Mechanics thread

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mobutu wrote:
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.

The answer is in the PoE wiki, which I suggestion using as a companion to this Mechanics Thread. If you think your question is something that has been asked often, it's probably in the OP or Wiki. Obscure math questions are the ones we usually have to wait for an answer here.

Quoted from the wiki page - en.pathofexilewiki.com/wiki/Socket#Sockets
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ThePoEWiki wrote:
The item level required for a number of sockets is:

item level 1 - max. 2 sockets (except the starting weapons)

item level 15 - max. 3 sockets

item level 28 - max. 4 sockets

item level 35 - max. 5 sockets

item level 50 - max. 6 sockets

Here you go bud!

Some extra info:

Helmets, Gloves, Boots can have up to 4 gems; Chest armor up to 6; Two-handed weapons up to 6; One-handed and Shields up to 3.

Be sure to check out en.pathofexilewiki.com if you ever need some more information, it's great.
|____________ G . L . O . W . Y . R . M ____________|
< My PoE career highlight, Being beat by Throzz, hehe >
||||||\\\\\~ http://tinyurl.com/2ndPlaceToThrozz ~/////||||||

Last edited by Glowyrm#3324 on Feb 21, 2013, 9:29:50 PM
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soul4hdwn wrote:
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pneuma wrote:
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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.
the support gem is the only special case that spells get threshold for stunning. everything else is attacks only, melee or projectile.

How was this determined?

The stun support doesn't change anything on the 'c' screen, but obviously works through testing. It's a large enough bonus that it's easy to try and stun something without the gem, socket it, and then easily stun. A 5 or 10% boost is much harder to test, especially with damage variance.
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Glowyrm wrote:
Here you go bud!

Thanks, i was sure this thread was the most complete as a source of information.
I was somehow wrong.
From now on i'll check the wiki too ;)
Thanks again.
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vehementi wrote:
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?

Bonuses from the monster being magic/rare, having the "of Wealth" affix, being in a party, and the map bonuses, are all applied on the monster itself, and will stack additively with one another if they are increased modifiers. They are not subject to diminishing returns.

Bonuses from the player's gear and skills only apply to monsters killed by that player, stack additively with one another, and are subject to diminishing returns. AFAIK nobody knows the formula for how the diminishing returns are calculated, GGG has not released that information.

Example (numbers completely made up, just for the example):

You have +30% quantity from a ring.
You have +20% quantity from your gloves.
You are in a party of 2 players. (+50% per player after the first)
You are in a map with +35% quantity
You kill a monster that has a +120% quantity modifier

The party, map, and monster bonuses stack additively, resulting in 205% increased quantity.
The mods from your gear stack additively, for +50%.

1 * (1 + 2.05) * (1 + 0.5) = 1 * 3.05 * 1.5 = 4.575 = 475.5% increased quantity from that monster.

I'm pretty certain that's how it works. I wouldn't bet my life on it though, it's possible there's something wrong in there.
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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's +50%

A lone player gets 100%, a party of two will see 100 + 50 = 150%.

It is lower overall, but that's made for by the fact they will be killing faster, and party bonus is multiplicative with the player's quantity/quality from gear and skills.
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buschiwuschi wrote:
I got complicated questions, hope a mod answers them.
They are affecting the interaction of the
1) general stun-chance (stun_chance = 200 * damage / defender_effective_max_life)
2) Passive Point: Heavy Draw
3) Passive Point: King of the Hill
4) Crits.

So...at first, my "default attack" has an average damage of 350 >per hit< (not per second or so). (I assume that mobs in merciless have around 10k hp, is that a good suggestion...?)

-> 200*350/10,000 = 70,000/10,000 -> 7% stun chance. Is that right?

Ok, next point. I have a crit multiplier of appr. 500%. So the the damage of the hit (350) would be in case of a crit 1750. so

-> 200*1750/10,000 = 35% stun chance <---- Is that suggestion correct?

Ok, the point why I am confused now is "King of the Hill". This passive is NOT a stun, right? But it interrupts enemy actions like jumping, attacking etc!!

Or is that a mistake of mine, because EVERY time i do a crit, I also procc "King of the Hill", the damage of my crit is so big that I ALWAYS stun? Maybe i estimated monsters hp too high and I have 100% stun chance with a crit hit?

So, does King of the Hill ITSELF interrupt enemy action like attackin, jumping, casting, or is it the crits DAMAGE which also proccs King of the Hill?

Really hope a developer will answer this.

And buff King of the Hill, plz. Everybody says its too weak, so buff it plz ;)

King of the hill does not affect stun. Knockback just moves "pushes" the target a short distance.
Knockback itself does not interrupt or stun, but the attack that knocked them back might also stun them. Knocking back an enemy like a leap slam goat while it is leaping might cause it to land in front of you instead of on top of you, causing it to miss.
Same for melee enemies in mid-swing, knocking them back before they complete their attack might cause them to miss since they are out of range after being knocked back.

"
Or is that a mistake of mine, because EVERY time i do a crit, I also procc "King of the Hill", the damage of my crit is so big that I ALWAYS stun?

This is most likely what you are seeing.

If you want to test more get yourself a Knockback support gem, and use a weak attack. You will see them getting pushed back without being stunned.
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Nairul wrote:
Dear Malice,

I've encountered a quirk in the value of my "Main Hand Critical Strike Chance" that appears in the character panel. An apology in advance if this has already been brought to your attention. I looked through recent replies and found nothing on this.

