Mechanics thread

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Chompie wrote:
Oh, right, I guess so. It would be "Fiery/Cold" damage, and benefit from +Fire, +Cold, and +Elemental all added together. Dunno why I thought it'd be otherwise.

And if you had an attack that converted physical to fire AND the gem for fire to cold, you'd have part Physical, part Phys/Fire, and part Phys/Fire/Cold. That actually does still make sense.

Thanks!


I actually try a physical->cold->fire duellist.
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BRavich wrote:
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BRavich wrote:
Say I have fireball linked with LMP and added lightning damage.

Will the lightning damage be calculated per cast, or per hit?


Also, I would like to know whether ignite damage is amplified by shock beyond the initial hit being increased by shock.


It should work like this:

If you score a critical all three fireballs will do a critical and shock the enemy, the original damage of critical fireballs will be 150% of damage on the tooltip i you havent taken any multiplier passives.

However... since they don't hit at exactly the same time it will work like this:

- first fireball will hit for 150% damage and shock the enemy to take 40% more damage
- second fireball will hit for 210% damage and stack another shock for 80% extra damage
- third fireball will hit for 270% damage and stack another shock for a maximum of 120% boost
- all three fireballs will induce burn but the burn from the last one will be the strongest, overlapping others and that's the only one that counts
- that burn will benefit from three stacked shocks as long as shock lasts, however, since lightning damage is fairly low it will probably expire long before burn ends so the main point of shock here is boosting the last fireball damage netting you a stronger burn
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
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I have a question WRT Iron Reflexes:

When is it applied? After all the % increases to evasion or before? Is the armor granted from it increased again by 8% if I have a +8% armor talent?

Lets say I have 100 Evasion rating on an item, and no other items equipped.
I have +30% evasion rating from passives, and +30% armor from passives.

Do I get +100, +130 or +169 armor? Or maybe even 160 if something really strange is happening.

How do talents that increase both armor and evasion work?

Thanks for answers.
jsdf
Last edited by jsdf#1922 on Jan 29, 2013, 8:12:04 AM
Damage Reduction is capped at 90%, or 95% like this wiki tends to show?

Anyway, about hit rating, it'd be nice imo to tell the max is 100% with Resolute Technique passive skill in a note* for instance.
"+% elemental weapon damage: Does it also count for the "add lightning/cold" support gem, or will only "+ %elemental dmg" increase the dmg of those support gems?

if you wanted to use iron reflexes with those values, it'll be 100 eva * (1+ 0.3 +0.3) = 160 armor. the leather and steel nodes apply only once for the evasion part, just add it to the spot where i showed the +30% eva and +30% armor goes.

any raw added boosts will get increased by all relevant percentage increases. both elemental weapon support gem and plain elemental damage passives will work in mixture with added lightning/cold/fire (and hatred/anger/wrath).
Awesome
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WUlf1337 wrote:
"+% elemental weapon damage: Does it also count for the "add lightning/cold" support gem, or will only "+ %elemental dmg" increase the dmg of those support gems?

If you use added lightning damage with an attack skill, the lightning damage is considered part of the attack and will be affected by lightning/elemental weapon damage.
IGN: Iolar
Last edited by BRavich#4397 on Jan 29, 2013, 4:32:22 PM
I'd like to know everything there is to know about shatter mechanics. What is it that determines whether an enemy shatters when frozen or chilled?
IGN: Iolar
To my knowledge, it's as follows:
Frozen enemies shatter when killed.

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