Mechanics thread

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Vipermagi wrote:
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.


Thanks. That is bad news for linking life on hit to my totem then. The shock thing is what I expect, which is good. I guess I'l switch to life leach instead.
IGN: @Deltrus
My build and gear: http://www.pathofexile.com/forum/view-thread/462131
About item quantity:

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There are two modifiers that affect drop rates in the game, increased item rarity, and increased item quantity.

There are three potential sources of these modifiers:
- the player (skills, passives, gear etc.)
- monsters (such as bosses and champions)
- Party bonuses

Modifiers from the player stack additively with each other, and are subject to diminishing returns.

Modifiers from the party bonus and monsters stack additively with each other, and are not subject to diminishing returns.

The total player bonus stacks multiplicatively with the total party & monster bonus.




What do they mean by diminishing returns here? How can things stack additively and be subject to diminishing returns, and then another thing stack additively and not be subject to diminishing returns?

More concretely, let's suppose a normal mob drops an average of 1 item.

If I'm in a full group, it sounds like we have +250% item quantity, and that mob would drop 3.5 items on average.

Now, if the mob has "wealth" of (let's invent) +100% item quantity, how many items does the mob drop? Does it drop 250% + 100% = +350% = 4.5 items? That sounds like diminishing returns! Does it drop 3.5 + 100% = 7 items? That sounds like the bonuses are not stacking additively.

Whatever that number is, X, let's now add a player's item quantity. From my character sheet I *know* they stack additively (10% gloves + 30% IIQ gem = +40%), which also sounds like diminishing returns by the way. It says this stacks multiplicatively with the earlier bonuses, so it's 1.4 X items, okay.

What if there's a map of +60% item quantity? Is it now 2.0 X? Is the +60% added to the first category? Multiplied?
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l0e0u0n0g wrote:
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% ?


anyone :D ?
I have a question.

Are "Reduced Enemy Stun Threshold" suffixes on weapons local or global?
Are "Increased Enemy Stun Duration" suffixes on weapons local or global?

(I know that r.s.t. on belts are global, as are the 3-5% r.s.t. on the passive tree, as are the 2-10% stun duration passives and all implicits on maces.)
all stun related mods are global but they only "work" on attacks, melee or ranged, not spells.
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l0e0u0n0g wrote:
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l0e0u0n0g wrote:
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% ?


anyone :D ?


It depends how it's calculated, but, at best, no. If you do the math, it turns out that the increased party DPS, increased mob hp, and increased item quantity party bonus all balance each other out perfectly.

However if, say, your party members leech, ninja, wander off, or have less item rarity/quantity bonus than you, then you're losing out by grouping.
I almost cried when I saw a reply.
This is exactly my case!
As a summoner with 300+ iir iiq I got ninjaed all the times, due to lag issue and my minions blocking me.
Do the Point Blank keystone work with lightning projectiles from Lightning Strike?
Wanna say thank you to whoever helped :>
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Freezerg wrote:
Do the Point Blank keystone work with lightning projectiles from Lightning Strike?


Yes

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