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CTAJlJIOHE wrote:
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Kissan wrote:
When a value is shown in blue text, it means that the mods are already count.
For reference a majectic plate has an armour value of 378, and 378*1.43=541.
Ok, but if I'm putting on chest with XXX evasion and +YY% increased evasion, total armor equals to:
base Armor + (XXX*YY%),
which is not equal to just adding XXX to base Armor.
SO in this case blue value for the chest doesn't count +YY% evasion?
Here's the example:
Armor gets multiplicative gains from the quality.
DisplayedEvasion = (Base value+flat mod bonus)*(1+evasion%bonus)*(1+quality)
DisplayedEvasion = (399+0)*1.94*1.20
DisplayedEvasion = 928.87 [round up to 929]
note that weapons do not share this quality. The quality bonus is additive with %physical damage mods rather than being an additional multiplicative bonus.
Last edited by AinSophAur#0101 on Mar 6, 2013, 10:59:01 PM
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Posted byAinSophAur#0101on Mar 6, 2013, 10:58:00 PM
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Got a question about Shock and chill/freeze.
from the wiki page on Status Ailments, it looks like the only requirement to shock and chill is to deal enuf dmg to have an ailment duration?
Shock: 276ms per 1% max life dealt as lightning
Chill: 138ms per 1% max life dealt as cold
"If the duration based on the damage would be less that 300ms, it's ignored entirely."
so for shock threshold, lightning dmg is around 2% of the monsters HP, and for chill, it's 3%?
1) If that's the case, then whats the point of Static Shock nodes?
(Static shock nodes give a total of 20% chance to shock.)
2) What's the threshold for monsters to Freeze?
Last edited by Pi314#5955 on Mar 7, 2013, 9:41:37 AM
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Posted byPi314#5955on Mar 7, 2013, 9:39:25 AM
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Pi314 wrote:
Got a question about Shock and chill/freeze.
from the wiki page on Status Ailments, it looks like the only requirement to shock and chill is to deal enuf dmg to have an ailment duration?
Shock: 276ms per 1% max life dealt as lightning
Chill: 138ms per 1% max life dealt as cold
"If the duration based on the damage would be less that 300ms, it's ignored entirely."
so for shock threshold, lightning dmg is around 2% of the monsters HP, and for chill, it's 3%?
1) If that's the case, then whats the point of Static Shock nodes?
(Static shock nodes give a total of 20% chance to shock.)
2) What's the threshold for monsters to Freeze?
If you don’t have static blows or other things that give a chance to shock etc. then you need to land a critical strike. So if you have low crit but you want to shock monster you need ‚chance to shock’
“Demons run when a good man goes to war"
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Posted bySneakypaw#3052on Mar 7, 2013, 10:27:49 AM
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well if you had duration nodes (that shock chance group gives duration boost) then need less %hp damage to reach that 300ms minimum because it works on the base amount. maximum duration is 33% of foe's hp.
the wiki also listed freeze's duration base which is 100ms per 1%, which is a more honestly 3% of foe's hp to count. none of this is talking about chance, the above poster answered chance and crits.
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Posted bysoul4hdwn#0698on Mar 7, 2013, 11:15:40 AM
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soul4hdwn wrote:
well if you had duration nodes (that shock chance group gives duration boost) then need less %hp damage to reach that 300ms minimum because it works on the base amount. maximum duration is 33% of foe's hp.
the wiki also listed freeze's duration base which is 100ms per 1%, which is a more honestly 3% of foe's hp to count. none of this is talking about chance, the above poster answered chance and crits.
thx but i dont think u need crits for freezing?
i accidently went to play normal act1 instead of merciless act 1.
things died in one shot to my lightning arrow. thats when i realized i was in the wrong difficulty.
but what surprised me was that some monsters shattered?! (my bow has like 30 cold dmg.)
i have resolute technique thus i cant critical.
so why did the monsters freeze?
Last edited by Pi314#5955 on Mar 7, 2013, 1:17:54 PM
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Posted byPi314#5955on Mar 7, 2013, 1:16:51 PM
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that bug might be fixed next patch, also its chance to freeze from certain skills, or yes crits. did you understand the other information though?
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Posted bysoul4hdwn#0698on Mar 7, 2013, 2:17:46 PM
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soul4hdwn wrote:
that bug might be fixed next patch, also its chance to freeze from certain skills, or yes crits. did you understand the other information though?
yes. to get a Status Ailment, you either need a crit or an abililty via nodes/gear.
then to have duration on the status Ailment, you need to do at least 3% dmg of the monsters full hp.
if this is right, please updte the wiki with it!
or tell me how i can update the wiki?!
Last edited by Pi314#5955 on Mar 7, 2013, 3:43:52 PM
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Posted byPi314#5955on Mar 7, 2013, 2:37:44 PM
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http://en.pathofexilewiki.com/wiki/Status_Ailment the wiki is correct, where are you looking?
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Posted bysoul4hdwn#0698on Mar 7, 2013, 3:50:34 PM
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soul4hdwn wrote:
http://en.pathofexilewiki.com/wiki/Status_Ailment the wiki is correct, where are you looking?
"Because critical hits tend to do more damage than normal hits that can trigger a Status Ailment, the effects of a non-critical Status Ailment are often less severe."
the bolded part makes it sound like u can get achieve a status ailment if your normal attack is high enuf. (at least to me it did.)
you might want to clarify non-critical Status Ailment as being caused by skill node/gem/gear.
Plus examples of non-crit status ailments. (ie: Static shock node)
clarify how Freeze is triggered?
and verify thats it's a bug that allows someone w/Resolute Technique shattering Normal Act1 monsters when his only cold dmg source is 30 pts from his bow (multiplied by +ele dmg gem and +ele dmg nodes.)
Last edited by Pi314#5955 on Mar 7, 2013, 8:37:05 PM
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Posted byPi314#5955on Mar 7, 2013, 8:20:30 PM
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Unarmed crit chance is 5%. Can this be increased with Increased Crit Chance passives or not?
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Posted byTetnang#2028on Mar 7, 2013, 9:56:28 PM
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