Mechanics thread

I read the OP on Endurance charges but I want to know more about how it stacks with elemental resistance. Say if I'm already at the cap for 75% resist from gear, will endurance prevent any additional elemental damage?
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Lionguild wrote:
I read the OP on Endurance charges but I want to know more about how it stacks with elemental resistance. Say if I'm already at the cap for 75% resist from gear, will endurance prevent any additional elemental damage?
no but it'll lessen reductions from a curse. such as if you have 80% res (but only 75% is "working") then have 30% extra via endurance charges, a curse of -35% will not have any change on your status (110 -35 = 75).
Last edited by soul4hdwn#0698 on Nov 21, 2012, 11:41:41 AM
Hey... quick question:
I want to make a build based on sweep.
Can the ability crit and thus freeze/shock enemies, if the weapon is cold/lightning based?

thanks
yes, sweep can crit. It doesn't crit on individual hits, though - it crits on a given swing. So on a single sweep you will crit everything nearby. As to status effects, you will find it slightly more difficult to cause them with a skill like sweep, with its 75% damage effectiveness. You can build into that, but you might not be shocking/freezing champs.

Also, if you're serious about crit sweep - look at staves.
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I don't have alpha access, that was a LONG time ago.
Last edited by Zakaluka#1191 on Nov 26, 2012, 8:19:50 PM
Hey people, wondering if someone else noticed this.

I couldn't get to sleep so I decided to make a nice Excel calculation sheet for my bow ranger's damage. I got a few inconsistencies and they were bugging me to no end. After some thought I found something I didn't know before.

I have 58% increased physical damage with bows and 57% increased projectile damage. My calculations were fine when I was checking them against a character with only a bow eqiped. If I added any item with flat physical damage they were off. Turns out that the flat physical damage from rings, quivers and etc is only affected by increased projectile damage and not by increased physical damage with bows.

Anyone could confirm this? Would be great if someone could take a few minutes to test this with other weapon specific passives.

Another thing I noticed was attack speed increase line in character sheet is weird when you have local attack speed modifier on you weapon. For example - I have 36% attack speed increase and if i equip a bow with local 5% attack speed modifier it shows 43% increased attack speed, attacks per second are show correctly with 36% increase.


Let me know if I am not explaining myself clearly - english is not my native language.
I'm currently remaking my dual wand frenzy ranger build and I came across a question I can't answer.

When it comes to Point Blank with Chain/Fork, how exactly is the damage from the projectile bouncing off its initial target and hitting another calculated?

It simply isn't clear to me, as I can see numerous semantically correct ways that this combination's mechanics can work.
same name in-game
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vankeris wrote:

I have 58% increased physical damage with bows and 57% increased projectile damage. My calculations were fine when I was checking them against a character with only a bow eqiped. If I added any item with flat physical damage they were off. Turns out that the flat physical damage from rings, quivers and etc is only affected by increased projectile damage and not by increased physical damage with bows.

Anyone could confirm this? Would be great if someone could take a few minutes to test this with other weapon specific passives.

Another thing I noticed was attack speed increase line in character sheet is weird when you have local attack speed modifier on you weapon. For example - I have 36% attack speed increase and if i equip a bow with local 5% attack speed modifier it shows 43% increased attack speed, attacks per second are show correctly with 36% increase.


Let me know if I am not explaining myself clearly - english is not my native language.


Weapon-based physical damage passives only work with the physical damage on your weapon, not from other sources. I believe this is intended, although it is inconsistent with how elemental damage works.

Local attack speed mods act on the base speed of your weapon, which is multiplied by any other sources of AS to come up with your attack speed. 1.05 * 1.36 ~= 1.43.
IGN: Fiesse, Fjesse
Hey guys does poe uses decimal numbers? If i have CI, righteous fire should deal 1 damage per second, now if i have 75% fire resistance will that 1 damage be reduced to 0.25 dps? Also, how does Inner Force work with righteous fire? Will the burn damage be increased alongside with spell damage bonus?
I cannot answer your first question, but I can tell you righteous fire stops working once you hit 1 HP. So it doesn't work with CI. Inner Force will increase the burning damage to yourself and others (don't know about the dmg bonus)
CliveHowlitzer wrote:

I am now too addicted to that feeling of being kicked in the nuts when you die.
All decimals are rounded. 0,75 hp equals 1 hp. Otherwise, you'd be able to have a CI character with a bunch of Blood Magic percentage auras to take up 0,99 hp without killing you, and that'd be a little unfair :3

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