Mechanics thread

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Aswan wrote:
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?


You will not be able to stack them.
From what I've seen, it seems the phys damage on non-weapon items is not working as described in the main post, it is not modified by the passive skill damage bonus. Has this been changed in one of the patches?

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Another example calculation
If you had a sword whose unmodified damage is 10-20, with the following modifiers:

50% increased physical damage on the weapon;
20% quality on the weapon;
5-10 added physical damage on the weapon;
6-9 added physical damage on a ring;
passive skills granting 30% increased sword damage;
a skill that does 40% increased damage and 30% less damage;

the calculation would would look like this:

Base damage: 10-20
Stage 1, on-weapon modifiers: (10-20 + 5-10) x (1 + 0.5 + 0.2) = 25.5-51
Stage 2, all other modifiers: (25.5-51 + 6-9) x (1 + 0.3 + 0.4) x 0.7 = 37-71
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Immortal King WW Marauder build:
http://www.pathofexile.com/forum/view-thread/348782/page/1
ign: Peresvet
I'd like to ask about differences in drop between HC and default league.Some say there is no difference and some say there is,myself i think there is because only time when i was getting decent (golden) items on default was when I was in party,on HC otherwise my ranger was getting goldens drop every 5 minutes.So how is it?
Drop rates are equally random in Default and Hardcore.
Keyword is 'random' :)
Last edited by Vipermagi#0984 on Jan 30, 2013, 1:06:24 PM
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Deen1983 wrote:
From what I've seen, it seems the phys damage on non-weapon items is not working as described in the main post, it is not modified by the passive skill damage bonus.


Only Physical Damage (like the one on Redbeack) and Projectile Damage are applied to jewelry physical damage.
I think I horked my build plans based on caps...

My goal was to come up with a Shadow with High IAS, Crit, Accuray and Evasion.

So I came up with this:
http://www.pathofexile.com/passive-skill-tree/AAAAAgYB_5MeGjBUmVcoKrVIbXtVS4w2646uz7Gz7UGmf4fbFr_z6nBSwFFw1etjmZq2921sUzWbtcM6XQk3igr_6ywZhspKQ9ID2xmi5AgF0ypNFSAs6d0Nqwtyw_zFeOvcgucKzAbvetN-7YMZjggum41wcgOHSlPVACT951Qi6ujW6xSNv974pHjB1VFHMwz-KxnV_955SEvE0AkRLwW1tMUrCsEA2xoQe_VLvjrC7EcGjAvssLl8b54RD7QMRnEqupMnaj9TuIVVxLjV-JVmn3t9W1FMIJzb54_6Xvr8q5AK

However, after reading the mechanics I think I screwed up.
This would leave me with a Crit Strike chance of +265%. With your +% being multiplied from your weapons base.

So lets say my weapon has a 2% chance to crit.

That would make my crit chance 2*265=530% chance.
However, crit chance is capped at 95%, right, so did I just waste all those other points?
Last edited by OriginalJobe#3364 on Jan 30, 2013, 7:21:35 PM
You are multiplying your Increased Crit by your Base, rather than the other way around :P

With +265% Crit Chance, you're left with a x3.65 multiplier (divide by 100, add 1). With an 8% Crit Chance weapon, that gets you 29.2% Chance to Crit.

(also, grab Life instead of Accuracy)
Last edited by Vipermagi#0984 on Jan 30, 2013, 7:34:01 PM
for reference, some daggers have around 7% crit rate and most other weapons have 5%. seen some 6.5 crit dagger and scepters (maces). then one wand can get 8% crit rate base i heard/remember.
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OriginalJobe wrote:
I think I horked my build plans based on caps...

My goal was to come up with a Shadow with High IAS, Crit, Accuray and Evasion.

So I came up with this:
http://www.pathofexile.com/passive-skill-tree/AAAAAgYB_5MeGjBUmVcoKrVIbXtVS4w2646uz7Gz7UGmf4fbFr_z6nBSwFFw1etjmZq2921sUzWbtcM6XQk3igr_6ywZhspKQ9ID2xmi5AgF0ypNFSAs6d0Nqwtyw_zFeOvcgucKzAbvetN-7YMZjggum41wcgOHSlPVACT951Qi6ujW6xSNv974pHjB1VFHMwz-KxnV_955SEvE0AkRLwW1tMUrCsEA2xoQe_VLvjrC7EcGjAvssLl8b54RD7QMRnEqupMnaj9TuIVVxLjV-JVmn3t9W1FMIJzb54_6Xvr8q5AK

However, after reading the mechanics I think I screwed up.
This would leave me with a Crit Strike chance of +265%. With your +% being multiplied from your weapons base.

So lets say my weapon has a 2% chance to crit.

That would make my crit chance 2*265=530% chance.
However, crit chance is capped at 95%, right, so did I just waste all those other points?


Erm, you know that 265% more applied to 2% is actually 5,3%, that's pretty far from 95%. Didn't actually think it would be that easy to cap critical?

Well, lucky you, weapons have at least 5% base crit chance, and daggers or claws you will most likely use have around 6 - 6,5% You should be able to hit 20%-ish crit chance easily with vanilla weapons. If you happen to come around some that have raised base crit chance you might hit 40-ish but more than that can be tough.

And yes, get some health, with this build you will die like a dog, you don't actually need all that damage. And stay away from central part of the tree, it eats points and nothing too valuable for you there. And get Arrow Dodging for christ sake if you already went that close to it.
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, 7:57:16 PM
Oh, okay, I totally misread that :D

Thanks a ton for the advice and insight.

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