Mechanical Questions Thread

Frost Blades' projectiles are entirely separate from the Melee strike, just like every other Melee/Projectile Attack in the game.
Gem threads are good stuff.
Hello Mark.
If I throw a fireball at a group of enemies holding emberwake and damage explocion area of the fireball "ignites" several enemies at once. the multiple "ignites" of various enemies in the area, spread each other? (With elemental proliferation or beacon of ruin)
that is, if I hit and burned five enemies with a single fireball, each enemy would have five ignites?
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Zephier_ wrote:
Support Gem Balance:
Trap's damage modifier no longer affects damage over time.

Is this speicific to the modifier gained by the trap support gem? Lets say I have bladefall linked to trap and poison, do any modifiers I gain to trap damage on the passive tree still affect the damage my poison will do? For instance if I have 100% increased trap damage through the tree, will the poison do 8% of the physical damage per second or 16% of the physical damage per second?


It will indirectly affect the DoT damage of poison. If you double the up front phys dmg then yes this will result in 8% of twice the initial dmg per second. However it no longer "double dips". Before 2.4 trap damage would also increase the DoT separately. It would have quadrupled the DoT essentially.
Hi Mark,

Why Less Duration support gem have "more damage" and Increased Duration support gem no have increased or more damage. It would be fine for Spark, Firestorm or Caustic Arrow for example
Last edited by Tartanboi#4224 on Sep 5, 2016, 12:02:22 PM
How do Iron Reflexes and Shapers Touch interact?

Iron reflexes says

Converts all Evasion Rating to Armour.
Dexterity provides no bonus to Evasion Rating

nothing about the Evasion rating gained from Int. Would Shaper's Touch give me some excellent scaling by scaling my Evasion before converting to Armour and then letting me scale that armour as armour?
Conversion occurs before multipliers. The new value benefits from modifiers to the source. What this means is, Increased Evasion will be additive with Increased Armour. Could still be pretty good.
1. Cospri's malice "60% Increased critical strike chance against chilled enemies"
Does it work as internal crit on weapon 5.5*1.6 base crit or just 5.5*(other crits + 0.6)

2. "Monsters cannot be affected by elemental status ailments" on map mod
How does it actually work? I tested with chilled ground effect from arctic breath. Enemies seemed to be slowed by it visually. Does this mean enemies can be chilled inside the map?

3. Vortex also creates area of chilled ground. Does it work as above intentionally?
IGN: Catastrophically
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Catastrophically wrote:
1. Cospri's malice "60% Increased critical strike chance against chilled enemies"
Does it work as internal crit on weapon 5.5*1.6 base crit or just 5.5*(other crits + 0.6)

2. "Monsters cannot be affected by elemental status ailments" on map mod
How does it actually work? I tested with chilled ground effect from arctic breath. Enemies seemed to be slowed by it visually. Does this mean enemies can be chilled inside the map?

3. Vortex also creates area of chilled ground. Does it work as above intentionally?
1. Conditional modifiers are global.
2. Elemental Status Ailments refers to Ignite, Chilled, Freeze and Shock.
Chilled Ground is a separate effect from that (but non-stacking with Chill).
3. To my knowledge, yeah. Being immune to Chill does not make you immune to Chilled Ground, either.
Last edited by Vipermagi#0984 on Sep 5, 2016, 8:41:43 PM
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Vipermagi wrote:
Frost Blades' projectiles are entirely separate from the Melee strike, just like every other Melee/Projectile Attack in the game.
Gem threads are good stuff.


Thank you! That filter only dev responses thing is really useful, too. Glad to have that cleared up. Also, someone really should update the wiki page, there's a whole chunk of misinformation =/
The wiki states that Death's Oath damage over time can be increased through debuff's.
Spoiler
Like other similar effects, the chaos damage over time Death's Oath inflicts comes from the item itself, it isn't activated by the player and it won't benefit from any player's damage or AoE radius bonuses. It can be scaled only on the receiving side by applying a damage taken debuff to the enemy.


Does the occultists -20% chaos resistance count?
What about Curses or Wither?

Does this static damage dealt also apply to Decay?
Spoiler
Weapon: Your Hits inflict Decay, dealing 1000 Chaos Damage per second for 10 seconds


What about Hysteria Essenced boots?
Spoiler
Boots: Drops Burning Ground while moving, dealing 2500 Fire Damage per second


Can these two also only be modified by debuffs or can their damage be increased through normal methods?
State of Beyond Mechanic: https://www.pathofexile.com/forum/view-thread/3568084

State of Blight Mechanic: https://www.pathofexile.com/forum/view-thread/3568078

State of Harbinger Mechanic: https://www.pathofexile.com/forum/view-thread/3568062

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