Mechanics thread
Spell damage definitely affects traps (and mines, and totems). Only cast speed specifically doesn't.
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Party modifiers to mob health and item quantity are applied as long as a party exists, regardless of whether people are within range or on the same map, right?
As in, if I am partied to someone who is in town or another map, will the mobs I fight still have +50% to IIQ and more health? |
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Huh. Doublechecking the OP I notice there is no listed minimal duration for Burning to apply. Can you confirm that Burning always applies no matter how minimal the damage would be?
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" You're right, that bit is really old and should be removed. I've written an article about traps on the wiki that goes into depth. Hopefully it is accurate. " I don't think this is the case. As far as I know, the monster's stats are decided when it first appears. So only players currently in the instance count. For example if you have six players in an instance and you agro a bunch of enemies but don't kill them. Then five of the players leave the party and the instance so there is only one left. The monsters that were agroed will still be strong 6-player monsters, but the rest of the monsters in the instance that haven't been "activated" will be single-player strength when you encounter them. I haven't actually tested this so I could be wrong, take it with a grain of salt. That's my understanding though. " It's in the damage types section, under fire damage. " If you want to test it, get a ring with some tiny amount of fire damage on it and crit something. The burning always lasts four seconds, unless modified by something like temporal chains. |
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For nodes that increase the duration of buffs and debuffs caused by skills, how does this apply to freeze?
Say for example I want to freeze something. The cap for the status ailment to take effect is 300 ms and freezing is 100 ms per 1% max life dealt as cold, so I would need to deal 3% of a targets max life as cold to get them to freeze for an instant. How does this cap specifically interact with the increased debuff duration nodes? Would it take the base and then multiply to it? For example I deal 273 ms worth of cold damage and the node adds 10% to that 273 ms, so I get to around 300 ms worth of cold and freeze them for an instant. Or does it only increase the duration after the cap is met? Deal 300 ms worth of cold then add 10% for 330 ms worth of cold. Intuitively I would say it is the former, but it might be the latter. |
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status effects of ignite, shock, chill, and freeze; are not affected by buff/debuff increases. they are affected by respective nodes that specifically increase each, and yes reduce the threshold (and increases the max) for causing a status effect for shock, freeze, and chill. burn duration and power can be increased by specific nodes.
temporal chains increases duration of any negative effect on cursed targets (normal debuffs and status effects). |
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So for temporal chains which increase the duration, does it help reduce the threshold or does it only work once the threshold is reached?
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temporal chains won't reduse threshold, only lengthen existing durations.
threshold is fixed at 300ms. if base duration per % hp is raised, then you need less hp to reach that fixed amount. just resaying it to make sure it was understood correctly. |
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i hv a question regarding the starting duelist nodes, does the one handed weapon nodes stack with the dual wielding nodes? since i am using one handed weapons but dual wielding at the same time.
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i hv a question regarding the starting duelist nodes, does the one handed weapon nodes stack with the dual wielding nodes? since i am using one handed weapons but dual wielding at the same time.
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