Mechanics thread

With XP gain, say I'm farming a level that is right on the upper edge of my effective level cap. So level 1 farming a level 4 area for example. If I happen across a magic/rare/unique monster, does its higher monster level push the effective level gap further apart, and will I receive less than full XP from it because it is now too high a level?

If so, that's stupid.
If not, then the OP needs more clarification because it uses "monster level" in both the item drop mechanics and the XP gain mechanics without specifying where the monster modifiers fit into the latter.
i'm sorry my wording need improvement. but that is what i said, stuns happen from anything (spells and attacks) but mods apply to all attacks (and only attacks). closest thing to a non global stun mod, is on specific skills/passives such as ground slam or stun support where it is specific to the skill or supported (respectively).
does life leech work with fire damage's ignite damage?

lets say i make a templar with fireball build and go for life leech on it.

my build will be very dependant on ignite damage, which is fire build is all about. the uniques, passives etc. insane bonuses.

what I wonder is, I get life leech when fireball hits with initial damage, but will it leech life with ignite damage on the target(s)?


It is really crucial for me!
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Glowyrm wrote:
Correct Pneuma, you can stun with ANYTHING, the source of the damage is NOT checked for stunning. It's just damage per hit checked against target's max life.

This still doesn't answer my original question.

Are the suffixes for "stun threshold reduction" global or local? Stun threshold reduction is not tracked on spells, yet the Stun support gem combines with spells and the (3-5%) stun threshold reduction passives on the tree do not specify attack or spell so I assume it applies to both.
I got a question about dual wielding with the skill use only your main hand weapon (Ground Slam, Leap Slam, Double Strike).

When I use these skills I prefer dps should count only the damage of the main hand weapon right? (because it use only my main hand weapon), but when my off hand weapon's physical damage increased(by increase weapon's quality), the dps of these skills increased, so.. both of the weapon's physical damage are counted even the skill use only your main hand weapon?
IGN: Siu_Mic
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pneuma wrote:
"
Glowyrm wrote:
Correct Pneuma, you can stun with ANYTHING, the source of the damage is NOT checked for stunning. It's just damage per hit checked against target's max life.

This still doesn't answer my original question.

Are the suffixes for "stun threshold reduction" global or local? Stun threshold reduction is not tracked on spells, yet the Stun support gem combines with spells and the (3-5%) stun threshold reduction passives on the tree do not specify attack or spell so I assume it applies to both.
the support gem is the only special case that spells get threshold for stunning. everything else is attacks only, melee or projectile.
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Glowyrm wrote:

It's strong if you improve it will some Knockback distance or if you just Crit extremely often (get chance instead of multiplier). Knockback on it's own once in a while is not strong, it's repeated Knockbacks that are strong (so many in a row that it locks the enemy down, which can be done if you build around it right).

If you are interested in seeing how strong Knockback can be (not very high level-end game-HC viable probably, but strong/fun most of the time) then look for a video with Flame Totem with Knockback or a Spell Totem with Fireball (or anything really) with Knockback.


But Im not playing with Totems.

Im lvl 76 now, but KotH is still weak.

But I assume, that KotH will reach its full strength in the 90s of lvls only,

when I got max Crit Chance and a very high Attack Speed.

KotH is in my opinion the keystone with the highest lvl regquirements in this sense.

In early Lvls, with low crit chance and low as, its totally useless.

Its still not that strong, but I think I can improve my crit chance and my as both heavily in the future, and then, only then, KotH might be show its full potential.

You just need Lvl 90+ to have all crit nodes, and a very good gear which gives high as and additional crit chance.

thats my opinion about KotH.



other thing I wanted to say, that Stun is worthless for me, the thing is,

1) I dont do a crit, then damage will not be high enough to stun,

2) I do a crit and stun has a good chance to occur. Problem is only =), that most enemies are dead then I crit them so they cant be stunned anymore.. -.-
Neurotypicals are the worst thing this planet ever experienced.
Last edited by Schinski#3393 on Feb 21, 2013, 10:14:57 AM
Does the quality bonus on life leech increase the life leech rate of your total life leech from items, passive etc or does the increased rate only apply to life leeched from the gem.
Maybe I should have posted this here

http://www.pathofexile.com/forum/view-thread/178480

"When discussing POE at a friends I suddenly came across the idea of map fragments. It seems cohesive with the game design/economy. Maybe 20/50 fragments would make up an endgame map.

The drop rate would obviously be a little higher than a map, therefore showing signs of progression to the player they are getting closer (maybe =)) to a map drop and appeasing those finding the map drop rate frustrating. I feel this could enhance the endgame mechanic/economy. What are your thoughts?

Sorry if this has already been brought up! But if it hasn't then I'm not sorry =) "
Return to this flameless sunder
Where exiles burn and the joyless wander;
Frozen lore beneath chaotic thunder,
Dominus returns to send us under.
I'm sorry if this was previously addressed but this thread is soo long and i couldn't find the answer:
From what ilvl (itemlevel) an item (gloves) can spawn 4 sockets?
Also, I guess if it has 4 sockets then it has a chance to link all 4 of them, correct?
Thanks, looking forward to clarify this issue.
Last edited by mobutu#5362 on Feb 21, 2013, 7:15:56 PM

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