Explosive Arrow
" My bad thn. This is way more reasonable :D thanks |
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is the crit-chance of the explosion increased by bow-crit-passives?
if i use LMP and all 3 arrows hit one target, will it get 3 explosiv-arrow-charges at once? is the explosion still not modified by spelldamage? thanks |
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" Can't answer the first question. But for the second I'm pretty sure that you can't hit the same target with LMP more than once per shot (see Marks response about a similar question). And I don't think the explosions were ever affected by spelldamage passives, at least they aren't now. You can increase the explosion damage only with Fire/Elemental/Projectile passives (but not with elemental weapon damage passives). | |
Aw no pierce/chain/fork with EA. :(
Good news being that it was so goddamn powerful before that I imagine its still very powerful against big packs with LMP/GMP. I'll be trying something that can take advantage of Fork or Chain though, if I can be bothered getting my hands on one. IGN : Jovial
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I'm not sure how this is supposed to work with Chain, but I've noticed that hardly, if ever, do the arrows stick to their targets and explode. I would assume that each chain should be a separate arrow/explosion, but in practice I sometimes don't even get 1 explosion.
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"No, chaining is like piercing. It's one arrow chaining through enemies, and then exploding in the final one when it stops. Last edited by Mark_GGG#0000 on Nov 15, 2012, 7:05:18 PM
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" Out of pure curiosity, how do you know when the Piercing arrow hit the "final" target? What happens if it pierces the first one and then doesn't hit anything else? |
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And it does what, fly off into the void of infinity? :) It'll land somewhere and then explode (fairly recent behaviour, that).
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"Then it (probably) hits some terrain behind that guy somewhere, and then explodes in that. There's no requirement that there be a final target. Wherever the arrow ends up sticking, it will explode. If it doesn't stick into anything, it won't explode. If you fire it out into a big open space it won't stick into anything and there'll thus be no explosion. | |
Is it a bug/todo that the hover text "Explosion deals X-Y base fire damage per fuse charge" is not in any way changed by Projectile Damage modifiers (e.g. adding a LMP support gem doesn't change the value)?
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