1.0.2 Microtransaction Videos and Damage Over Time Changes

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lucksickle wrote:
On-hit effects do not apply to damage over time.

Isn't Ignite an on-hit effect? Or is this simply stating that ignites don't double dip off fire nodes?


I suppose Ignite could be considered an on-hit effect along with things like Culling Strike and Curse on Hit. But even given that, I don't understand your confusion. To me it makes perfect sense that damage over time effects cannot apply Ignite. It would be silly if the Ignite debuff from a Chance to Ignite-Fireball could reapply itself by checking the Chance to Ignite every frame.

With regards to the rest of your post, I would like to echo everyone's concerns again: Why is the poison cloud from Poison Arrow considered a projectile but not an attack?


E: Missing whitespace.
Last edited by Reashu#5408 on Nov 26, 2013, 7:39:01 PM
I really wish that rather than scaling the damage amount the duration was getting scaled.
When I kill a man he stays dead.
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Reashu wrote:
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lucksickle wrote:
On-hit effects do not apply to damage over time.

Isn't Ignite an on-hit effect? Or is this simply stating that ignites don't double dip off fire nodes?


I suppose Ignite could be considered an on-hit effect along with things like Culling Strike and Curse on Hit. But even given that, I don't understand your confusion. To me it makes perfect sense that damage over time effects cannot apply Ignite. It would be silly if the Ignite debuff from a Chance to Ignite-Fireball could reapply itself by checking the Chance to Ignite every frame.

With regards to the rest of your post, I would like to echo everyone's concerns again: Why is the poison cloud from Poison Arrow considered a projectile but not an attack?


E: Missing whitespace.


No idea, I was actually getting so syked because I thought we could finally play as a 400 str mara with iron grip and use hit and run tactics. Would have been sooo sweet. But sadly not. Prolly settle with double ranged totem because it can be used with Poison Arrow now and totem dmg affects Poison Arrow's chaos dmg. That's atleast something.
Last edited by Vandenreich#6288 on Nov 26, 2013, 7:50:25 PM
I'm really confused what the DoT rework is all about. From what I understand...all ignite based damage work the same as before (aka scaled off the hit that triggered the highest ignite), but in addition +%fire damage and +%untyped damage will also buff ignite damage further? So essentially they double dip ignite damage by making the initial hit harder and further add a buff to ignite itself.

All support gems that correspond to the DoT skill type will also buff the DoT damage? So poison arrow, which on the skill gem is listed as projectile, area of effect. Therefore any support gem that modify projectile and area of effect will buff the DoT damage as well?

That's my understand of it, correct me if I'm wrong.
IGN Vermillionillusion
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BestUsernameEver wrote:
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Raghin wrote:
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BestUsernameEver wrote:
Spoiler
Storm Call looks good but seems very very slow, probably too slow on maps with faster mobs, and also way too slow for solo farming i hope the damage compensates for this disadvantage to offer at least some damage in a group or this skill is going to be a another stillborn child.
Spoiler


you do realize the duration will most likely scale with level, increasing and decreasing accordingly? if not in conjunction with reduced duration lowering the delay to about 0.875 at reduced gem level 17 alone if the number is always 1.5

not to mention the fact that people aren't stupid(apparently not an entirely true so im being told) they will aim ahead of the mob? or find a way around the fast moving mobs? maybe not say using 1 skill throughout the entire game and expect good results 100% of the time?

you really need to do research before you make completely false statements. im already planning 2 builds with it. you sound like the thoughtless child that said no one would use short allocation or free for all allocation when they were introduced because permanent was more "efficient".
(statistics show FFA = Low usage, Short A >= Perm A in usage for those that dont notice)
Spoiler


haven't read so much compressed bull since ages, dunno where to start i'm totally overwhelmed by this utter nonsense.

And you already plan 2 builds around storm call even if it's not even available? Very intelligent sir :
)


seeing as u only call it bull, and bring nothing against it, you dont really have an argument. theres a delay on lightning warp, is it not viable? it is people have builds that work.

cant really make fun of me planning to use a non released gem, its a gem, its coming out. people will use regardless of how "effective" you
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think
it is.

im more of picking on your word choice "viable" the word you want is "effective"
viable means capable of working, which just about anything can. doesnt mean that those LA gmp nooblets in endgame are effectively dealing any damage. (Death to LA)

come back and argue "viable" skills, once uv learned howto use freeze mine for an 8-10 second freeze. cuz the only skills i currently list as "still borns" are smoke mine and punishment. just because the majority doesnt use, hardly means minority that finds builds for skills wont.
State of Beyond Mechanic: https://www.pathofexile.com/forum/view-thread/3568084

State of Blight Mechanic: https://www.pathofexile.com/forum/view-thread/3568078

State of Harbinger Mechanic: https://www.pathofexile.com/forum/view-thread/3568062
Does this mean that Inner force's effect won't work on RF?
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VarthDaver wrote:
Agree. It is magnitudes easier, but a whole different meta. The drawback to AoF was no cold resists, and it was OP.


It isn't. Scaling and mechanics wise it isn't (talking about end of CB, off course dumb cheese shit which was artificial difficulty isn't there, because it shouldn't).

People is more knowledgeable and been playing the same basic game for a while, there is more gear around, etc. Nothing of that means is objectively easier.

But anyway, off topic.
Last edited by knac84#3886 on Nov 26, 2013, 9:09:08 PM
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Reashu wrote:
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lucksickle wrote:
On-hit effects do not apply to damage over time.

Isn't Ignite an on-hit effect? Or is this simply stating that ignites don't double dip off fire nodes?


I suppose Ignite could be considered an on-hit effect along with things like Culling Strike and Curse on Hit. But even given that, I don't understand your confusion. To me it makes perfect sense that damage over time effects cannot apply Ignite. It would be silly if the Ignite debuff from a Chance to Ignite-Fireball could reapply itself by checking the Chance to Ignite every frame.

With regards to the rest of your post, I would like to echo everyone's concerns again: Why is the poison cloud from Poison Arrow considered a projectile but not an attack?


E: Missing whitespace.


Oops, ignore that one. I read it incorrectly - thought it said on hit effects cannot apply damage over time effects.

Silly me.

Also gonna edit my post - concentrated effect + righteous fire = lol wut?
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lilithdies wrote:
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For example, "increased fire damage" modifiers will apply to fire damage over time.


does this mean that ignite now scales quadratically with increased fire damage?


GG Burning Discharge with Searing Touch!
Major props for making chaos damage/adder's touch/viper strike a part of the game :) Can't wait to be a poisoning dagger shadow. I had tried before and couldn't work it out.
Analyze, Adapt, and Ask the devs to change it.

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