * (1 + 0.18 * 3) * (1 + 1.7 + 0.3)
        = 4500 * 0.3 * 0.5 * 1.54 * 3
        = 3118.5

-=Stats Which Are Percents=-
A common source of confusion arises from computing stats which are themselves %s, 
like Resistances or Crit Chance. The key concept is to distinguish between % as a 
unit (for flat stats) and %s listed for Increased/More modifiers.

Say we have a weapon with 5% Crit Chance. It also has +2% Crit Chance as a modifier. 
We have 150% Increased Crit Chance from our tree, and we're using an attack with 
Inevitable Critical Support, which gives us (at max stages) 100% Increased Crit Chance. 
Finally, we have Struck Through on our tree which gives +1% to Crit Chance.

===Then our final Crit Chance is===
Crit Chance = ((5% + 2%) + 1%) * (1 + 1.5 + 1.0)
            = 8% * 3.5
            = 28%

-=Conversion=-
Conversion sounds complicated, but…. well, ok, it's somewhat complicated. But it fits 
pretty neatly into the process above, and while it is an additional concept, it doesn't 
have a bunch of edge cases or exceptions that would make it difficult to apply in 
practice. Here are the rules to remember about conversion:

* Conversion happens between steps 1 and 2 of the Main Algorithm
* For damage conversion, there are 2 steps: First, conversions inherent to the skill 
  used will apply. Then, all other conversions will apply simultaneously.
* "Gain X as Y" is also a type of conversion (except it doesn't remove the source stat)

-=Implications=_ 
Let's talk about the implications:

* #1 means that once a value is converted, it forgets everything about its previous state. 
That mean physical damage converted to lightning will scale with modifiers to lightning 
damage, but not to physical. Likewise, Energy Shield converted to Mana will scale with Mana, 
not ES.

* #2 means that if you have items that grant 100% cold damage converted to fire and 100% 
fire damage converted to lightning, any cold damage you have will end up as fire, not 
lightning.
However, if you had an attack skill with 100% phys to cold conversion, that physical damage 
would also end up as fire, since skill-based conversion happens before everything else in a 
separate step.

* Finally, #3 means that if we have an active Ice Bite buff (gain 35% of damage as cold 
damage) along with a Cold Infusion on our skill (gain 25% of damage as cold damage), we 
would end up with a total of 60% of our base damage gained as cold (the two "gain" effects 
don't interact with each other). Furthermore, it would stay as cold damage even if we had 
some other effect that converted cold to fire, because the conversion effect would be 
happening simultaneously with the gain effects (not after).



Quick Guide to Weapon DPS:
--------------------------
Written by Drop

Weapon DPS is calculated the following way:

  (min. DMG + max. DMG) / 2 = average DMG
  average DMG * attacks per second on the item = DPS

Or simply put together:

  (min. DMG + max. DMG) / 2 * attacks per second on the item = average DMG

When you want to know the (physical) pDPS of a weapon you only calculate the physical 
damage of the weapon. If you only want the (elemental) eDPS you add up the DPS of all the 
elements. Overall DPS is the sum of the DPS types of the weapon.

Quality adds more phys DMG to the weapon by the amount of quality the weapon possesses. 
An expert dualstring bow has 39-73 phys dmg at base (56 average dmg). At 20% quality it 
would directly be 20% higher at 67 average DMG.

-=Example to calculate the DMG=- 
- pDPS = (286+520) / 2 * 1.43 = 576.29
- eDPS = (5+138) / 2 * 1.43 = 102.25
- overall DPS = 678.54

As we can see this matches up when we look at the DPS numbers the trade website displays.

This can greatly help when you need to determine what weapon is better, how much of a DMG 
increase the other weapon would be or when you try to price an item.



Improve Gear During The Campaign (without Player Trading):
----------------------------------------------------------
Written by Byron

Gearing in the campaign comes down to two main components; Resource Management and 
Upgrading (my own made-up terms). If you manage your resources well and diligently use 
them to find/craft/buy upgrades you’ll be in good shape.

