Mechanics thread

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Last edited by MovingStash#2299 on May 21, 2013, 11:03:46 AM
"
Vipermagi wrote:
Increased Damage is Increased Damage. Spell Damage is Damage, it just doesn't work for all types of Damage. Ie. Redbeak is additive with Increased Spell Damage; it's the same modifier.

Damage over Time, however, is not Damage. Le Heup does not improve DoT potency.


I would hazard a guess the Molten Shell damage is determined on casting (part of the Buff, and Buffs usually do not retroactively change with gear), so switching to Redbeaks wouldn't help. It wouldn't help either way because you'd lose the Searing Touch bonus if it was rolled on exploding anyways, but there ya go.


thx for the answer, but i would still really like to hear what a developer says about casting molten shell and changing weapons :)
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Lamaen wrote:
thx for the answer, but i would still really like to hear what a developer says about casting molten shell and changing weapons :)
well casting righteous fire then switching to searing touch unique, does NOT increase burning damage of the buff. then tempest shield is a special case that unequips itself when changing gear.
Is it possible to use Theif's Torment twice???


http://en.pathofexilewiki.com/wiki/Thief%27s_Torment
so i was looking at the official PoE affix page earlier. i was trying to make sense of it and i ended up thinking "oh! this is pretty easy!"

but then i came along this. while i was looking through http://www.pathofexile.com/item-data/prefixmod, i found two glinting mods






what is going on?!
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Hartlock wrote:
so i was looking at the official PoE affix page earlier. i was trying to make sense of it and i ended up thinking "oh! this is pretty easy!"

but then i came along this. while i was looking through http://www.pathofexile.com/item-data/prefixmod, i found two glinting mods






what is going on?!


There are two types of mods in PoE "local" and "Global"
A "local" mod only applies on the piece of gear where it is.
A "global" mod applies to the whole character.

In your exemple weapons will have the local mod, and rings will have the global mod.

Local mods are apllied before all other mods.

Here the part of OP about this :
Spoiler
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Malice wrote:
Modifier Stacking
In general, integer modifiers are applied before percentages. Percentage modifiers using the words "% increased" or "% reduced" stack additively with one another, while "% more" and "% less" modifiers stack multiplicatively.

When dealing with weapons, some modifiers that are listed on the weapon itself are applied first, before mods from other pieces of equipment, skills, and so on. This includes anything affecting physical damage, such as increased physical damage, added physical damage, quality etc., and also attack speed, critical strike chance, and accuracy. It does not include elemental damage mods or Critical Strike Multiplier mods.

Similarly, when dealing with armour, evasion, and energy shield on armour, any modifiers affecting those stats that are listed on the piece of armour are applied first. This includes quality and any other mods directly affecting armour, evasion, or energy shield amount. It does not include mods affecting the energy shield recharge delay or regeneration rate, only the amount of energy shield.


Imagine I have 100 life, and two passive skills that increase total life by 15%. The total bonus will be 30%, resulting in 130 life.
Now imagine I am wearing boots that give +40 life, and have a passive skill that grants +20 life. The integer bonuses are applied first, giving me 160 life, then the percentage bonuses are applied to that subtotal, for a final total of 208 life.

Quality behaves differently on armour and flasks than on weapons. On armour and flasks, it stacks multiplicatively with other modifiers on that piece of equipment.
Quality on weapons stacks additively with other % modifiers on the weapon.

For example:
[there was an item linked here that has since been wiped. It had +69 armour, 9% increased armour, and 20% quality]
This Horned Casque has a base armour rating of 428. Then the +69 is added to get 497 armour. Then the 9% bonus raises it to 541, and finally +20% quality results in 650 armour.

Another example calculation
If you had a sword whose unmodified damage is 10-20, with the following modifiers:

50% increased physical damage on the weapon;
20% quality on the weapon;
5-10 added physical damage on the weapon;
passive skills granting 30% increased sword damage;
a skill that does 40% increased damage and 30% less damage;

the calculation would would look like this:

Base damage: 10-20
Stage 1, on-weapon modifiers: (10-20 + 5-10) x (1 + 0.5 + 0.2) = 25.5-51
Stage 2, all other modifiers: (25.5-51) x (1 + 0.3 + 0.4) x 0.7 = 30-61
Last edited by Kissan#7229 on May 22, 2013, 3:27:56 AM
I have a question regarding affixes.

