The mechanics thread - beta edition (in depth FAQ)

How is critical strike calculated?
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I would like people to figure out and share how different modifiers generate on items.

For example:

• What mods spawn on what items? Ex. Enhanced physical damage will only spawn on weapons, additional damage will only spawn on rings, weapons, quivers, and belts.

• What mods come in pairs or triplets? Ex. Enhanced damage and additional accuracy can appear as one mod (or as separate mods)

• What is the maximum value for a given mod at a given item level? (i.e. how are maximum mod values affected by item value?) Does the minimum increase with level at well? What I'm saying here is that a level 1 item can't have 150% increased damage, even though 150% increased damage is the maximum overall. Conversely, does a level 50 item have a minimum value for it's increased damage which is higher than a level 1's minimum?

• And anything else you can think of


Other information I'd like to know:
• Chance of x number of sockets (I hear it's non-linear/not-equal)
• Chances of linked sockets (seems like it might be non-linear as well)
• Amount of bias in socket color for different types of armor


• How long does shocked/frozen last? is it dependent on the damage dealt presumably?
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Last edited by Xapti#6455 on Aug 25, 2011, 1:48:51 AM
I'm really confused about 'Stun'.

What exactly is 'stun'? Is a stun the short (half a second or something) stagger effect that happens when you get hit or hit something? Do spells only get interrupted when you get stunned? Is spell interrupt something completely different?
Joined Closed Beta 20th August 2011
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Darkfyre wrote:
^ under Dexterity, "Increased Attack Speed" is listed twice :P

Thanks, fixed

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wickedhood wrote:
How is critical strike calculated?

Good quesiton.
I added a section on critical strikes, in the second post - and a couple of critical strike related unanswered questions.
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dopefish wrote:
What exactly is 'stun'? Is a stun the short (half a second or something) stagger effect that happens when you get hit or hit something? Do spells only get interrupted when you get stunned? Is spell interrupt something completely different?

Stun is the small recoil animation that you see when you hit something. Stun occurs when you deal damage above a certain percentage of the monster's total life. Monsters with more hp (like bosses) are therefore more difficult to stun. Spells and skills can be interrupted with a stun. The one exception is that energy shield gives stun immunity while it's active.
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Xapti wrote:
I would like people to figure out and share how different modifiers generate on items.

For example:

• What mods spawn on what items? Ex. Enhanced physical damage will only spawn on weapons, additional damage will only spawn on rings, weapons, quivers, and belts.

• What mods come in pairs or triplets? Ex. Enhanced damage and additional accuracy can appear as one mod (or as separate mods)

• What is the maximum value for a given mod at a given item level? (i.e. how are maximum mod values affected by item value?) Does the minimum increase with level at well? What I'm saying here is that a level 1 item can't have 150% increased damage, even though 150% increased damage is the maximum overall. Conversely, does a level 50 item have a minimum value for it's increased damage which is higher than a level 1's minimum?

• And anything else you can think of

I can't give you any specific answers on these, except to say that the max %ED is somewhere around 200%.
There is one mod that gives around +100%, and another that gives around +100% ED and also an accuracy bonus. They are both prefixes so you'll only ever see this on a rare item.

I think the only other dual-mod affix gives +%armour or evasion, and faster block and stun recovery. It was added recently and is currently bugged, it gives insanely high faster block and stun recovery.

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Xapti wrote:
Other information I'd like to know:
• Chance of x number of sockets (I hear it's non-linear/not-equal)
• Chances of linked sockets (seems like it might be non-linear as well)
• Amount of bias in socket color for different types of armor

Added these to unanswered questions.

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Xapti wrote:
• How long does shocked/frozen last? is it dependent on the damage dealt presumably?

Yes.

"The duration of the chilled, frozen, and shocked statuses is related to the amount of cold/lightning damage dealt.
If the duration based on the damage would be less that 300ms, it's ignored entirely"
Last edited by Malice#2426 on Aug 26, 2011, 8:08:15 AM
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Malice wrote:
Dual wielding
Dual wielding grants a +25% attack speed bonus.
Some skills (such as cleave and dual strike) attack with both weapons at once, while others only use the main-hand weapon.
There's also a bunch which attack with either weapon, alternating (including the standard attack, but also viper strike and several others).
I am interested how "Reduced Damage" as drawback on skills works together with "Increased damage" on gear/passives etc..
Whats the order in calculations.

For example lets say i got 100 physical damage +20 fire.
Then i apply -30% damage from multiprojectile cast ,but i got on weapon +100% increased physical damage.

So how it will be calculated in this example??

Oh and also i would ask on one aspect of critical hits.
Does each element in weapon have it own seperate crit rate??
If i got sword with fire +ice +lighning dmg it will have 4 crit rates ??
Also does multihits got seperate crit rates for each hit ,like for example split arrow shooting 5 projectiles.
Last edited by herflik#4390 on Aug 26, 2011, 6:14:14 AM
On your example, what level is the resulting ice nova if my 2 gems have different levels ?

Also, does it mean I can't have 2 different versions of the same spell at the same time ?

That could have been useful, for example, to have a multiple fireball for aoe and a single fireball for damage.
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Last edited by zriL#4590 on Aug 26, 2011, 1:25:09 PM
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zriL wrote:
On your example, what level is the resulting ice nova if my 2 gems have different levels ?

AFAIK it'll be the level of the highest gem. So, if you have a level ten Freezing Pulse gem and a level six Freezing Pulse gem it will be level ten.

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zriL wrote:
Also, does it mean I can't have 2 different versions of the same spell at the same time ?

That could have been useful, for example, to have a multiple fireball for aoe and a single fireball for damage.

Yes, that is exactly what it means. All support gems connected to your Fireball gems will apply to the Fireball ability. You can't have two different Fireballs.

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