Mechanics thread

what happens when toggling on a % reserving aura linked blood magic support on a chaos inoculation build?

1. character dies.
2. nothing happens.
3. free aura.

:p?
It is absolutely astonishing to have this plethora of information available to everyone in this AMAZING thread, and yet SO many people have no clue of how damage reduction and armor work. :/

BUMP :)
Apologies if this has already been answered, I didn't see anything on the OP or from scanning the thread pages.

I'd like to see a more thorough discussion of DoT effects, specifically Poison Arrow.

What I know:

1) The DoT is Chaos, meaning it is not affected by elemental bonuses
2) It's not boosted by Added Chaos Damage
3) There appear to be no ways to boost the DoT output - you can increase Duration, but not damage per second

What I don't know:

1) If everything is either an attack skill or a spell, which is the DoT effect? Is it an attack, a spell, or neither?
2) If it's a spell, should added spell damage affect it?

DoT's in general seem a bit of a mystery, since they are not something you are actively doing, they are the aftereffect of something you did. So what actually affects them is not entirely clear.
"
ziiion wrote:
what happens when toggling on a % reserving aura linked blood magic support on a chaos inoculation build?

1. character dies.
2. nothing happens.
3. free aura.

:p?

Good question



"
unsmith wrote:
Apologies if this has already been answered, I didn't see anything on the OP or from scanning the thread pages.

I'd like to see a more thorough discussion of DoT effects, specifically Poison Arrow.

What I know:

1) The DoT is Chaos, meaning it is not affected by elemental bonuses
2) It's not boosted by Added Chaos Damage
3) There appear to be no ways to boost the DoT output - you can increase Duration, but not damage per second

What I don't know:

1) If everything is either an attack skill or a spell, which is the DoT effect? Is it an attack, a spell, or neither?
2) If it's a spell, should added spell damage affect it?

DoT's in general seem a bit of a mystery, since they are not something you are actively doing, they are the aftereffect of something you did. So what actually affects them is not entirely clear.

Poison arrow is an attack skill. The arrow itself behaves like any other attack skill, for instance added chaos damage will work when you actually hit something with the arrow.
I'm not sure what the cloud is classed as, however it is affected by skill duration (such as these three passives). It doesn't actually do any damage, all it does is apply the DoT effect to creatures within its AoE.
The DoT effect that the cloud applies is considered a buff. So its closest relative is probably the burning status effect, which is also a DoT buff. Almost everything that causes an icon to appear in the top left of the screen is a buff, charges being a notable exception. There have been passives that affect buffs in some iterations of the passive tree, but only affecting duration I believe. There aren't many ways to increase the damage per second of the buff, the Vulnerability curse is one.
In my mind poison arrow's power lies in the fact that it effectively stacks with all your other attacks. You can fire one off and then continue using your main attack, increasing the overall rate that you are doing damage, almost like how you would use a curse.
Last edited by Malice#2426 on Mar 20, 2012, 7:35:49 PM
Just a heads-up Malice that the stuff we were talking about back on page 15/16 or so about local mods went through with 0.9.7c

Local % increase modifiers to:
attack speed
critical strike chance
critical strike multiplier
accuracy

on weapons now all apply multiplicatively - effectively increasing the "base" value of the weapon. This brings them in line with all other local mods (damage on weapons already did this, and armour % increases have always been this way).

It should still be the case that non-local versions of these can't spawn on weapons - basically if a mod comes in local and non-local versions, then only the local version is available on the item type which could use a local version (i.e. which has some of the thing being increased inherently), and the non-local version can only spawn on other items.

EDIT: Forgot to mention the exception: non-local crit multiplier increase cannot spawn on weapons as a magic/rare mod, but is the implicit mod for thrusting swords. non-local crit chance increase cannot sapwn on weapons as a magic/rare mod, but is the implicit mod on daggers.
nice, nice, nice.

How about maybe nerfing the effectiveness of increased damage on weapons though? ever since they were changed to local, the high values were just overpowered compared to any other mod. Now that other mods are localized too it's better, but damage still seems a bit ridiculous.
Fresh cakes for all occasions.
Delivery in 30 eons or less
Call 1-800-DOMINUS
Remember - 'Dominus Delivers'
Can anyone explain movement speed increases and penalties to me? I did some Googling and haven't come up with an answer for why my Witch, who is wearing only class-appropriate gear (meaning, as far as I can tell, that all pieces are geared toward energy shield rather than evasion or armor, and are intelligence-based) has a pair of Sprinter's boots on that promise a 15% increase in my running speed, yet my character menu shows me only at +8%.

I did some tinkering around, trying to figure out what was reducing my speed, and it turns out that it's my Arcanist Armor and Bronze Focus, which makes no sense to me as both of these items are 100% geared toward Witches, and have no STR or DEX requirements.

I'd love an explanation for why this is happening if anyone knows. Thanks.
I remembered a dev said in chat during 0.9.7's deployment that the item database on the left is update with each patch (for example the local armour mods change) But this doesn't seem to be the case with local critical chance, local critical multiplier and local attack speed (patch 0.9.7c)

If it's not updated, can anyone provide us the adjusted value for those mods ?

Edit:

"
ziiion wrote:
what happens when toggling on a % reserving aura linked blood magic support on a chaos inoculation build?

1. character dies.
2. nothing happens.
3. free aura.

:p?


I believe you simply cannot cast the aura. The aura have a cast time and mana cost equal to the reserved amount
Unviable build tester.
Fuse mechanics:
http://www.pathofexile.com/forum/view-thread/21503
95% Crit Build Without Charges [0.10.1c]:
http://www.pathofexile.com/forum/view-thread/172438
Last edited by Progammer#5080 on Mar 21, 2012, 12:33:40 AM
"
Mark_GGG wrote:

Local % increase modifiers to:
attack speed
critical strike chance
critical strike multiplier
accuracy

on weapons now all apply multiplicatively - effectively increasing the "base" value of the weapon. This brings them in line with all other local mods (damage on weapons already did this, and armour % increases have always been this way).
Something seemed messed up with this patch.

Best example i can give is a sword that says it has 1.48 attacks per second gives me 1.45 attacks per second on the char sheet when I equip it (even though I have at least 19% attack speed bonuses).

Other weapons have been weird too. Before the patch I had one that was 1.44 per second on my char sheet, now it's 1.33 — I could kinda see it being possible to go down since the attack speed values were lowered, but would have to be a pretty big change for it to be that much lower.
Fresh cakes for all occasions.
Delivery in 30 eons or less
Call 1-800-DOMINUS
Remember - 'Dominus Delivers'
Last edited by Xapti#6455 on Mar 21, 2012, 7:41:28 AM
"
Xapti wrote:
"
Mark_GGG wrote:

Local % increase modifiers to:
attack speed
critical strike chance
critical strike multiplier
accuracy

on weapons now all apply multiplicatively - effectively increasing the "base" value of the weapon. This brings them in line with all other local mods (damage on weapons already did this, and armour % increases have always been this way).
Something seemed messed up with this patch.

Best example i can give is a sword that says it has 1.48 attacks per second gives me 1.45 attacks per second on the char sheet when I equip it (even though I have at least 19% attack speed bonuses).

Other weapons have been weird too. Before the patch I had one that was 1.44 per second on my char sheet, now it's 1.33 — I could kinda see it being possible to go down since the attack speed values were lowered, but would have to be a pretty big change for it to be that much lower.
Yes this was bugged for attack speed. Fixing now. Critical Strike multiplier may also be bugged the same way.

Fixed for a future patch.
Last edited by Mark_GGG#0000 on Mar 21, 2012, 9:49:25 PM

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