Mechanics thread

Hey guys so I was wondering if the stats of the inactive weapon are applied.
E.g. I got a sceptre and elemental damage on it. I suppose that's not added as it's the inactive weapon right?

But how about things like increased elemental damage, spell damage, maximum mana etc?

@Kissan yeah I was talking about offhand
But was rather thinking about a different skill like lightning strike.
Do mods like + elemental damage from the offhand add to skills like lightning strike?
Last edited by Simonsworld#5008 on Feb 27, 2013, 7:29:16 AM
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Simonsworld wrote:
Hey guys so I was wondering if the stats of the inactive weapon are applied.
E.g. I got a sceptre and elemental damage on it. I suppose that's not added as it's the inactive weapon right?

But how about things like increased elemental damage, spell damage, maximum mana etc?


If by inactive weapon, you talk about your off-weapon when you dual wield, all non local stats are applied to yours spells/attacks with main hand.
If you talk about the other set of weapon, theirs stats are not used.


-----


To continue about my flasks problems :


Today i have tested mana flasks.

My mana regen is 9.1.
Without belt : first flask gives me a total of 49.1 and second 29.1
With belt : first gives me 54.1 and second 33.1
If i remove my mana regen i have for the first flask : 40->45 or 12.5% difference
for the second flask : 20->24 or 20% difference.

Moreover, if i take the first flask its recovery per second should be 300/7=42.9 not 40. Same thing happens to the second flask 120/6.5=18.5 not 20.

My maths are wrong or is it a bug ?
There's a bug with flasks. They don't actually restore as much as advertised. Some actually restore slightly less, some slightly more than listed. GGG should really get on that :|
Ok thanks.
How much sockets can have lvl 37 bow?
"Is there such a thing as an absolute, timeless enemy? There is no such thing, and never has been. And the reason
is that our enemies are human beings like us. They can only be our enemies in relative terms."
My bookmarks are full of PoE links to useful information.
The answer's five.
So basically I want to know if I'll be able to effectively shock mobs (and for how long) but I cannot seem to find any mob health numbers. I found how shock and shock duration is calculated however.

How do I know if the added lightning damage support gem is sufficient damage to shock a mob on crits (and non-crits through static blows)? I want to at least shock mobs for 1-1.5 seconds.
Beyond league.
Question:
Not sure if it's already been answered and where, but i didn't find in the first few posts.

When playing in a party, how different can our levels be to effectively both gain experience?

For example, if a 30th level charachter and a 2nd level go on the first few quests of the game the 2nd level one will take little to no experience.
Although, if a 10th level charachter does the same with the same 2nd level charachter, the 2nd level guy gets lots of experience.

Basically, how does that work? is there a max difference in levels we could have?
"
CiabattaCadorna wrote:
Question:
Not sure if it's already been answered and where, but i didn't find in the first few posts.

When playing in a party, how different can our levels be to effectively both gain experience?

For example, if a 30th level charachter and a 2nd level go on the first few quests of the game the 2nd level one will take little to no experience.
Although, if a 10th level charachter does the same with the same 2nd level charachter, the 2nd level guy gets lots of experience.

Basically, how does that work? is there a max difference in levels we could have?


http://en.pathofexilewiki.com/wiki/Experience#Penaltys
Beyond league.
Damage conversion is somewhat ambiguous.

Are % physical increases applied before conversion or are they carried over with the conversion?

Example:

100 phys, +100% phys damage
50% phys -> cold
we have +100% cold damage

Does it work like:

50 * (1+1) phys, 50 * ( 1+2) cold
100 phys, 150 cold

or

100 * (1+1) * 0.5 phys, 100*(1+1)*(1+1)*0.5 cold
100 phys, 200 cold


Both make sense from a programming and merchanics perspective, but they are wildly different in terms of outcome.

edit: And to ask another question, when/how would something like increased projectile (phys->cold with bow, for example) or increased elemental damage (cold -> fire) be applied? I know they don't double dip, but it's not quite intuitive how those specific shared modifiers are applied.
Last edited by Watlok#2219 on Feb 27, 2013, 6:19:07 PM

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