So I've been trying to roll a 'Tyrannical' (150-169% phys dmg) prefix on my ilvl 73 Imperial Claw. I have wasted about 300 alterations so far, never getting either tyrannical or even cruel.

Now I know chances are low and probably I'm just getting screwed by rng, but checking the xyz.is I have found no 1.5 as claws with more than 150% phys damage, which WEREN'T a %phys damage = %phys damage + accuracy combinations.

Is there something I don't know and 1.5 as claws can't roll highest tier %phys dmg prefixes?
IGN: Avlee
"
Kissan wrote:

There are two types of mods in PoE "local" and "Global"
A "local" mod only applies on the piece of gear where it is.
A "global" mod applies to the whole character.

In your exemple weapons will have the local mod, and rings will have the global mod.

Local mods are apllied before all other mods.


thanks!

but how can i tell in the game if something is local or base(global?) mod? when i find a sword with +1-3 physical damage, both of those glinting mobs are possible, but which one exactly is it?


also, i have another question.
i hear a lot about stacking additively and stacking multiplicatively.
what does this mean? can i have an example of both?

if i have a chest with 100 armor and it has "10% increased armor", increased means additively
but you had to multiple 100 with 0.1 to get that, so isn't it multiplication?
"
Hartlock wrote:

also, i have another question.
i hear a lot about stacking additively and stacking multiplicatively.
what does this mean? can i have an example of both?

if i have a chest with 100 armor and it has "10% increased armor", increased means additively
but you had to multiple 100 with 0.1 to get that, so isn't it multiplication?


I'll take a stab at this one... multiplicative vs additive stacking has to deal with how mods stack with each other, not with how they modify the base value. In your example you have one mod 10% impacting a base of 100. How that mod stacks with other mods is irrelevant until you get more than one mod.

Additive stacking is probably the most intuitive because its how resistances in most games like this work, if you have 3 modifiers all giving +10% impacting a base figure of 100, you would add the mods together, then apply them: 10% + 10% + 10% = 30%, 30% of 100 is 30, so plus 30% would be 100 + 30 = 130

Multiplicative stacking is when the modifiers are applied to the base sequentially, in that case its equal to the modifiers being multiplied together before being applied to the base, take the example of "10% more" applied from three difference sources to a base figure of 100:

10% more of 100 = 110
10% more of 110 = 121
10% more of 121 = 133.1

or, stack the mods together first: 1.1*1.1*1.1 = 1.331

Its not a matter of additive being better or worse than multiplicative stacking, they work in different ways, sometimes in the players favor, sometimes not.
Last edited by Aegon#0814 on May 24, 2013, 3:15:47 PM
I have a question, two for now actually, not sure where else to put it as it deals with the mechanics of item generation/distribution. I read a decent portion of this thread, but haven't come across the answers...

I'm curious if GGG has posted or will post an answer to:


1) What base items types can roll what modifiers?

(Can all items roll all modifiers, is it broken down by modifier "family" to base item association, or can it be even more granular where base item type can be eligible some modifiers in a mod "family" but not others) I have seen a google spreadsheet put out by users doing some independent research, while I think its great work all values are suspect after each patch if we dont hear from GGG.


2) Are mods places on magic and rare items in a uniform distribution among all eligible mods, or are some mods weighted more heavily than others, and does that vary by base item type, by item level or a combination of both (or additional factors)?

(if we know the answer to #1, then we can easily see what mods are available for a given item of a given level. Are all those mods equally likely to show up or is it skewed toward the higher level mods, skewed away from some of the most valuable mods, any goofy mutual exclusivity... etc)


While a detailed answer would be phenomenal, I'm kinda interested to hear if this is something GGG will divulge or if its something they want to remain behind the curtain. I'm hoping that these questions fall along the same line of thinking that led to the OP's posting of the distribution of rare items mod totals (1/12, 4/12, 7/12 for 6, 5, 4 mods appearing on a rare respectively)

Thanks :)

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