Mechanics thread

also remember, evasion then block then dodge, before taking damage.
Are map, gem and orb drops affected by increased item quantity mods? Are they affected by the increased item quantity from being in a party?

Does being in a party increase the monster life, experience and drops even if other party members are not in the same instance? What happens if people are in the same instance but not in a party?

If I start fighting a monster, then join a party during the fight, how are the monster's life, experience and drops affected?

Does the chaining effect of Lightning Arrow still count as a projectile and receive bonuses from projectile damage passive nodes? What about the Chain support gem?

Can the the chaining effect of Lightning Arrow damage the same monster multiple times?

Does Lightning Arrow always chain to 3 monsters if 3 are nearby?

Is the range of the Lightning Arrow chain effect affected by increased area passives?

Does the increased area passive increase the arc of Ground Slam or just its range?

Are all possible modifiers on an item equally likely to occur?

Can monsters dodge attacks, or do anything other than evading to cause an attack to do no damage? I.e., does Resolute Technique make every attack outside of PvP do damage no matter what?
Last edited by Wain#3290 on Feb 8, 2013, 8:09:18 PM
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soul4hdwn wrote:
also remember, evasion then block then dodge, before taking damage.
Dodge is before Block. You can't block a hit that fails to connect in the first place.
it was chance rolls, but oops for swapping dodge with block.
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Bob_TheMadCow wrote:
Hi everyone, I'm still new and figuring stuff out. This thread is fantastic! As I now know a player character can evade a critical hit (downgrading it to a normal hit) I'd like to know if enemy mobs can evade criteria as well as this will have an impact on dps calculations and whether I need more accuracy, critical chance, or critical damage to maintain or improve my damage output over time.

For example, say I have 80%chance to hit and 10% chance to crit:

If mobs CAN evade crits :

I take 100 swings, of which 80 hit. Of those 80, 10% roll crits, so 8. Of those 8, only 80% stay as crits, so 6.
100 swings = 74 normal hits + 6 crits.

If mobs CANNOT evade crits :

I make 100 swings of which 80 hit. Of these 80, the same 8 roll crits
and stay crits.
100 swings = 72 normal hits + 8 crits.

Does anyone know?


I would assume mobs can evade crits. They should follow the same rules as players and have the same types of stats. Not sure how much of the main post you read but the bit on evasion is really interesting.

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Mark_GGG wrote:

Some caveats:
1) If an attack would crit you, evasion is tested a second time, and if you evade, the hit is downgraded to a non-crit (it does not miss, since it's already tested for that and hit). This roll is purely random and does not increase the entropy value - it just generates a number from 1 to 100 and compares to the chance to hit. Details of why are in the spoiler.


As for this part, the only thing I don't understand is what Mark means by "...and compares to the chance to hit". He seems to be talking about that random number that isn't Entropy, but how is it "compared" to hit?

Going by this little bit from the main post...

"This second roll is the same as the regular hit roll above (accuracy vs evasion)."

The 2nd roll works the same (according to the OP) but without Entropy (according to Mark). If the 2nd roll is a random 1-100 number, where does the chance to hit come in? How does it interact with that random 1-100 non-Entropy number?

Does it just work exactly like Entropy except it doesn't affect the actual Entropy for the next hit? Is that what Mark and the OP quote are getting at?

Quick 2nd question, when you guys say "Dodge" are you talking about the ability to dodge certain things from Keystone Passives as a separate thing than regular evasion? I was under the impression that if you got Acrobatics it simply added 20% to your evasion %. Guess not?
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Last edited by Glowyrm#3324 on Feb 6, 2013, 10:43:34 PM
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Life/mana per level
All classes begin with the same base stats, and gain the same amount per level:

50 life, +6 per level
40 mana, +4 per level
50 evasion, +3 per level (including level 1)


the base stats seem to have changed.
i tested it out and got the following stats at lvl1:

Templar: 61 life, 51 mana, 55 evasion
Shadow: 57 life, 51 mana, 55 evasion
Marauder: 65 life, 47 mana, 55 evasion
Ranger: 57 life, 47 mana, 56 evasion
Duelist: 61 life, 47 mana, 55 evasion
Witch: 57 life, 55 mana, 55 evasion

can someone confirm whether the level increase is still accurate?
you forgot the other stats modify those. eveyr 2 str = 1 hp, every 2 int = 1 mp, and every 5 dex = 1% eva.
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soul4hdwn wrote:
you forgot the other stats modify those. eveyr 2 str = 1 hp, every 2 int = 1 mp, and every 5 dex = 1% eva.

true, thanks for pointing that out. makes my calculations way easier :D
Last edited by Afghani84#7152 on Feb 7, 2013, 12:03:06 AM
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Glowyrm wrote:
As for this part, the only thing I don't understand is what Mark means by "...and compares to the chance to hit". He seems to be talking about that random number that isn't Entropy, but how is it "compared" to hit?

Going by this little bit from the main post...

"This second roll is the same as the regular hit roll above (accuracy vs evasion)."

The 2nd roll works the same (according to the OP) but without Entropy (according to Mark). If the 2nd roll is a random 1-100 number, where does the chance to hit come in? How does it interact with that random 1-100 non-Entropy number?
That's how you implement a random chance for something to happen.

There's a set chance to hit (this is calculated from attacker accuracy and defender evasion).
To test that chance, you roll a random number from 1 to 100* and compare that to the change to hit. If the roll is equal to, or lower than, the chance to hit, you count that as a hit. If it's higher than the chance, you do not.
So, if the chance to hit is 100%, you always hit (because any number from 1-100 is <= 100).
If the chance to hit is 0%, you never hit, because no number from 1-100 is <= 0).
If the chance is 50%, then half of the time you'll hit, because exactly half of the numbers from 1-100 are <= 50.
And so on for other values.

When testing evasion to see if we hit, we use the entropy system as previously described, to remove streaks, but in general, if you have X% chance for something to happen, at random, and need to know whether that thing should happen this time, you do that by generating a number from 1-100 and comparing to X.

*actually 0-99, but I find people understand 1-100 better, and the only thing that changes whether an equal value counts as a hit or not.
If I equip a lot of magic find and kill stuff with my double totems will I still get the mf bonus? Asking because my totems get the endurance charge from warlord's mark + the reflected damage from elemental reflection mobs so I figured they may also use their own mf values.
Beyond league.

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