Mechanics thread

Fireball is AOE, but the radius we are talking about is the blast around when the fireball hits, not the size of the fireball itself. Increasing AOE works on the explosion after it hits. I have a high level witch with those nodes and am sure.

I believe that the AOE component with Fireball will not trigger if the fireball pierces. If it pierces, it doesn't "hit" in the sense to trigger an explosion even though it contacts the monster and does the regular damage you expect to see on your toolbar.

Increasing AOE isn't going to improve listed DPS, although you will be putting out more damage because you are more likely to hit more mobs with the blast. With concentrated effect, you can make the blast area do a lot more damage, but single target it doesn't boost damage on the initial hit.

Elemental Proliferation, high crit, +AOE, and concetrated effect with a single (not LMP/GMP) fireball cast can set off some nice explosions, otherwise I wouldn't get the increased AOE nodes just for fireball.
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Malice wrote:
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BlackCorsair wrote:
I read in first post, that traps doesnt affect spell damage nodes.

but why when i take fire trap lvl 1 - its dps is 3.0

and then i take a shield +10% spell damage, and dps of fire trap becomes - 3.5


?

You're right, that bit is really old and should be removed. I've written an article about traps on the wiki that goes into depth. Hopefully it is accurate.

The only thing I'd have to say about it is are you sure cast speed doesn't affect traps? The character window and skill tooltip both update and change their cast speed when I remove/add cast speed items. And I have checked my Fire Trap cast speed before and after taking a Laying Speed node and seen no difference. Those nodes (for Traps anyways, don't have a Mine to test yet) seem to instead increase the speed the trap moves through the air and lands.
Flame totem has 10% damage effectiveness and .08 cast time.

Does this mean it only hits for 1/10th it's advertised damage but hit 12.5 times per second to compensate?

I was thinking of powering it up if it indeed worked that way.
yes flame totem deals 10% damage 12.5 times a second for whatever in its very short range (projectiles move further than its range).
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soul4hdwn wrote:
yes flame totem deals 10% damage 12.5 times a second for whatever in its very short range (projectiles move further than its range).


Actually, Skeleton Archers have the range equivalent to the very tip of Flame Totem's range. It's doing damage but not enough to not just cast another one in the mob's face. Faster Projectiles increases the range of the totem. Faster Casting increases the rate the totem fires at and the speed you cast the totem at.
If you're reading this, I'm probably on another year-long ban.
Thanks GGG.
I ahve a question about dualwielding.

So usually each weapon alternates. Lets sa i have a firewitch, 2 wand, one wand has +50% the otherone +100% spelldmg. So when i will now cast a fireball for example, 1st will do +50% spelldmg the 2nd one 100%, the next 50% and so on.

Is this correct?

Cause then I am also wondering about "global" constants. Lets say I hold 2 daggers now. Each of the daggers has 50% global critical strike chance. So when i attack now with one dagger, i have 100% crit chacne for each?

Same for 2 Redbeaks (+100% dmg when on low life). If I am now at low life, holding 2 redbeaks and I use a spell or a trap, do i then get +200% or +100% extra dmg? I am littlebit confused about duelwielding atm....

Thx

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The only thing I'd have to say about it is are you sure cast speed doesn't affect traps? The character window and skill tooltip both update and change their cast speed when I remove/add cast speed items. And I have checked my Fire Trap cast speed before and after taking a Laying Speed node and seen no difference. Those nodes (for Traps anyways, don't have a Mine to test yet) seem to instead increase the speed the trap moves through the air and lands.


You dont cast traps you lay them. This is why you need the trap knode "lay down speed" which affect only the speed to set them up. - as u alrdy mentioned. You cast spells, attack with attacks and lay mines/traps.

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WUlf1337 wrote:
I ahve a question about dualwielding.

So usually each weapon alternates. Lets sa i have a firewitch, 2 wand, one wand has +50% the otherone +100% spelldmg. So when i will now cast a fireball for example, 1st will do +50% spelldmg the 2nd one 100%, the next 50% and so on.

Is this correct?

Cause then I am also wondering about "global" constants. Lets say I hold 2 daggers now. Each of the daggers has 50% global critical strike chance. So when i attack now with one dagger, i have 100% crit chacne for each?

Same for 2 Redbeaks (+100% dmg when on low life). If I am now at low life, holding 2 redbeaks and I use a spell or a trap, do i then get +200% or +100% extra dmg? I am littlebit confused about duelwielding atm....

Thx
the alternating only applies to attacks. spell damage mods and crit mods (and life leech but those are for attacks only if found on weapons/armor) affect all of the things you do. so yes +200% damage while low life when dw redbeaks for spells and attacks. yes +100% crit rate and no you'll have 150% spell damage boost total. spell damage doesn't work on attacks.
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WUlf1337 wrote:
I ahve a question about dualwielding.

So usually each weapon alternates. Lets sa i have a firewitch, 2 wand, one wand has +50% the otherone +100% spelldmg. So when i will now cast a fireball for example, 1st will do +50% spelldmg the 2nd one 100%, the next 50% and so on.

Is this correct?

Cause then I am also wondering about "global" constants. Lets say I hold 2 daggers now. Each of the daggers has 50% global critical strike chance. So when i attack now with one dagger, i have 100% crit chacne for each?

Same for 2 Redbeaks (+100% dmg when on low life). If I am now at low life, holding 2 redbeaks and I use a spell or a trap, do i then get +200% or +100% extra dmg? I am littlebit confused about duelwielding atm....

Thx


Spell damage on gear is global, so when you use your fireball it will use +150% spell damage each time you use it.
For daggers it is the same thing, the implicit mod is global so apply each time you attack or cast a spell.
For Redbeaks it is always the same, the 100% damage on low life is global, so you will have +200% each time.

Only "local" mods apply to the weapon/armour itself and not to the whole.
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casval776 wrote:
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soul4hdwn wrote:
yes flame totem deals 10% damage 12.5 times a second for whatever in its very short range (projectiles move further than its range).


Actually, Skeleton Archers have the range equivalent to the very tip of Flame Totem's range. It's doing damage but not enough to not just cast another one in the mob's face. Faster Projectiles increases the range of the totem. Faster Casting increases the rate the totem fires at and the speed you cast the totem at.
unless flame totem's detection radius increased on open beta, you're wrong as skeletons "See" and start doing thier thing far before flame totem could. could also compare via shockwave totem although different stats. shockwave has a fixed detection range but it can hit stuff far outside just like flame totem (both with certain different supports/passives), but its more easy to tell when it does its work. a skeleton will notice things earlier than a totem would.

support totem is a different story, i'm sure they have range larger than these other two but i've never used them so i can't say anything there.

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