Mechanics thread

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Hi I have a question about how static damage modifiers work. So for instance fireball is a spell, which does elemental damage, which is fire, and also a projectile.

In the passive skill tree fireball is effected by:
Projectile Damage +%
Elemental Damage +%
Fire Damage +%
Spell Damage +%

How do all these modifiers work in conjunction with each other. Do they either apply separately:
Damage * (1+ele damage) * (1+fire damage) * (1+spell damage) ... etc
or together?
Damage * (1+ele%+fire%+spell%+projectile%)

Not sure if it has been asked before but I cannot find an answer, thank you!


EDIT: Nvm I found the answer, they stack additively -- damage * (1+ele+fire... etc).
Last edited by mysterious_stranger on Mar 24, 2013, 11:39:41 PM
Can anyone tell me how reflect damage works when you use attacks and not spells?
Does reflected damage need to hit me? Does my block also help against it?

Is reflect damage = to what I did minus my resistances/armor, or is it reduced by some amount and then minus my resistances/armor?

reflect damage = 20% of whatever damage done to the monster minus your armor and resistances.

However if 20% of that damage - armor (since you're talking physical damage) and damage reduction from endurance charges = or > than your life pool, you're still dead.
1337 21gn17ur3
Hello, i noticed, that elemental weakness necromancer lowering your elem resistances by 40% at normal difficulty. Does amount changes at highter difficulties?
Last edited by sumeria on Mar 26, 2013, 5:37:44 PM
no it appears to be static across difficulties. - E
1337 21gn17ur3
Does Carrion queen cast or attack? I need to place my support gem for my spec

Also is there anyway I can find out the data of minion choices like their dps or attack speed?

Thx
<redacted>
Personal Item Filter(s):
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Last edited by Censurri on Apr 13, 2021, 9:45:20 AM
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MasterCard wrote:
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txfirefighter wrote:
Scrolled a few times but maybe i missed it. When do maps start dropping? Is it based on difficulty or character level? Thanks.

Maps begin dropping after mob level 60. Let's take an example. Fellshrine is a level 59 map. There are three monster levels in fellshrine: white [59], blue [60], and yellow [61]. Putting this all together it tells us that whites cannot drop maps, while blues and yellows can because their monster level is greater or equal to 60.


I was under the assumption that monster levels, in this case, would all be level 59. Using the example above: Normal monsters are level 59. Magical monsters are level 59 that drop items as if it were a level 60 monster. Rare monsters are level 59 that drop items as if it were a level 61 monster.
they are still lv 59 in this case, its thier drops are +1lv from magic and +2lv from rare and unique.

95% increased Defences from equipped Shield
88% increased maximum Life
104% increased Armour
104% increased maximum Energy Shield
120% increased Energy Shield from equipped Shield
+30% Elemental Resistances while holding a Shield
+40.4% Energy Shield

+192 to Strength
+202 to Intelligence
+141 to maximum Mana
+176 to maximum Life

O, Wise, Giant, and Innavigable mechanics thread. Tell me how all of these things should end up stacking. When, for example, I get a Prism Guardian.

I'm not one of those parasitic theorycrafters, i swear.
Why am I wearing a heavy belt if I haven't got any pants?
from first to last:

increased armour
increased max energy shield
95% increased defenses from equipped shield
120% increased energy shield from equipped shield
then + 40.4% energy shield

if I remember everything right.

Regards.
1337 21gn17ur3

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