Mechanics thread

Flicker Strike is an incredibly fast attack with a 125% Damage Effectiveness (it hits hard). The monsters that use it are naturally Dex-aligned and have more Accuracy than the average monster, so your Evasion chance will be lower than the character sheet claims.


-They do not use Flicker Strike in Melee range; if they can use their standard attack, they will. This has always been the case, and is still true. Do note that it's very easy to get outside Melee range by taking a single step in the opposite direction.
-Having multiple targets available increases the likelihood of them Flickering around. The upside is of course that they are less likely to Flicker onto your face specifically.
-Approach slowly so you don't aggro big packs.
-You can hit them before they Flicker, because the maximum range on Flicker is notably smaller than the default vision. Again, a slow approach helps here.
Last edited by Vipermagi#0984 on Apr 22, 2013, 5:58:18 PM
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chrisstian5 wrote:
Another question, does the reflected cold damage cause you to have the chilled effect on you if the duration is greater than 300ms?
No. Reflected damage cannot (currently) apply any on-hit effects.
I have concetrated effect Explosive arrow as single target, and LMP Explosive arrow with IIQ and IIR gems for AOE farm. I fire 2 single target and 2 LMP arrows in the same monster, monster dies on explosion.
Do these 4 arrows stack with each other, or there will be 2 different explosions?
If they all stack and explode as 1 stacked explosion, and monster will die, will IIQ and IIR be applied?

If I have Zealot's Oath for health regeneration applying to energy shield, and I use Springleaf for 6% of health regenerated per second while on low life, and I have <35% health, will that regenerate 6% of my energy shield per second?

I'm building towards this now regardless, but it should be awesome.
IRON MAN
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Dreggon wrote:
If I have Zealot's Oath for health regeneration applying to energy shield, and I use Springleaf for 6% of health regenerated per second while on low life, and I have <35% health, will that regenerate 6% of my energy shield per second?

I'm building towards this now regardless, but it should be awesome.
yes
I have a question about damage calculations where I'm using "10% of wand physical damage added as fire damage".
How is the damage converted? I'm not looking for every detail of when/where damage calculations take place. I'm only looking for answers about conversions.

Here's what I mean; for example I'm guessing that my physical wand damage is calculated through multiple steps by checking specific character/gear sources, then that presum value is converted to a fire and physical damage package (10% becomes fire), then the fire dmg is boosted by specific sources, and then the damage package is split off to be calculated individually by the protections the user has for fire and physical.
Damage-Based-On and Conversions occur before anything else. Stuff about words. Damage-Based-On occurs before Conversion, and works the same otherwise (ie. the new damage also benefits from source-specific damage modifiers).
Nevermind...
Last edited by TremorAcePV#7356 on Apr 24, 2013, 9:35:34 PM
How does multiple stances of effects increasing the area of effect of a skill works? Are the effects always additive, multiplicative or a combination of both?

Assuming I have the following items and effects:

20% Quality Melee Splash gem (12 Base Radius + 20% Increased AoE)
+36% Increased AoE from passives
+33% Increased AoE from support gem

Which one of the following options will be true?

1) 12 x (1 + 0.2 + 0.36 + 0.33) = 22.68 radius - All the effects additive

2) 12 x 1.2 x 1.36 x 1.33 = 26.05 radius - All the effects multiplicative

3) 12 x 1.2 x (1 + 0.36 + 0.33) = 24.34 radius - The quality effect affects the base radius which is then increased by the other effects.
additive if all say increased. if it said "more" anywhere, that case would be multiplicative for that specific boost.

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