Mechanics thread

EH is "effective health".
Another way to think of this concept -
How much damage can you absorb (pre-mitigation) before dying, from full?

Knowing the EH ratio per affix, or per passive skill bonus unit, is a good way to determine which defensive stats are the most "optimal" for you to stack.

The previous formula "%EH per +1k" isn't perfect, as that shows the value pre-mitigation. To be more useful it needs to plot against the value of damage taken, post-mitigation.

This concept is most common in MMOs, but it can be applied to ARPGs as well. I first ran into the EH concept in Eve online.

edit: again, k is armor / damage. However, this time it's observed damage rather than pre-mitgation.
DR vs k using observed damage
An implicit solution for DR as a closed expression - not easy to solve that polynomial by hand.
Plot of EH vs k using observed damage - Not quite sure on this, but it may approach linearity at a high value of k. edit: wrong. dEH/dk approaches zero as k becomes large.
change %EH per +k armor using observed damage for k

Scaling is rather arbitrary, so after I get some context I'll adjust the axes. Feel free to tell me my math and reasoning are wrong, just provide some insight of your own at the same time please ^^.
Let a man walk alone -
Let him commit no sin.
Let him bear few wishes,
Like an elephant in the forest.
Last edited by Zakaluka#1191 on Jul 9, 2012, 3:15:38 PM
Scenario: I have minions and necromantic aegis. I use Int/Dex damage reflect shield. Minions will get the damagere reflect. Can this reflect damage be increased with anything? If so, what will increase it? Possible candidates: Increased minion damage-% and support gems on minions.
I confirmed that I am still in HC league. Then I died.
Hm very useful info thx.
Question:
Why some of implicit weapon mods are local and some are global?
Lets take a look at daggers. They have one of the best mods, yet mod is global.
I was thinkering with my dual wielding character and just noticted that +% accuracy mod from my sword is not applying to offhand mace.
I went to see what is up with that...
http://www.pathofexile.com/item-data/weapon
and swords (swords-swords, not swords-needle) have local +% accuracy mod.
Is it intended?
"
Targuil wrote:
-snip-

basically everything that is a mod (aka not gems) will be applied to minions vis a shield. you can't increase damage reflect (except with more reflect mods) not even on yourself. i heard the cold reflect from unique shield can be increased because it is elemental but not completely sure on that despite perfectly logical.

"
erenhardt wrote:
-snip-

not sure if the global inates are intended but the acc being local is definitely indented. the other sword is pure dex, meaning you'll have plenty of acc from dex alone and tiny passives (the 8%'s). while the str/dex sword has less dex requirement and is slower needs a little offset so its harder hits kinda actually work. it's local so it doesn't make axes a laughing matter (ignoring how most axe passives give acc boosts).

duel wielding a dagger and fencing sword is pretty great, as well as a dagger and claw, both combos cial duel wield skills like duel strike and whirling blades. getting passives to match that is a different story lol.
Hey Malice.. do you think you could replace:
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Malice wrote:
Hit & damage calculation order of effects
There are a number of steps involved in deciding whether an attack hits or not and how much damage is done:

* Evasion is checked first
* If the attack is not evaded, then blocking is checked
* If the attack is not blocked, then calculate damage reduction and resistances
* Subtract damage from energy shield/life

with this:
"
Mark_GGG wrote:
1) Avoiding the hit:
- Chance to hit (accuracy vs evasion) for attacks
- Chance to dodge for attacks, or spells with phase acrobatics

2) Avoiding the damage:
- Block chance for attacks, sometimes spells.

3) Mitigating the damage:
- Armour for physical damage.
- Resistances for non-physical damage.

4) Taking the damage:
- Non-chaos damage removed from energy shield until it's depleted.
- Remaining damage (including all chaos) removed from life.
It's spelled out a bit more and easier to understand, plus it's updated with the Dodge mechanic and Chaos damage. Could probably use some sprucing up though.
Last edited by FaceLicker#6894 on Jul 9, 2012, 10:08:57 PM
How is chance to freeze checked?

Like the 5% from passive, or the 10% from elemental weakness, how does it work with critical strikes?

Does it work independently? So that if you hit something with cold, regardless if you crit or not, you have 5%/10%/15% chance to freeze? Possibly occurring the same time together?

Or, does it work after critical, so that if you do not crit, you THEN have the additional 5%/10%/15% chance to freeze?


Basically, do they work independently of one another?
Alice_of_Wraeclast - Dagger CI Witch
Alice_MadnessReturns - Molten Strike AoF witch
Flavour Build concept taken from Alice: Madness Returns
"
soul4hdwn wrote:
"
Targuil wrote:
-snip-

basically everything that is a mod (aka not gems) will be applied to minions vis a shield. you can't increase damage reflect (except with more reflect mods) not even on yourself. i heard the cold reflect from unique shield can be increased because it is elemental but not completely sure on that despite perfectly logical.

I was living in hope increased minion damage would affect all (not just attack and spells) damage dealt by minions (except minion instability).

I think there isn't any similar damage modifiers for player characters.
I confirmed that I am still in HC league. Then I died.
"
wxyjac wrote:
How is chance to freeze checked?

Like the 5% from passive, or the 10% from elemental weakness, how does it work with critical strikes?

Does it work independently? So that if you hit something with cold, regardless if you crit or not, you have 5%/10%/15% chance to freeze? Possibly occurring the same time together?

Or, does it work after critical, so that if you do not crit, you THEN have the additional 5%/10%/15% chance to freeze?


Basically, do they work independently of one another?
Technically yes, but if I'm understanding your question there's no mechanical difference.
If 10% of all hits (including crits) freeze from freeze chance, that means that 10% of non-crits will freeze from freeze chance (and that 10% of crits will freeze from freeze chance, but crits freeze already anyway).
So applying your 10% freeze chance to all hits and just to non-crits both result in all crits freezing and 10% of the rest freezing.
"
Mark_GGG wrote:
Technically yes, but if I'm understanding your question there's no mechanical difference.
If 10% of all hits (including crits) freeze from freeze chance, that means that 10% of non-crits will freeze from freeze chance (and that 10% of crits will freeze from freeze chance, but crits freeze already anyway).
So applying your 10% freeze chance to all hits and just to non-crits both result in all crits freezing and 10% of the rest freezing.


I think I wasn't clear enough, let me give an example:

Say, I have 25% to crit, and 10% chance to freeze.
Assuming they work Independently, the chance to have both happening, is 2.5%.
So the chance to have critical, without chance to freeze, is 25%-2.5% = 22.5%; while chance to freeze without critical is 10% - 2.5% = 7.5%. When you add up all three, you get 22.5% + 7.5% + 2.5% = 32.5%, that's the total chance of freezing, the other 67.5% are the chance enemy won't be frozen. (or you can do, 25% + [1 - 25%] * 10% = 32.5%)

That's what I mean by overlapping, is that how the current game mechanism work?
Alice_of_Wraeclast - Dagger CI Witch
Alice_MadnessReturns - Molten Strike AoF witch
Flavour Build concept taken from Alice: Madness Returns

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