Mechanics thread

ice shot leaves ground ice, that cannot be dispelled without moving or waiting.
"
soul4hdwn wrote:
it was listed on main page of thread, here you go
"
Malice wrote:

Cold damage
Hitting an enemy with cold damage can cause the enemy to be Chilled. Critical hits with cold damage can also cause the target to be Frozen. Chilled enemies move, attack, and cast 30% slower, while frozen creatures cannot perform any action except drink flasks. Frozen creatures can still block, dodge and evade while frozen.

Burning, Chilled, Frozen, and Shocked are collectively known as Status Ailments.
The duration of the chilled, frozen, and shocked statuses is related to the amount of cold/lightning damage dealt:
Shocked: 276ms per 1% max life dealt as lightning
Chilled: 138ms per 1% max life dealt as cold
Frozen: 100ms per 1% max life dealt as cold

All three are capped at considering 1/3 of max life - if you deal more than 1/3 max life as that element, the status ailment occurs as though you did exactly 1/3.

The maximum unmodified durations are therefore:
Shock: 9.2 seconds
Chill: 4.6 seconds
Freeze: 3.33 seconds

If the duration would be less that 300ms, it's ignored entirely (the effect is not applied).
For characters using Chaos Inoculation, these durations are calculated based on what the character's maximum life would be if they did not have Chaos Inoculation.


yes, i read that in the wiki.
so you're telling me ALL monsters will be chilled if i do cold dmg >1% of their max life?
100% of the time?
"
soul4hdwn wrote:
ice shot leaves ground ice, that cannot be dispelled without moving or waiting.



hit had its initial shatter but no pathing afterward.
48;49;46;47;58;72;79;83;52;72;52;87;66;87;96;70;86;96;80;89;96;95;90;94;93;83;85;91;95;88;94;92;94;86;83;94;95;95;95;91;94;98;87;88;92;96;89;88;94;96;80;92;94;92;96;84;90;75;86;91;95;94;94;95;95
how much hp does a spell or decoy totem have at lvl 1?
at lvl 5? at lvl10?
- What is the base hp / dmg increase of a blue / rare monster? How much extra hp and dmg do they get from extra hp / dmg affixes? And how much extra crit dmg / crit chance / damage from the damage / crit chance auras? And how do these all stack?

What is the base crit chance / multiplier of a normal / blue / yellow monster?

What does lightning thorns on act 3 mages do?
Useful thread for people to see how the game works.
Going to use this in game :D
When in a party, each player in the party after the first gives a +50% item quantity modifier on drops.

Does it mean each player in a party receive less drops than a lone player? Since its less than +100% ?
Does weapon elemental damage buff flame totem? I know that totems are supposed to benefit from a player's modifiers, and the totem benefits from faster attacks, so I think weapon elemental damage on gear SHOULD buff flame totem. I am just not sure because I have no way of testing.

Also, if I get 3 shock stacks by using an elemental proliferation ability and critting once, does that hit benifet from the 220% damage? Or only the next hit?
IGN: @Deltrus
My build and gear: http://www.pathofexile.com/forum/view-thread/462131
Last edited by DeltruS#2041 on Feb 19, 2013, 2:11:07 PM
Flame Totem doesn't deal weapon damage, now does it :P

You literally cannot apply 3 Shock stacks with one hit. If you fire three Crit projectiles, one of those will land first. That hit will create a Shock Proliferation "aura", and will not benefit from Shock. The second hit will benefit from the first Shock, and add another. Third hit deals 80% more damage, and adds the third Shock Proliferation.
"
Pi314 wrote:

yes, i read that in the wiki.
so you're telling me ALL monsters will be chilled if i do cold dmg >1% of their max life?
100% of the time?
no a monster will always be chilled if the chill lasts at least 300 ms in duration, which is roughly 2% hp in damage, less hp damage needed if you have duration boosts. freeze and shock happen same way via the minimum duration but more typically happen on crits (which is easier to deal over the 3%).

@UncleTilty: well what i'm guessing at is that the ground ice will always cause chilled that cannot be removed unless player moves out of the ground ice or the ground ice vanished. try to make some tests for using potion during ground ice then not during ground ice. chill will definitely be removed when there is no ground ice causing it. if chill is removed when ground ice is present then, it was a fluke the time you gotten confused. else then you found a bug in that the game tries to remove environmental effects (and EE if an ally but not you) but cannot because it'll constantly be placed back on for the duration.

Report Forum Post

Report Account:

Report Type

Additional Info