Mechanics thread
By any source of damage? I also know that chilled enemies can shatter, but I dont know exactly what causes it.
IGN: Iolar
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Chilled monsters never shatter. However if the killing blow can also freeze a mob just before it dies, therefore making it shatter without it seeming to have been frozen.
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" Blue-named monsters (Champions? not sure what we call them in PoE) appear to drop items with an item level of +1 over the area's monster level, similar to Rare and Unique monsters' +2. |
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Question Pertaining to how passive/gear mods stack/work. I understand the differences between "Increased"/"Reduced" and "More"/"Less" already.
My question is specifically about +Projectile Damage and Wands with Physical and Elemental Damage on them (along with other +Ele Damage increases). Sorry if this gets lengthy for something that might be simple. Thanks in advance. Hypothetically I have +50% Elemental Damage, +25% Elemental Damage With Weapons, and +25% Projectile Damage. After having each separate "type" of mod stack additively with other like mods (For example, 2x +25% Elemental Damage nodes made the +50% Elemental Damage mod mentioned) they then stack multiplicatively with each other and their respective damage. So I just really want to know the nuance of +Projectile Damage. I figured it works like this... Fake Wand of Awesome 100 Physical Damage 50 Fire Damage 70 Lightning Damage Using the aforementioned mods of +50% Elemental Damage, +25% Elemental Damage With Weapons, and +25% Projectile Damage... Total Elemental Damage Increase for this Wand would be 1 - ((1 - 0.5) * (1 - 0.25)) = 0.625 or +62.5% Elemental Damage (multiplied the 2 different mods pertaining to Elemental Damage). So Fire would be 50 * 1.625 = 81 and Lightning would be 70 * 1.625 = 113. The Wand is now... 100 Physical 81 Fire 113 Lightning Add it all up, the wand does 294 damage, do we then multiply that by +Projectile Damage? 294 * 1.25 = 367 If it does work like this, it seems really powerful since it apply to all types AFTER other mods increase it. |____________ G . L . O . W . Y . R . M ____________|
< My PoE career highlight, Being beat by Throzz, hehe > ||||||\\\\\~ http://tinyurl.com/2ndPlaceToThrozz ~/////|||||| |
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question in order to help via your example. are you sure both +25% are from a "more" based damage boost?
this is what happens if they're all additive: 100 physical *(1+ 0.25) = 125 50 fire *(1 +0.5 +0.25 +0.25) = 100 70 light *2 [same as fire] = 140 total = 365 if all are multiplicative: 100 physical, left alone. 50 fire *1.25 *1.5 =93.75 70 light *1.25 *1.5 =131.25 sub total 325 *1.25 =406.25 projectile works on all wand (and bow) damage because fire projectiles. both elemental mods are same in the situation but due to both being more based boosts, are separated. edit: 1.5 *1.25 =1.875 Last edited by soul4hdwn#0698 on Jan 30, 2013, 2:43:35 AM
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" Well the 2x 25% Ele Damage increases were hypothetical but I was thinking they were "increased", meaning they stack with each other additively to become a +50% Ele Damage mod. This mod is then multiplied against the Ele Damage on the Wand. The only things that stack additively are "increased" mods with other "increased" mods that are the SAME TYPE (For example, "Increased Elemental Damage" is different than "Increased Elemental Damage With Wands so wouldn't be added). Nothing is ever added directly to the stats themselves, only the like mods to each other. So your first example wouldn't happen, your second example is the same idea as I had when it came to how this worked but I'm pretty sure that's not how mods are multiplied, I could be wrong. I always thought that dissimilar mods stacked multiplicatively like in my example of 1 - ((1 - 0.5) * (1 - 0.25)) = 0.625 or +62.5%. So instead of each mod being multiplied independently against the stats, they are stacked together first then the new mod (in this case 62.5%) is used against the stats. I'm glad you brought up that 2nd example because this is now a whole different question. Regardless of which way THAT works, the question of how/when +Increased Projectile Damage % is calculated still stands (unless you're certain that it's multiplied against the TOTAL Phys+Ele damage like shown in your 2nd example?) |____________ G . L . O . W . Y . R . M ____________| < My PoE career highlight, Being beat by Throzz, hehe > ||||||\\\\\~ http://tinyurl.com/2ndPlaceToThrozz ~/////|||||| Last edited by Glowyrm#3324 on Jan 30, 2013, 3:23:30 AM
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" Thank you! |
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" Nope, passive bonuses almost always stack. Local gear mods that modify base stats of the gear multiply but there's no need to complicate things, you just apply them first and then work with item's 'new' stats. Damage 'efficiency' percentage on some skills is multiplicative too, and so are '% physical damage as elemental' mods and that is best done in stages too. Your example is simple, no need to overthink it, if you got +50% wand damage, +30% projectile damage, +20% elemental damage, +40% weapon elemental damage, and what the heck 10% lightning damage, physical damage part of your wand is increased by 80% (50 + 30%), fire part by 90% (30 + 20 + 40) and lightning part by 100% (30 + 20 + 40 + 10) making the end result like this: 100*1,8 + 50*1,9 + 50*1,9 + 70*2 = 180 physical 95 fire 140 lightning And if, for example, existed a skill Burning Shot, similar to burning arrow that has a damage efficiency of 80%, adds 25% of physical damage as fire, and has a scalable on level mod that increases physical damage by 70% it would go like this: first, you apply damage efficiency to base attack damage (100 + 50 + 70) *0,8 = 80 physical 40 fire 54 lightning and you add 25% of physical as fire so it's like this 80 physical 20 converted fire (gets all physical bonuses except the one from skill level) 40 fire 54 lightning then you sum up all relevant bonuses physical part is affected by 50% wand damage, 30% projectile damage and 70% damage from skill elemental bonuses as converted fire by 80% for physical and 90% for fire, fire by 90%, lightning by 100% so it's like this: 80*2,5 + 20*(1 + 0,8 + 0,9) + 40*1,9 + 54*2 = 200 physical 130 fire 108 lightning It's much simpler if you do it in stages. Projectile damage passive bonus is just like the others, the great thing about it is that it's the only mod that applies to both physical and elemental part of the attack. Wish the armchair developers would go back to developing armchairs. ◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► Last edited by raics#7540 on Jan 30, 2013, 6:34:19 AM
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" Projectile damage also increased physical damage from amulets and rings. |
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Quick Question regarding mechanics:
When I have 2x the same aura in my gem sockets, will I be able to activate both of them? Will they both stack if they have integer values? How do they stack if they work % based? Additively? Multiplicatively? |
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