Mechanics thread

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Qarl wrote:
Stun Threshold Reduction - diminishing return


When calculating Stun with Stun Threshold Reduction of over 75%, the Stun Threshold Reduction is treated as being:

75 + ( Stun Threshold Reduction - 75) * 25 / ( Stun Threshold Reduction -50 )

instead.


I made some plots that help illuminate this formula. Here they are (separate thread for clarity): http://www.pathofexile.com/forum/view-thread/141432
Hi Guys

I am theorycrafting a build and am a bit stuck on support gems. Will be focusing using a Quill rain bow with 5/6 sockets.

The build I am using is to use

o Explosive arrow (main AOE dps)
o Poison arrow (secondary AOE dps)
o Bear traps (main single target DPS)
o Fire trap (burst AOE dps)
o Flame totem (Utility)

I am looking to at the explosive arrow to be linked to GMP and faster attacks and concentrated effect definitely. I was thinking though, how "Added lightning" damage would interact with explosive arrow, together with wrath, to attempt to do a Static blows trip in the skill tree - for added shock. Also, how does ignite work on this spell, is it linked to crit? If so, as I am going Resolute technique, would a chance to ignite be more useful? Or would this be wasted, as I am not sure what damage will be used to factor the ignite, the explosion, or just the attack itself (which will be paltry of course).

With flame totem, I am definitely going knockback (will be getting the knockback passives bottom left), so perhaps linking both flame totem and EA to knockback, GMP, faster attacks and concentrated effect - although concentrated effect will probably be wasted on flame totem - probably better to keep that separate.

This is were it is getting tricky really, as to how to support gem the other abilities in this build.

I could go:

o Bow: EA + 5 supports
o Armour: Poison arrow + 4/5 supports
o Gloves: ??
o Boots: Wrath, Anger, Grace + Lower mana cost (I may skip Grace, for an additional Bear trap, for bosses)
o Helmet: ??

This is where it gets a bit tricky , how to support the fire trap, bear trap and flame totem. How mutually inclusive are they with support gems. Of course, I could shuffle the poison arroe/EA as well, if you guys know of good combinations which mechanically work.

Also, I don't technically have to go the added lightning damage route.

The poison arrow although less tricky - how does increased duration work with it? Wasted? Would put maybe a LMP/GMP, with conc effect and a duration on it? Could also add lightning damage, depending on how it works with static blows.

Also, faster casting on flame totem, does it just increase the speed I lay it, or will it cast more flames at a faster rate? If so, I probably should do that as I will be using it as a knockback machine?

I wonder if their is a list of all abilities - and next to it, a list of support gems which work with it, maybe I should start one up!

Thank you for any suggestions and mechanical help with the support gems.



ign KlearSpeed

1.3 Torment - Scion Kinetic Build Guide (HC Viable)
http://www.pathofexile.com/forum/view-thread/1146976
Last edited by iMbaQ#2112 on Feb 13, 2013, 6:30:37 PM
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koticgood wrote:
Quick question/clarification:

The OP mentions the queueing of multiple flasks (regneraton, not utility). Do individual flasks queue their effects as well? For example, if I spam a Sapping Hallowed Life Flask three times, will the second/third charge expenditures queue up (given full hp is not reached), or just refresh the duration?
All three charges should immediately sap your mana and then queue up their life regen.
"
bormoth wrote:
Cruel Piety (without ES) has around 1.4e7 hp(99% effective stun threshold reduction and 175 damage doesn't stun her at all)

To stun her with current 95% cap on hit (without ES) you need to do 3500 damage(not DPS). With impossible 99% - 700 (not gonna happen with this hammer)

If you ask me how make stun mechanics:
1) get rid of that stupid diminishing returns.
2) extra stun threshold for bosses to stun them with best! stun threshold gear available at that moment and leveled stun gem. Spread extra stun threshold on rare mobs to normal with decreasing efficiency.
3) give bosses reduced stun duration:
normal 80% (maybe highier)
cruel 148% (maybe highier)
merciless 208%(practicaly all passives on the tree and unique to counter and get basic stun).
Spread it from rares(debatable may make occacional stun on rares impossible to other classes) to normal mobs also.(with decreasing efficiency normal 0, rares have chance to be stunned with ok gear)
4) If I'm correct stuns with less then 350ms are ineffective.

Basicaly if you specced into heavyly into stun you can stun everyone, well at least for low duration with low dps.

p.S.or at current state i can take any blue weapon with 80% IPD and just oneshot Ad's and kill in 3 hits rares not bothering with stuns and spending extra time on farming. As bonus I can get more life or damage based nodes.



I am fairly certain they don't want to do this, because having to do math for how effective your spells are based on incoming damage is OK, but they don't want to have to search through charts to find specific stun thresholds for each mob you encounter. As it is, we already have to consider armour, ES, HP and Block. Adding more hidden modifiers I am strongly against.

However, I do agree if you put a ton of work in to maxxing out your stun, you should be able to stun bosses. The way this mechanic works, is you can either stun it, or you can't based on your damage. A system where it is always possible to stun would be nice, and the more stun gear/passives you get increase your chance to stun.

I think this can be done without adding another variable to monsters though. They could have removed the minimum damage needed to stun (i.e. 12.5% of mob HP), and added steep diminighing returns to hits that deal less than 12.5% mob HP, which greatly reduced your chance to stun as you approached lower damage.

Even if you hit for .01% of a mobs HP, you still have a tiny % chance to stun, and that number increases based on your reduced_stun_threshold. That would also make stun duration more useful.
Last edited by Litheum#7285 on Feb 14, 2013, 1:01:15 PM
Hi!

Maybe i have not seen that post (its a large threat, sorry than) but where do I find information on:

1) Which Itemlevel can get how many Sockets?
2) Which Itemlevel can get how many links?
3) How high is the possibility for a chromatic to get a) the colours the armour is primary for b) secondary for

Thanks

D.
Crazy. German. Storyteller. Writer. Poet.
I know that quantity bonus from having more players in your game does not affect map drops inside of maps and quantity bonus from the map itself does affect map drop rates inside of maps, but does quantity from gems or gear affect map drop rates(not item drop rates) inside maps?
IGN : ArenaMasterSlirche
"
Slirche wrote:
I know that quantity bonus from having more players in your game does not affect map drops inside of maps and quantity bonus from the map itself does affect map drop rates inside of maps, but does quantity from gems or gear affect map drop rates(not item drop rates) inside maps?


No, it doesn't.
IGN: ZapMcZapper
Is there an Evasion cap in the game? And if it is, does it affects Arrow Dodging? (I mean if i have 50% evasion, will i evade 100% of projectiles?) Also does Arrow Dodging affect Acrobatics dodge?
Arrow Dodging doubles your Chance to Evade.
Acrobatics grants a Chance to Dodge.

Ergo, Arrow Dodging does not effect your Dodge chance (unfortunate name).

The cap is 95%, and that's why Arrow Dodging is friggin' boss.
I read in first post, that traps doesnt affect spell damage nodes.

but why when i take fire trap lvl 1 - its dps is 3.0

and then i take a shield +10% spell damage, and dps of fire trap becomes - 3.5


?
You have forgotten your place, Karui slaaave!

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