Mechanics thread

Nope, there's only one node like that in the Shadow part of the tree. I'm not absolutely sure if I've seen monsters freeze (while they're alive), but some definitely shatter when they die.

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soul4hdwn wrote:
the glacial hammer skill itself...
That happens often of course. It's Ice Nova I'm talking about.
Last edited by hubb#1956 on Oct 29, 2012, 6:41:35 AM
Well make a bug thread would be better in this case.
Always wanted to ask.

Does life leech / regen etc. can soak dmg that exceeds my life pool? (lets ignore damage reductions and other mechanics)

What i mean, at the moment of getting hit if i gain health will it matter assuming the hit exceeds my max life. Or is it instant and its irrelevant?

Last edited by bgx#6387 on Oct 29, 2012, 10:31:51 AM
You have a bucket that life leech goes into; when you deal damage, some percent of that damage goes into the bucket.

Your life leech bucket transfers into your health pool at a rate of 20% max hp per second. It's gradual.

If your health fills up completely at any point, the bucket gets dumped on the floor.

You can have 3000 life leech inbound, and only a 500 health deficit. As long as you keep a health deficit, leeched life keeps funneling into your health globe at 20%/sec. Until you're fully healed, then whatever is left over gets lost.
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I don't have alpha access, that was a LONG time ago.
Q: are critical strike chances really capped? it says on page 1 it cannot be lower than 5%, but what about spells? cold snap has a 4% critical strike chance.

Q: is 2 the maximum number of curses a monster may be afflicted by?

thanks :)
A1) I assume if your specific crit chance is given to be lower than 5%, you'll need the encrement to reach >5% before you have an effect (so it basically "caps" the increment on its low end - kind of increasing returns until you leave the capped range)

A2) AFAIK 1 curse by default + 1 by the Keystone + 1 from the unique Paua Ring, so it should be 3 at max.
invited by timer @ 10.12.2011
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deutsche Community: www.exiled.eu & ts.exiled.eu
I seem to remember reading somewhere that unique items that have bonuses that are taken from keystones do not stack with those keystones.

If not, what if you use a Doedre's Damning on each hand?

Does anybody have a definitive answer?
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fmoss3 wrote:
I seem to remember reading somewhere that unique items that have bonuses that are taken from keystones do not stack with those keystones.

That's probably people asking about stuff like blood magic.

Can't find a dev comment, but there's plenty of people saying stuff like this:
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I'm running a similar build, but instead of massive auras, I went with CI for personal defense, triple curse with Windscream (Temp Chains, Enfeeble, Ele Weakness)...
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fmoss3 wrote:
I seem to remember reading somewhere that unique items that have bonuses that are taken from keystones do not stack with those keystones.

If not, what if you use a Doedre's Damning on each hand?

Does anybody have a definitive answer?
Items granting keystones referes to when they actually give you the keystone, such as the unique item which lists "Acrobatics" in it's mods.

The various extra curse rings don't do this, they say you get an additional curse, and you do.
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Mr_Cee wrote:
A1) I assume if your specific crit chance is given to be lower than 5%, you'll need the encrement to reach >5% before you have an effect (so it basically "caps" the increment on its low end - kind of increasing returns until you leave the capped range)

A2) AFAIK 1 curse by default + 1 by the Keystone + 1 from the unique Paua Ring, so it should be 3 at max.

sorry for nit pic but max curses is 5, two of said ring plus a boot unique.
default 1 + keystone 1 + two rings 2 + boots 1

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