Mechanics thread

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Jshaw995 wrote:

If I have a 50% Crit chance, and I have a single passive which grants 10% chance to shock - my average chance to apply a shock on hit goes down? (From 50% to 10%)

If not, can I be granted a double shock from a single attack? ( Crit + Passive chance to shock Proc)

Copied from http://www.pathofexile.com/forum/view-thread/192780 as I feel it's better archived here if we get an answer


Shock is a two step effect :
1) Have you the right to apply a shock on the target ?
2) Have you done enough damage to apply the shock ?

For the first part. When you deal a critical strike, your chance to apply a shock is 100%.
For the second part, when you can apply the shock, the game calculate the duration of the shock based on your lightning damage and the maximum life of the target, if the duration is superior to 300ms it is applied, else nothing happens.

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If you have 10% chance to shock with a passive and 50% critical strike, you will have :
10% chance to shock on each hit wich is not a critical strike
110% chance to shock on each hit which is a critical strike.
So you will have 50%*10%+50%=55% chance to shock globally.
I was re-reading the development blog post on map. In no sentence does the dev mentioned that IIQ mods on item/support does not affect map drop.

Can we get a confirmation on this from the dev?

Btw, thank you for this amazing game.
Last edited by Mantequilla211#2444 on Feb 26, 2013, 4:59:53 AM
I'm trying to understand how flask mods work, but i don't find the answer.


Base recovery : 600
base time : 8
with saturated mod applied :
recovery : 600*(1+0.5)=900
time : 8/(1-0.33)=11.9



I've got this belt.
My passive life regeneration is 7.3 life per second with the belt and 7.1 without.
When i use the flask and look at my life recovery in my character sheet, i've got 82.3 life per second with the belt and 82.1 without.
It seems that the +16% Increased Flask life Recovery rate doesn't change anything here.

I've also have this flask :


and with it my recovery is 128.8 with belt and 114.3 without.
The augmentation is [(128.8-7.3)-(114.3-7.1)]/(114.3-7.1)=13%

Any idea ?
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Mantequilla211 wrote:
I was re-reading the development blog post on map. In no sentence does the dev mentioned that IIQ mods on item/support does not affect map drop.

Can we get a confirmation on this from the dev?

Btw, thank you for this amazing game.

Patch notes for 9.12C

http://www.pathofexile.com/forum/view-thread/49750
OB: BazzVone - 83 Dual Spork Totem Templar /w CI and minions
CB: BazzVfourteen - 80 Dual Spork Totem Templar /w CI
CB: BazzVtwo - 73 Dual Spork Totem/LS Templar
CB: BazzVseven - 76 Lightning Strike Mara
CB: BazzVfive - 78 Lightning Strike Mara
I have a projectile spell which deals 10 damage avg. I have 10% increased spell damage and projectile damage, total damage=10*1.2 or 10*1.1*1.1?
Same question with a fire spell and 10% increased elemental damage and 10%increased fire damage.
I know that increased means adding, but I don't know if it's true with different modifiers.
Thanks
more known as: Elanif
How does energy shield cooldown recovery stack?


There is a total of 105% "increased energy shield cooldown recovery", and then there's Rime Gaze that says 50% "reduced energy shield cooldown recovery"

What do these numbers actually mean and how do they stack?
IGN: Iolar
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Finale wrote:
I have a projectile spell which deals 10 damage avg. I have 10% increased spell damage and projectile damage, total damage=10*1.2 or 10*1.1*1.1?
Same question with a fire spell and 10% increased elemental damage and 10%increased fire damage.
I know that increased means adding, but I don't know if it's true with different modifiers.
Thanks


1.2 each time. All increased stack additively together, whatever their names. Only Inner Focus is applied before other passive.

"
BRavich wrote:
How does energy shield cooldown recovery stack?


There is a total of 105% "increased energy shield cooldown recovery", and then there's Rime Gaze that says 50% "reduced energy shield cooldown recovery"

What do these numbers actually mean and how do they stack?


