Mechanics thread
" that makes sense I guess. Thank you! "Act as if what you do makes a difference. It does." - William James
"People are just about as happy as they make up their minds to be." - Abraham Lincoln |
|
Subject: 5% status ailment passives durations - Shock, Freeze, Blaze
Not sure if it's been asked before, but I'm wondering how status ailment duration works for the 3 passives in the Shadow tree start area called Shock, Freeze and Blaze that according to the tooltip confer 5% chance to shock, freeze and ignite respectively. Is the duration of these ailments based on elemental damage as noted in the general case of proccing these ailments by critting with elemental damage + surpassing a damage threshold with that elemental damage? Or is it a different timer specific to each passive, assuming they still activate even if you're doing zero elemental damage? Last edited by DuckCurry#7068 on Nov 17, 2013, 4:21:05 PM
|
|
Those flat percentages to cause a status ailment work like this:
If you crit you have a natural 100% chance to cause elemental ailment. If you don't crit you have 5% chance to cause elemental ailment. Magnitude of effect is calculated the same as in the case of critical hit you can read about here and on wiki. Since you didn't do a critical hit the damage you did will be lower so the effects will be weaker, and have a bigger chance of not passing the threshold and not happening at all (with the exception of ignite, that one always lasts 4 seconds, no matter how little damage it does). Wish the armchair developers would go back to developing armchairs.
◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► |
|
Does Critical multiplier adds with more damage or multiplies it?
|
|
It multiplies, when you score a critical you do 150% of damage you would normally do, whatever that damage may be.
If you were asking about critical multiplier nodes, they multiply that default critical damage, so if you grabbed 100% critical multiplier from passive tree your critical hits will do 300% of your normal damage, not 250. Wish the armchair developers would go back to developing armchairs.
◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► |
|
we know that damage formula is (base*inc dmg)(more dmg *dmg effectivness)
So what i want to know where in that formula crit multi stands. I assume when you land a crit it is (base*inc dmg)((more+crit muti)*dmg effectivness), but i want to make sure. Last edited by kavinux#2534 on Nov 20, 2013, 7:24:45 PM
|
|
Multiplication, mathematically, is commutative. So it doesn't matter what order you multiply damage effectiveness, more damage, less damage, crit multiplier, and anything else I've forgotten.
In practice there will be rounding errors depending on the order of operations but you can get a very good estimate just by multiplying them in any order. Base * (added increased and decreased damage) * crit * more * damage effectiveness, for example Note that Crit * damage effectiveness * less * (added increased and decreased damage) * more * another more * another less is also a valid example. EDIT: going back and rereading a couple of your questions from before, this might be a better way to phrase it for you: Base * (added increased and decreased damage) * (added increased and decreased critical strike multiplier * 150%) * more * less * damage effectiveness * etc. EDIT2: have another example. 100 physical damage * (12% + 15% + 34% increased damage) * (30% + 10% + 10% increased crit multi) * 40% more damage * 70% damage effectiveness = 100 * (1 + 0.12 + 0.15 + 0.34) * [(1 + 0.3 + 0.1 + 0.1) * 1.5] * 1.4 * 0.7 = 355.005 physical damage Need game info? Check out the Wiki at: https://www.poewiki.net/ Contact support@grindinggear.com for account issues. Check out How to Report Bugs + Post Images at: https://www.pathofexile.com/forum/view-thread/18347 Last edited by adghar#1824 on Nov 20, 2013, 7:46:03 PM
|
|
Is it true that bosses has 200% resistance, and using penetration support alone has no effect, unless with burning proliferation.
If so you have to have all -res effects on boss for resistance to decrease, making vulnerability, projectile and critical curses superior. |
|
" Dunno if the bosses have 200% total resist but since there are no immunes their maximum is still 75%, so penetration gems might actually work best. Penetration gems don't reduce resist, they ignore it. Wish the armchair developers would go back to developing armchairs. ◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► Last edited by raics#7540 on Nov 23, 2013, 11:29:00 AM
|
|
" Thx was not aware of difference in penetration/reduce res. Last edited by kavinux#2534 on Nov 23, 2013, 11:38:55 AM
|
|