Secondly, I've proven that the DPS in your character panel is calculated with a non-rounded Crit Chance, which may differ from the Crit Chance shown in the character panel. This fact is somewhat noteworthy, since all other values in the DPS formula can be read directly from your character panel. Crit Chance appears to be the only exception.

Details & Calculations:
Spoiler

My stats (default attack):
All taken from character panel

Crit_Chance: 14.3% <--This value is taken from my character panel (for comparison).
Crit_Chance_weapon_type): 5%
Local_Crit_Chance_Multiplier: 0%
Total_Crit_Chance_Multiplier: 187% <---I have triple-checked this sum. It is correct.

Crit Chance Formula:
Spoiler

Crit Chance = (Crit_Chance_weapon_type)x(Local_Crit_Chance_Multiplier + 1)x(Total Crit_Chance_Multiplier + 1)


So, let's calculate my Crit Chance:

14.35% = 0.1435 = (0.05)x(0.00+1)x(1.87+1)

The 14.35% Crit Chance value is different than the 14.3% Crit Chance value that appears on my character panel.

Conclusion #1: The Crit Chance on the character panel is a rounded value. (Nothing surprising about this, considering the total min-max damage values are also rounded.)

In my case, the Crit Chance on my character panel is rounded down to 14.3%. This is odd, since 14.35% should round up to 14.4%.

I have confirmed with different stats that Crit Chance on the character panel can round up (I can provide evidence of this if needed).

Conclusion #2: Why is my Crit Chance rounding down (when it should be rounding up)? Is it bugged?

On to DPS. Which Crit Chance value is plugged in to the DPS formula: rounded or un-rounded? Let’s try plugging in the non-rounded value.

My stats (default attack):

DPS: 1664.5
Hit_Chance: 82%
Attacks_Per_Second: 2.37
Main_Hand_Total_Damage: 310-907 = 608.5 (average)
Crit_Chance: 14.35% <--Note this is the non-rounded Crit Chance I calculated above.
Crit_Damage_Multiplier: 384%

DPS Formula:
Spoiler

DPS = (Hit_Chance)x(Attacks_Per_Second)x(Main_Hand_Total_Damage)x
[1+(Crit_Chance)x(Crit_Dmg_Multiplier - 1)]


So, the calculation looks like:

1664.499 = (0.82)x(2.37)x(608.5)*[1+(0.1435)x(3.84-1)]

1664.499 rounds to 1664.5, which matches my DPS value in the character panel. This confirms the correct DPS formula uses a non-rounded Crit Chance value.

Just for arguments sake, what happens when we instead use the rounded 14.3% Crit Chance value on my character Panel?

1662.819 = (0.82)x(2.37)x(608.5)*[1+(0.143)x(3.84-1)]

The 1662.819 DPS value from this calculation differs from the DPS value on my character panel, 1664.5. The only variable changed was the Crit Chance value.

Conclusion #3: The DPS formula uses your non-rounded Crit Chance, not necessarily the Crit Chance value that appears in your character panel. This is significant, since all other values in the DPS formula can be taken directly from the character panel. Crit Chance is apparently the only exception.




My Conclusions/Questions (TLDR)

#1 The Crit Chance that appears in your character panel is rounded.
#1 Oddly, my non-rounded Crit Chance, 14.35%, appears in my character panel as 14.3%. Why is it rounding down? Is it bugged?
#2 The DPS formula uses the non-rounded Crit Chance value, not necessarily the Crit Chance value that appears in the character panel. This is significant, since all other values in the DPS formula can be taken directly from the character panel. Crit Chance is apparently the only exception.

Overall not big issues by any means... but I'm creating a DPS tool (calculator & stat-to-dps converter), so it affects me even when values are off by slim margins. Thought I would bring them to your attention.

Thanks,

Nairul

Yes, as you have discovered for yourself, the floating point stats in the character sheet are truncated, but usually only for the purposes of display. The game generally uses non-rounded values when performing its calculations.

The character sheet also does have some inaccuracies here and there, the skill tooltips are more reliable. So if the skill tooltip and the character sheet show different results, the tooltip is probably the correct one.

It's been a long time since I've delved too deeply into which values are rounded and at what point in the calculation the rounding happens so I can't help you with any specifics.

P.S. I think you're mistaking me for one of the devs, I'm just a player that deletes spam from time to time
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artojas wrote:
Do elemental damage notes effect cold to fire gem's conversion twice? As in first it increases cold damage by x% and then fire damage by x%.

No. A mod will only ever be applied to the same bit of damage once (unless there's a bug).
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pneuma wrote:
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soul4hdwn wrote:
all stun related mods are global but they only "work" on attacks, melee or ranged, not spells.

This doesn't make sense. (You can stun enemies with spells.)

If they're global, they would work with spells and attacks, otherwise they'd be local and only work with attacks (with those weapons).

AFAIK soul4hdwn is correct, stun threshold & duration mods are global (eg, stun threshold on your weapon is no different that on a belt), and only apply to attacks.

As opposed to say, added elemental damage mods, which are local on weapons, and global everywhere else, and also only apply to attacks.
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bingildak wrote:
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!

No, unfortunately you cannot leech from damage over time effects like burning, bleeding, poison etc.

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