Mechanics thread

double post- deleted.
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 4, 2013, 9:09:52 AM
Can anyone tell what s maximum stat is require by lvl20 gem, juste trying to plan with passive tree how much I kinda should get to be able to maximise gem lvl. I m running a templar, but still using all kind such Chain, Fast Attack, hatred, Anger etc.
IGN : Xentof & marss (2 diff accounts)
Usualy online between 8h30pm to 11h30pm EST (UTC-5h)
I was thinking of getting Unwavering stance but after reading the mechanics on evasion I may not. With US you cannot evade, therefore every critical strike will always do the full crit damage. So a monster with high crit chance will do it's full potential in damage with full crit damage every crit, whereas if I kept my low evasion rating at least I have a chance to mitigate some of the crit damage
If I dual wield two red beaks (which have the modifier '100% increased damage when on low life') does this 'increased damage' apply to everything? Burns, crits, physical damage, spell damage and so forth?
Beyond league.
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SEXYSUPERSATAN wrote:
If I dual wield two red beaks (which have the modifier '100% increased damage when on low life') does this 'increased damage' apply to everything? Burns, crits, physical damage, spell damage and so forth?


Yes.
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HealthRex wrote:
On a related note: How does the passive "Breath of Rime" work?

As I understand it, enemies are chilled after a freeze ailment ends. What determines the length of that after-freeze chilling ailment (ie what damage is used for the calculation)?

The initial damage that caused the freeze.


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Xavyer wrote:
Have a mechanic question about landing crits on burning targets.
I read somewhere on the forum that criting a burning target will consume a burn and deal it's damage immediately. Does this work only for crits from initial burn source of from any member of the party? So if i placed burn and my buddy landed a crit will burn implode? And if it does and mob dies will it be counted as my kill, giving me mana from Soul Siphon for example? Or burn implosion damage will be applied before my buddy's crit damage and this will be his kill?

A target can have multiple burns on it at once, but only the most damaging or strongest burn will cause damage at any one time.

Simplified example:
- You crit a target for 150 fire damage, the target starts burning for 50dmg/s
- After 1 second, you crit the target again, this time for 90 fire damage. A 30dmg/s burn is added to the target, but it continues to burn for 50dmg/s
- The game is still keeping track of the initial 30dmg/s burn, but it is not doing any damage, since the 50dmg/s burn takes priority.
- After 4 seconds, the 50dmg/s burn expires, having lasted its full duration, and the target continues to burn but at the lower rate of 30dmg/s that was applied by the second crit.
- The end result is that the target took a total of 230 burning damage over 5 seconds.
Last edited by Malice#2426 on Feb 4, 2013, 2:51:17 PM
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Glowyrm wrote:
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.

Energy shield gives you a chance to avoid a stun - so in your example there will be a 26% chance to be stunned, and then a 50% chance to avoid that stun if a stun is rolled.

So it would still be possible to be stunned.

I'm not sure if/how energy shield interacts with "avoid stun" passives, or how it interacts with the block recovery animation (which only occurs if you would have been stunned by the blocked hit, were it not blocked).
Thanks Deen1983 & Kissan for the off-weapon integer physical damage information, i will update the OP.


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MogarSlayer wrote:
Suggested update/ typo

Aren't the "flask quality" upgrades called "glass blowers" somethings.. =) you can tell I really know my stuff.

Thanks, I will update the name - and also for Gemcutter's Prisms and Cartographer's Chisels.
Last edited by Malice#2426 on Feb 4, 2013, 4:06:55 PM
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ivkoto77777 wrote:
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0nin wrote:
Leap Slam has its own base attack time. Your slow maul has an increased attack speed mod, whereas the faster one doesn't. So the slow one makes Leap Slam faster, the fast one does not.

You mean to tell me that the increased attack speed of the SLOWER mace makes the leap slam faster???

Yes, since leap slam ignores your weapon's base attack speed, and uses its own activation time instead. But the activation time is still affected by attack speed modifiers from your weapon, despite the fact that those modifiers are supposed to be local.
It's a confusing situation, it doesn't really make any sense, but that's how it works.


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ohyou wrote:
Hi.
Could someone write more about spell totems for the main post of this thread?
Does crit, casting speed, etc, applies for totem's castings? What about such nodes as iron grip, point blank?
Explain the mechanics please.

I'm not going to put in a section for every skill and passive into this post, it's large enough as it is - a wiki is a good place for those sorts of things.

There is a lot of information about those things on the forums though. Check the Passive Tree/Keystone feedback forum, and the Skill Feedback and Support Gem Feedback forums.
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koticgood wrote:
Could you add a note in the "Critical Strikes" section about %increased critical strike on the weapon itself affecting your base critical strike please?

"When dealing with weapons, some modifiers that are listed on the weapon itself are applied first, before mods from other pieces of equipment, skills, and so on. This includes anything affecting physical damage, such as increased physical damage, added physical damage, quality etc., and also attack speed, critical strike chance, critical strike multiplier, and accuracy. It does not include elemental damage mods."

While the above might be clear enough for some, it wasn't for me, and there's no mention or clarification of it in the "Critical Strikes" section. I was under the impression that %increased critical strike on a weapon would just be lumped in with all the other %modifiers, but the fact that it affects your BASE crit, before any of the other %increased crit mods are applied, is a very big deal.


Added the following note in the crit section, just for you
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Local Critical Strike Chance modifiers (ones on the weapon itself) affect the base critical strike chance of the weapon - the weapon's modified crit chance will be shown in blue on the weapon's description. This makes Critical Strike Chance modifiers that appear on weapons more valuable than other sources on a point-for-point basis.


Also, thanks for reminding me to update the fact that crit multiplier mods on weapons are no longer local.

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