Does Global Critical Strike Chance affect minions?
Thx
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Posted byl0e0u0n0g#0650on Mar 9, 2013, 10:58:34 AM
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Pi314 wrote:
hm.. i thought u couldnt avoid/evade spells?
but with arrow dodging, u can??
Evasion only works against Attacks. Arrow Dodging only increases Chance to Evade against Projectile Attacks.
Phase Acrobatics grants a chance to Dodge Spells, but Dodge is a different mechanic from Evasion.
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l0e0u0n0g wrote:
Does Global Critical Strike Chance affect minions?
Thx
Your minions are separate from you. Only when something explicitly states it applies to minions (gear, passives) or allies (auras), will it apply to them.
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Posted byVipermagi#0984on Mar 9, 2013, 11:38:42 AMValued Poster
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Do 1-4% quality gems drop? The Quality section of the guide mentions that gems can randomly recieve the total range of the quality mod but I was under the impression that they only start droping from 5% upwards.
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Posted byExilium#5533on Mar 9, 2013, 11:55:23 AM
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Exilium wrote:
Do 1-4% quality gems drop? The Quality section of the guide mentions that gems can randomly recieve the total range of the quality mod but I was under the impression that they only start droping from 5% upwards.
i have a 1% gem but i traded 1 chaos for it.
i assume it was found since i doubt the owner used a gcp on it just to trade it for a chaos.
Last edited by Pi314#5955 on Mar 9, 2013, 12:37:32 PM
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Posted byPi314#5955on Mar 9, 2013, 12:36:36 PM
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soul4hdwn wrote:
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Vesuvorus wrote:
Something not mentioned here is that increased burning damage seems to work by increasing the tick rate. Righteous fire usually ticks once per second in self damage, with 60% increased burn from passives and 70% from a searing touch, it ticks in less than half a second. This may just be how it works with RF though...
DoT never "ticks", it is constant damage over period of time. only thing that is a tick of damage is firestorm via multiple hits in its duration.
Righteous fire on a totem does.
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It doesn't. The Life bar just doesn't update every cycle.
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Posted byVipermagi#0984on Mar 9, 2013, 5:17:07 PMValued Poster
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How does increased skill cost interact with reduced skill cost nodes and the reduced mana gem? The only place you can get this mod is from Malachai's Simula currently AFAIK.
I am pretty sure that something is wrong, or else I can't figure out the math of what is going on. I will try to copy the relevant parts, but I posted this on reddit a few days ago in case something seems out of context. link
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I redid it now and think I see where I went wrong on part, but not where Reduced Mana support comes in. It was a slight difference and lower than what I expected, so I just didn't worry about it.
I assumed that "100% Increased Mana Cost of Skills" from Malachai's Simula was additive with Reduced Mana Cost nodes as well as the quality bonus on the Reduced Mana support gem.
I have 42% Reduced Mana from nodes and no quality on my Reduced Mana gem, so the base cost would be multiplied by 1.58.
The cost of Shock Nova at level 17 is 41 mana. 41 * 1.58 = 64.78
My Supports are Faster Casting, Life Leech and Elemental Proliferation with 120/130/140% multipliers.
64.78 * 1.2 * 1.3 * 1.4 = 141.47952
In game, it shows a mana (life) cost of 140. So, it must be taking the base cost, 64.78, and rounding down.
64 * 1.2 * 1.3 * 1.4 = 139.776
Then I guess that rounds up to 140.
With Reduced Mana support, I get 102 displayed. Maybe I am just having a mathfail here but I thought I take the multiplier from Reduced Mana, 74% at level 17, and just add it in with the other mana cost multipliers.
64 * 1.2 * 1.3 * 1.4 * 0.74 = 103.43424, which is higher than in game, but I don't see why.
Since I have Zealot's Oath to convert my life regen to ES regen, it is also easy to test and see that casting is only removing 102 life and it is not just a display issue.
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Posted byChypre#0921on Mar 10, 2013, 12:41:19 AM
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In regards to the new +2 melee range keystone, what is the base melee range set at. As to get an understand if this is actually useful or not. Also does this apply to skills like cleave, Ground slam, or just things like double strike?
Also how does this stack with increased AOE% nodes/gem if applicable on aoe type spells.
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Posted byNeode995#4830on Mar 10, 2013, 4:10:29 AM
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Chypre wrote:
How does increased skill cost interact with reduced skill cost nodes and the reduced mana gem?
Same as anything else, just with a different name.
(Base + flat) * (Increased + Reduced) * More * Less = Final
Mana Multipliers work the same as More/Less.
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Posted byVipermagi#0984on Mar 10, 2013, 11:32:25 AMValued Poster
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Neode995 wrote:
In regards to the new +2 melee range keystone, what is the base melee range set at. As to get an understand if this is actually useful or not. Also does this apply to skills like cleave, Ground slam, or just things like double strike?
Also how does this stack with increased AOE% nodes/gem if applicable on aoe type spells.
no one knows yet, however melee "range" is 4 using to 6 units. range could also be radius and additive amounts are a base value. if it only works on non AoE skills, then it would be "duelists always get first hit in a melee vs melee fight".
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Vipermagi wrote:
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Chypre wrote:
How does increased skill cost interact with reduced skill cost nodes and the reduced mana gem?
Same as anything else, just with a different name.
(Base + flat) * (Increased + Reduced) * More * Less = Final
Mana Multipliers work the same as More/Less.
he almost answered that himself, however he's upset numbers are still off.
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Posted bysoul4hdwn#0698on Mar 10, 2013, 1:00:37 PM
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