Mechanics thread
is this thread no longer a sticky thread?
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"to save space, yes. its link is now in a stickied thread of other thread links. | |
" Weapons will always have the local mod. Only things that can't be use to make damage directly will have the global mod (you can't attack directly with an armor piece or amulet for exemple). " 1) For the moment the spreadsheet is the best doc to know what can spawn on each item. We don't have an official compendium. 2) Last time i've seen a post about this by GGG, the rare items had more chances to spawn with low level mods than magic items. Last edited by Kissan on May 26, 2013, 10:57:24 AM
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Limit hit mechanics question.
I link Split Arrow (6 arrows) to GMP (+4 arrows), Chain, and Fork. I now have 10 arrows. Let's say that there are 30 mobs. All 10 arrows land, then those proceed to fork. Then, those 20 arrows chain. However... can't the entire attack only hit one mob each? (just like a melee Split Arrow won't hit the target in front of you multiple times) So, in effect, under the best situation: All 10 arrows land. These fork, all 20 land on the other 20. But then all 30 mobs have been hit by this single Split Arrow cast, and thus they cannot be hit again by this same cast, right? If that's true, what happens? Do the 40 from Chain simply pierce, deal zero damage, and hit nothing? (: Last edited by zakar on May 26, 2013, 4:28:22 PM
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step 1) all 10 somehow manage to hit (very possible)
step 2) all NEW 20 somehow hit a foe (not nearly as possible) step 3) you have chain so if anything is still alive, EACH projectile from then on will hit up to 2 more foes (one of can be original foe) step 4) there is no step 4 Last edited by soul4hdwn on May 26, 2013, 7:58:17 PM
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Does that mean the same attack can hit the same target multiple times?
Because I'm pretty sure I read GGG saying this can't happen (at least not with Split Arrow). So then in theory, assuming they somehow continued to move into a perfect position under absurd conditions, a projectile can hit a target, fork, hit that same target again, then chain, then hit that same target yet again, because each level is considered a new projectile (with appropriate parameters such as the second level's 'can no longer fork'). Is that right? (:
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bow attacks cannot "shotgun" and neither can ethereal knives. however effects like explosive arrow's explosion or ice shot's cone burst, can hit one foe multiple times via different applications (multi projectile). then chain itself bounces between appropriate targets, can "return" hit.
a fork cannot ever hit original target, but chain can. before fork comes into play, the projectile is a normal projectile. if the projectile hits something, it makes two more behind the struck foe in a V. there is no physical way for a forked projectile to return to hit original foe. chain however bounces, it likely might not but it definitely can come back to hit the original foe. | |
I see :O
Thank ya. (:
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How is increased item quantity calculated? I see a few possible ways how it might work exactly but can't tell for sure from playing.
Let's say I have 100% IIQ. It seems it might be one of: 1. Each enemy has a (possibly capped) number of drop slots, with diminishing drop probability for every new slot (like, say, 50% chance that one item drops, 30% chance of the second item dropping, 10% third, 0% fourth). IIQ applies multiplicatively to each chance, thus making it 100%/60%/20%/0%. 2. A variation of the above, but probabilities on subsequent drop slots are set to negative values. IIQ is applied additively, making those values positive. 3. Enemies have no preset amount of drop slots, but rather a flat chance to drop an item (say, 15%). Upon enemy death, the game rolls a die, and in case of success rolls it again with the same probability, so you have 15% of getting one item, 2.25% of getting two items, 0.34% of getting three, 0.05% of four, etc. It stops rolling on first failure. IIQ multiplies this chance, so that 100% IIQ would make it 30% of getting one item, 9% of two, 2.7% of three, 0.81% of four, etc. 4. A variation of the above, but the chance is initially higher and is diminishing with every iteration. 5. IIQ isn't a linear percentage, but rather a weird IIR-like metric with diminishing returns. It's definitely not directly multiplying the amount of items dropped by enemies. Otherwise every mob would drop at least 2 items with 100% IIQ, which does not happen as far as I'm aware, and with low values there would be no appreciable difference whatsoever. Anyone knows this mechanic for sure? I would at least like to know if there are sweet spots for IIQ like there were for, say, %MF in D2 (where something like 117% was optimal if you didn't want to significantly compromise clear speed). <Tyrfalger> Exactly, the next act is going outside Sarn and into those wheat fields (see the map) to become a farmer. Then we can spend our days endlessly farming. Wait a minute...
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great guide!
I found a typo under the Modifiers Section. Please see below. " The chance to Vaal +1% maximum resists on an amulet is less than 1/300. Last edited by Daresso on May 29, 2013, 5:30:06 AM
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