For Resource Management, you need resources to manage. This includes gold, orbs, and 
other currency (any stackable item is called a currency in poe2). Raw currency drops 
are great early on and you should always pick those up. I’d also recommend picking up 
basically every item that drops on the ground. Large normal (white) weapons that aren’t 
relevant to your build (like bows or 2h maces on a quarterstaff build) can be left on 
the ground unless they have quality (denoted by “Superior” in the item name) or sockets
(denoted by a white box next to the item’s nameplate on the ground).

Once you’ve amassed a bunch of items, identify them all (this can be done for free once 
you unlock the hooded one in act 1. He has a dialogue option to identify all your items 
free of charge).

Now that you’ve got a pile of junk in your inventory, how do you decide what’s good and 
what’s bad?

-=The stats you want to look out for are=-
* Damage on your weapon(s).
* For martial weapons this is added physical damage, %increased physical damage, added
  elemental damage, %increased elemental damage, and attack speed.
* For arcane weapons this is %increased damage (spell or elemental), added levels to 
  spell gems, and extra damage as an element.

On your non-weapons you want to prioritize movement on boots above all else with as much 
life and elemental resistance (fire, cold, and light jng resistance) as possible. Ignore 
every other stat. The rest are a bonus.

If you find a weapon with more damage (you can equip it and check the dps of your skills 
in the skill panel to get a rough estimate), congrats, it’s an upgrade. If a piece of 
gear has more life/resists/movespeed, it’s also an upgrade.

At this point, if you have any particularly bad pieces of gear (no damage on your weapon, 
no movement speed on boots, no/low life/resistance on other gear), 
then what I’d recommend is this:

* If you have any normal (white) or magic (blue) items for those slots that are around 
  your level (and that you have the attributes to equip), use an orb of transmutation 
  and/or augmentation on them to get it to two modifiers. A two-mod magic item with life
  and a resistance beats a 6-mod rare (yellow) chest with neither of those.

So now you’ve accrued loot, upgraded the normal/magic items, and now you’re left with a 
pile of junk that contains zero upgrades. Next up is turning that pile into reusable 
resources through salvaging, Disenchanting (DE-ing), and selling to a vendor for gold 
(Vendoring). The salvage bench gets unlocked after you do a quest for Finn in act 1.

This area is kind of preference, but this is what I recommend doing during the campaign 
(in order):

* Salvage all items with two sockets (each socket on a salvaged item gets you an 
  artificer shard. 
  10 of these get you an artificer orb which lets you add a socket to gear).
* Vendor all rare items for gold.
* Salvage all remaining items that have quality and/or sockets.
* Vendor all remaining items.

If you want, you can check to see if rare items have six modifiers (hold alt to see 
the number of mods more easily) and DE those for 2 regal shards, but it’s not crucial 
imo.

Now you have picked up a bunch of stuff, sorted it, used some orbs on it, and turned 
the junk into resources. Now what do you do with all that stuff?

* Check vendors for upgrades, they restock every level. There is a martial weapon/
  equipment vendor and an arcane weapon/flask/jewelery vendor in every town.

* The gamble vendor in town. This gets unlocked a little later, but they’ll be a good 
  way to spend gold if you have a bunch lying around. Finn, Risu, and Alva are the 
  gamble vendors in acts 1, 2, and 3, respectively.

* If you have a good piece of gear or martial weapon, use artificer orbs to add sockets 
  and then put runes in those sockets. I’d recommend runes that add damage (usually 20% 
  increased physical damage) on weapons and runes that add elemental (fire/cold/lightning) 
  resistances on gear.

* If a piece of gear is outstanding and you feel like you aren’t going to replace it for 
  a while, you can also add quality to it. Blacksmith whetstones add quality to martial 
  weapons, raising their physical damage by 1% per quality. Armourer’s scraps add quality
  to helmets, gloves, boots, and chest pieces. Those raise the base defense (armor, 
  evasion, and energy shield) by 1% per quality.
 

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