Game Mechanics Q&A

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Observador wrote:
More int will make my Energy Shield stronger (not in maximum number, but in % of damage it can take) ?
What is the difference between damage to ES and directly to HP?

How ignite damage scale? I made a build to scale ignite using fireball/firestorm/armageddon brand (using emberwake to inflict two ignites at once). I'm asking because: Fireball inflicts more ignite damage with 88% more damage with ignite mod than armageddon brand with more 250% ignite damage mod


Your energy shield absorbs 100% of the chaos damage you take unless you use divine flesh or are taking chaos damage. Int has no effect on this.

Ignite damage scales off of the base damage of the hit applying the ignite. Fireball deals so much ignite damage because the base damage is so high, and the effectiveness of added damage is so high.

Assuming a max roll hit from a level 20 gem:

Fireball does 1643 * 1.88 = 3088

Armageddon brand does 597 * 3.5 = 2089

So fireball is about 50% better overall because the base damage is about 3 times higher. If you have flat added damage to spells the difference is even greater because fireball has 240% effectiveness of added damage whereas armageddon brand only has 85%.

Because only your best ignite applies (or two with emberwake), you want one really big hit every couple seconds, not a bunch of smaller hits. Fireball is one big hit, armageddon brand is a bunch of smaller hits.
Last edited by Vedgy#0068 on May 7, 2021, 12:48:59 AM
What is Pride's base radius? 36 like other auras? Can't find this confirmed anywhere...
What exactly is a "Unique Boss".

It's obviously supposed to be something different than a "Unique Map Boss" since both wordings are present on quite a few mods each on watchstones. Unique map boss would presumably be the unique mob that counts for map completion (even this is also inconsistent when you have maps that have multiple bosses or when you have the map mod "area contains 2 unique bosses" only the last of these bosses killed counts for your "unique map boss" watchstone rewards). So when theres a mod almost identical but it excludes the word "map" you would assume that it's a different term. What is classified as a unique boss then?

A few examples come to mind that are frequently called bosses and are unique are beyond bosses, invasion bosses, delirium bosses and maybe even legion generals, but what about rogue exiles, incursion architects, red einhar beasts, immortal syndicate members or even the uniques that spawn sometimes from essence monsters?
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Waites4N1 wrote:
Been running into this concept while tinkering with build changes a lot this league, perhaps it's been answered before but I'm curious.

When it comes to sources of "enemies take % increased damage [of xxx type]", do any and all sources, even from different damage types (chaos vs physical vs generic), stack together additively (assuming the skill damage supports it) as 1 multiplier value on an enemy, or do they apply individually as different multipliers?

Current Working Example: Volatile Mines node says "applies...[up to] 10% increased damage taken to enemies near it", and Wither says: "applies...[up to @max stacks] 90% increased chaos damage taken". Thanks.

Curious to see as a working example if the wording for a notable or skills "enemies take % increased" matters for the damage calculations or if its all included into a single global multiplier. thanks a million if you get a chance to answer this. cheers.


Increases always apply additively. If you take 100 chaos damage and have 10% increased damage taken and 20% increased chaos damage taken, you take 130 damage. It's no different for enemies or players, or for reduced damage vs increased damage. If the increase or reduction can apply, it's included in the addition/subtraction of reductions/increases.
I have played this game for 12 000 hours now, when will i see my first mirror drop? ty
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777isHARDCORE wrote:
What is Pride's base radius? 36 like other auras? Can't find this confirmed anywhere...


https://www.reddit.com/r/pathofexile/comments/cyfca6/quick_pride_radius_question/

This thread gives an estimate and shows you how to test it yourself.
Petrified blood: "% of life loss prevented this way is lost over 4s" does lowering this value mean some of the 40% of hit damage staggered is simply consumed by the ether and the player need not take that damage, or does lowering this value also lower the gems effectiveness for helping you mitigate damage?
Why, in this game, do boss abilities feel like they're cast in random orders, such as the Sirus fight? Are they actually random, are the abilities random but weighted toward certain abilities more, are they weighted to a certain order but still have some randomness built in, or is it a combination of these or something else?
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Seikojin wrote:
What is the interaction with Ball Lightning and Anomalous Faster Projectile? Is the ball not counting as a projectile? Currently the Balls do not return.


Return can only happen after all other projectile behavior has completed (which is why it says "from final target"). Ball lightning has infinite pierce. Since it's never done piercing, it can never return. You can disable pierce by using Snakepit for example and you should see ball lightning come back after hitting one enemy.
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sourges wrote:
How does flicker strike interact with artic armour?


You're considered stationary when using flicker strike except for the single tick where you change places. If you want a strong visualization for what "stationary" means, equip Sporeguard, it places a large circle under your feet while stationary. Stationary means you're not moving continuously. Instantaneous movement such as flicker strike, flame dash, and lightning warp do not stop you from being considered stationary for more than a tick. Using them does count as "moving" for the sake of effects that care about how long you've been stationary.
Last edited by Vedgy#0068 on May 7, 2021, 1:05:19 AM

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