ES cooldown recovery = 6/(1+%increased ES cooldown recovery)
so if you have the 105% and Rime Gaze, you will have +105%-50%=+55%
Last edited by Kissan#7229 on Feb 26, 2013, 7:31:39 AM
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Kissan wrote:
I'm trying to understand how flask mods work, but i don't find the answer.


Base recovery : 600
base time : 8
with saturated mod applied :
recovery : 600*(1+0.5)=900
time : 8/(1-0.33)=11.9



I've got this belt.
My passive life regeneration is 7.3 life per second with the belt and 7.1 without.
When i use the flask and look at my life recovery in my character sheet, i've got 82.3 life per second with the belt and 82.1 without.
It seems that the +16% Increased Flask life Recovery rate doesn't change anything here.

I've also have this flask :


and with it my recovery is 128.8 with belt and 114.3 without.
The augmentation is [(128.8-7.3)-(114.3-7.1)]/(114.3-7.1)=13%

Any idea ?
900/11.9 =~ 76.63
and 82.3 - 7.3 = 75 _then same for other regen value.
If 900 is instead divided by 12 (so, the duration was rounded) then it'll be 75 hp/sec which is now correct somehow, the "somehow" confuses me too but it is what i tested. Not sure why rounding is happening as it clearly messed things up, but this is what is happening from the game based on information given. Math rant in spoiler to try and find anything deeper, i did not find anything as its far from what game is doing.
Spoiler
Next is that we don't know if the rate is multiplicative (aka separate step additive) to the flask like weapons' damage steps are or a same step. Either way, "recovery speed" increase, reduces the time it takes to get healed and inc duration is the opposite of that but keeps the amount healed per second the same (or supposed to) as far as my understanding goes.
If not separate addition% then: 8/(1-0.33+0.16) =~ 9.64
If separate steps then: ~11.94 *0.84 =~ 10.03 _or just 10
That translates to 900/9.64=~ 93.36 _and 900/10 = 90 _if just this step was being acted on (which should be due to bolded piece below).

Next is the inc duration. It shouldn't affect the rate, just how long its being done. Yet time is the only thing changed so far and opposite directions are going on (faster and longer are same thing as shorter or slower). If that is not true, and the opposite-ness isn't happening, then heal amount in a per second basis shouldn't change. As in, the amount listed above step, but over an extra second or fraction of seconds.
If the oddity is true, then math time (if same step): 8/(1-0.33+0.16-0.15) =~ 11.76
If not same steps: ~11.94 *0.84 *1.15 =~ 11.53 _or 10 *1.15 =11.5
Translation: 900/11.76 =~ 76.5 _and 900/11.5 =~ 78.26
This step (and paragraph) was to humor and try to see what is going on. It is no way right but it is closer to what is gong on... but still off.

I still have to test via second flask now though. Before any math starts, the amount healed is rounded off by keeping it as an integer instead of a float. base time is 6 seconds. 6/1.5 =4 then 429/4 =107.25 _Comparing to the life regen, this is correct both on paper and in-game.
Next is the 16% rate boost from belt. 6/(1+0.5+0.16) =~ 3.61 _then 429/3.61 =~ 118.69
118.69 +7.3 =/= 128.8 _it equals just under 126
So even here, something went wrong.

Summary of spoiler: rate did not work for the first flask at all (not even without the belt either), and not all the way for the second flask. Only one value of 4 setups worked to match in-game number, the second flask without belt.
Does dodge (acrobatics & phase acrobatics) add to the entropy counter for evasion?
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MBata wrote:
Does dodge (acrobatics & phase acrobatics) add to the entropy counter for evasion?


No dodge and evasion are different mechanisms.

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@Soul4hdwn

Yeah i've tried many combinations but none gave me a good result.

With the exemple of the first flask i think that the life recovery and duration shown on flask with mods like serrated are not those used, but the reals values without rounds because the game make the calculation each time we drink the flask.

But the true question is why the first flask has no change with/without the belt while the second has.
Last edited by Kissan#7229 on Feb 26, 2013, 2:25:20 PM

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