Mechanical Questions Thread

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Illviljan wrote:
Poeaffix has plenty of outdated stuff. I wouldn't rely on it.

I think staves got a silent buff this league and it has created legacy items. Look at the mirror service here, if you're doing mirror services the mods should be top tier right?
https://www.pathofexile.com/forum/view-thread/556020

Well, there's plenty of staves with considerably higher cast speed here:
http://poe.trade/search/inanimiukoniko



well also my thougts but i would like a staff member to confirm this..


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Lazer_Death wrote:
Devilschoice

Maybe wrong information in WiKi.
Better Look here poeaffix.net.



Outdated Lols.

Flame totem
1. Will it work with Malediction and Profane Bloom?
I noticed that these 2 nodes never trigger by my flame totem, intended or bug?
2. Works with Spell, Elemental, Projectile, Fire nodes, right?
3. Works with "increased critical strike chance", "increased critical strike chance for spells" and "increased critical strike chance with totem skills"?
4. "increased cast speed" will improve the time to cast the totem, and the spell cast by totem?
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wind77 wrote:
Flame totem
2. Works with Spell, Elemental, Projectile, Fire nodes, right?

Yes
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3. Works with "increased critical strike chance", "increased critical strike chance for spells" and "increased critical strike chance with totem skills"?

If we're still talking about passive nodes, then Yes. Otherwise, almost Yes. "Increased critical strike chance" on weapons is local, and won't affect flame totem. For a crit mod on your weapon to affect flame totem, it needs to say global or spell, or needs to be a conditional modifier like "increased critical strike chance against burning enemies."
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4. "increased cast speed" will improve the time to cast the totem, and the spell cast by totem?


Just the spell cast by totem. In 2.0, the action of Placing a Totem was made its own thing; nowadays you never Cast a totem, you Place a totem.
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Explosive arrow, linked to "Trap Support" gem,
1. Works with Projectile, Fire, Elemental, Area, Attack, Trap nodes?
2. Works with "increased critical strike chance", "increased critical strike chance with bows", "increased critical strike chance with traps" nodes?
3. When linked to "Added Chaos Damage Support" gem, the enemy hit will receive Chaos damage on hit, but not the Explosion, right?
4. For those "Gain x life/mana on hit" mods, does it work on the hit, or the explosion?
5. When linked to "Multiple Traps Support" gem, the "Less Damage" penalty doesn't apply to Explosive Arrow, since it applies fuse, rather than dealing damage, right?
6. When linked to "Hypothermia support" gem, would it deal more damage to chilled enemies?
7. If enemy A and B are hit by 2 EA fuses and 5 EA fuses respectively, upon explosion, the nearby enemy C would receive damage from both explosions?
8. If enemy A and enemy B are burnt, and with "Elemental Proliferation Support",
a. Would C suffer from the burning in 2 stacks? Or only the highest burning damage?
b. If the burning is stacked, do the 2 burnings happen simultaneously or consecutively?
9. When combined with Shaper of Desolation node,
a. Say the explosion happens during Igniting Conflux, so the enemy will burn for 20% of damage per sec for next 4 sec?
b. If explosion happens during Shocking Conflux, and explosion causes ignite, does that mean the enemy will receive 50% increased damage from burning, throughout the Shocking Conflux?
Hi Mark, first of all I apologize in advance for my bad English.

I have some question about damage conversion

I was planning a build that could benefit from both bonus guaranteed by Izaro's Turmoil Crimson Jewel 25% increased fire damage and 25% increased cold damage

THE QUESTIONS ARE THESE:

If i use Ice Shot skill (40% of Physical Damage Converted to Cold Damage)

+

Hrimsorrow Goathide Gloves (25% of Physical Damage Converted to Cold Damage)

+

Corrupted Asphyxia's Wrath Two-Point Arrow Quiver (20% of Physical Damage Converted to Cold Damage + Implicit from corruption 15% of Physical Damage Converted to Cold Damage)

+

Pyre Sapphire Ring (100% of Cold Damage Converted to Fire Damage)

1° - Would i get 100% of physical damage converted to cold and then this 100% cold damage converted to fire?

2° - Would The Izaro's Turmoil Crimson Jewel guarantee me effective + 50% damage?

For example, if i do 100 base physical damage with my bow, after applying all that I have listed, I would do 150 fire damage?




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zio_kose wrote:

1° - Would i get 100% of physical damage converted to cold and then this 100% cold damage converted to fire?

2° - Would The Izaro's Turmoil Crimson Jewel guarantee me effective + 50% damage?

i've done similar builds and from my experience, i'd say yes to both your questions.
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zio_kose wrote:

2° - Would The Izaro's Turmoil Crimson Jewel guarantee me effective + 50% damage?

For example, if i do 100 base physical damage with my bow, after applying all that I have listed, I would do 150 fire damage?

If i am not wrong:

cold damage = 100 physical damage * 1.25 = 125 cold damage
fire damage = 125 cold damage * 1.25 = 156.25 fire damage

so effectively, u get more than 150 fire damage.
Hello everyone!

I wonder if partying increases monster's damage? I tried to complete the The Lord's Labyrinth with my buddy and I noticed that Izaro has not only life increased, but the damage too.
But I didn't manage to find anything about increasing monster's damage when in party. Only their HP.

Thanks)
Last edited by ched_21h#3128 on Sep 16, 2016, 4:55:05 AM
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wind77 wrote:
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zio_kose wrote:
2° - Would The Izaro's Turmoil Crimson Jewel guarantee me effective + 50% damage?
For example, if i do 100 base physical damage with my bow, after applying all that I have listed, I would do 150 fire damage?
If i am not wrong:
cold damage = 100 physical damage * 1.25 = 125 cold damage
fire damage = 125 cold damage * 1.25 = 156.25 fire damage
so effectively, u get more than 150 fire damage.

Sadly, you are wrong. Conversion occurs before all multipliers. Converted Damage benefits from modifiers to the source type. The Wuggly Ump got it right, with a simple 'yes' to both questions.
"
Vipermagi wrote:

Sadly, you are wrong. Conversion occurs before all multipliers. Converted Damage benefits from modifiers to the source type. The Wuggly Ump got it right, with a simple 'yes' to both questions.

> Conversion occurs before all multipliers.
> Converted Damage benefits from modifiers to the source type.
So which part of my calculation doesn't conform to this?

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