Mechanics thread
Since with resolute technique you never get crit hits, does that mean you will never set something on fire, freeze it, or shock it?
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" You always can burn/freeze/shock but not with critical hits, you need skills/nodes/items with a X% chance to burn/freeze/shock on hit. |
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Question about how Energy Shield reduces chance to be stunned by 50%.
I probably answered it myself but I just wanted to be sure. I can't really think of another way for it to work so this must be it, right? Stun_Chance = 200 * Dmg / Defender_Max_Life Anything 25% or under is ignored and there's no stun. I am attacked my a monster for 26 Damage, I have 200 Max Life. 200 * 26 / 200 = 26% Chance to stun, it's over 25% so it's not ignored and there's a dice roll with a 26% chance for me to be stunned. With ES up is this 26% halved to 13%, thus it doesn't stun (being 25% or under)? This would effectively raise the minimum amount of damage needed to be done in order to stun from 12.6% of the defender's max life to 25.1%, meaning you need to take 1/4 of your life in one hit to be stunned. Sounds pretty nice to me, a perk of the CI builds. |____________ G . L . O . W . Y . R . M ____________|
< My PoE career highlight, Being beat by Throzz, hehe > ||||||\\\\\~ http://tinyurl.com/2ndPlaceToThrozz ~/////|||||| |
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" I lol'd so hard. No, it won't work, and it's because there's no such recipe in the game. You got troll'd. " (1)Yes, they can stack together as I believe. (2)Temporal slows down the time count down (or buff expiring rate), increased duration passives increase the duration of the status ailments. So if you hit a monster, and cold damage is too little to do chill (less than 300 ms), temporal chain won't help you, but increased chill duration might increase that duration more than 300 ms, thus chilling the monster. And they both work together I believe. (3)Temporal chain should work on stun as well. Chill has no effect on stun. (3a-b) Your own stun recovery works only on you, temporal chain cast on enemy monster will not change how long you're stunned. Again, temporal chain slows down the expiring rate, so it will be multiplicative with stun as well. (4)No, both will count down at the same time. (5)If the stun last longer than the frozen, then yes, but highly unlikely as stuns are generally shorter (for me that is). (6)Refer to (2). Source Recommend OP update temporal chain mechanism working with status alignment. " Not sure about the mechanism part, as I really never looked into that part. But CI build probably won't benefit from the 50%, as their max life are usually very low, low enough that you're guaranteed to be stunned by big hits all the time. (For those who don't know, CI do have a max life of 1 hp, but when it comes to stun/status effects the life value before converting to CI is used.) Alice_of_Wraeclast - Dagger CI Witch Alice_MadnessReturns - Molten Strike AoF witch Flavour Build concept taken from Alice: Madness Returns Last edited by wxyjac#7217 on Feb 1, 2013, 12:51:14 AM
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ci stun chance is based off original hp. also the stun chance reduction is separate i think. lastly, for the previous person, vulnerability can reduce foe's stun and block recovery, multiplicative duration increase for stun time for foes. would be silly to use both at once but they'll be two separate multipliers as they're doing two separate things.
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" Quoting myself since nobody answered yet! Help plox! :P |
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When you Crit, Freeze/Shock/Burn are applied.
With +X% Chance to, non-Crits can also apply Freeze/Shock/Burn. Last edited by Vipermagi#0984 on Feb 1, 2013, 3:44:28 AM
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" Just checked again, without an iron ring my normal attack damage is 195-302 with an iron ring (add 1-4 damage) 196-306 Heavy attack without the ring 355-549 Heavy attack with the ring 357-558 The ring is not modified by passive skill damage bonuses or by strength, only by skill damage. Do the elemental off-weapon damage bonuses get multiplied by passive skills? If yes, the physical damage should definitely be fixed as well. Immortal King WW Marauder build:
http://www.pathofexile.com/forum/view-thread/348782/page/1 ign: Peresvet |
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Oops i didn't pay attention to your post Malice. Like Deen, i tested it, with differents configurations and in the character sheet the only time i see damage from rings/amy upgrade is when i have %projectile damage and %physical damage (with nothing else). For DPS the sheet is broken but for damage per hit it seems always true.
I made a mistake in my previous post Redbeak has %increased damage so this is why it's work. " Yes they are by %increased elemental; %incresed cold if cold... and %projectile damage. Last edited by Kissan#7229 on Feb 1, 2013, 8:17:00 AM
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" So are you saying the damage numbers in the character screen are incorrect, and the correct numbers are displayed when you hover over the skills? Or if not, and this was not an intended change, is there a place to report this 'bug' to GGG? Because it would make a whole lot of difference to melee damage output. Immortal King WW Marauder build: http://www.pathofexile.com/forum/view-thread/348782/page/1 ign: Peresvet Last edited by Deen1983#6852 on Feb 1, 2013, 7:59:02 AM
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