Mechanical Questions Thread

Hey there =]

"cannot be shocked" used to prevent the extra damage that you get while standing on shocking grounds, but since 2.4.0, it's not the case anymore.
Was that intended ?
PLEASE QUOTE ME IF YOU ARE EXPECTING A REPLY
Hello!

I was wondering if there was any data on the Lvl 20 Fire Burst from the Essence of Hysteria (Weapon: 10% chance to Cast Level 20 Fire Burst on Hit)?

Looking for the following, but haven't had much luck other than rough guesstimates:

Base Damage of the skill
Does the skill/Essence proc have an internal cooldown (some have said it appears to be 500ms?)
Base AoE of the skill
Base Crit chance of the skill
Does the skill scale with AoE increases?
Is the skill supported by gems in the modified weapon?

Thank you for your time and I look forward to your answers!
Hello,

just a quick question.

If i have a physical damage skill (bladefall, EK, etc.) linked with for instance Rapid Decay support and that skill applies poison via any other source than poison support gem (passive node, equipment, ascendancies etc.) - meaning Poison support gem is not linked to that phys. damage skill gem - will the applied poison be affected by Rapid Decay support multiplier or is that just a waste of a skill gem?

Thank you for reading
is the enchantment device in lab supposed to overwrite the implicit on the new base items?
seems counter intuitive since enchantments are supposed to enhance an item not brick it.
I can't seem to be able to upgrade my hideout. I've never had a problem with this in past seasons. I started out with Elreon, who is now level 6, I still was unable to upgrade his hideout area. So i switch over to Vorici, who is also level 6, and I am still unable to upgrade his hideout.

Will it be available to me at level 7 like it SHOULD be? Or am I experiencing a bug?
Well, after the crunch for the 2.4.0 patch, a trip to Christchurch, and some time putting out fires and fixing horrible crashes in the wake of the release, I've scrounged enough time to answer another page of questions.
"
PoR0 wrote:
I got but one question. How does Daresso fight work? I have developed a deep hatred towards it since he seems to just shit on all evasion/dodge based builds.
Which of his attacks are spells and what part of them can be dodged? Are the Blade tornadoes spells or some physical DoT that cant be evaded or dodged?

Daresso himself uses 6 skills (technically 8, but 3 are are strafe/jump moves in different directions that deal no damage, so we can safely ignore those three for this discussion).
  • His enrage skill is automatic - he uses it each time a quarter of his life is removed. It grants him a buff increasing attack speed that lasts a short duraiton, except for the last time he uses it, in which case the duration is infinite.
  • The "clones" skill is an attack projectle skill that spawns the projectiles from locations around the player with a short delay. The projectiles look like icy clones of daresso, but are regular attack projectiles in all respects.
  • His attack combo/triple strike is a single target melee attack skill that does three sequential hits. The final hit has a percentage of physical damage as extra cold damage. This attack is currently bugged in a way that skips the evasion/dodge check. This will be fixed in future. Interestingly, Double Strike has a similar bug, but only on the second hit.
  • His reave skill is similar to the player Reave, but does three waves per skill, rather than one, increasing radius each time. 100% of the physical damage of this attack is converted to cold, and this skill has Resolute Technique (always hit, never crit).
  • His charge skill is a modified Whirling Blades. It's pretty much just like the player version.
  • He also has the default melee attack, just like most things do.

In addition to the above, there's one skill that isn't used by Daresso himself, but happens around him (similar to the skills that can cast around the player from shrines), which is the Sword Clouds. These are a spell that repeatedly hits anything in their area for physical damage. This spell cannot stun.

So only one spell (Sword Clouds) deals damage (which avoids evasion due to being a spell), one attack (reave) always hits (but can be dodged) via RT, and one attack (triple strike) is bugged and currently ignores evasion/dodge as a result of that bug.

This is a lot of information that took a lot of time to compile. I may have to skip questions in future that are too broad and ask the questioner to be more specific, in order to be able to get to other people's questions faster.

"
cloakeddk wrote:
Can you clarify how the three types of charges actually do affect enemies and minions?
By default, all monsters have a maximum of 3 for each charge type, and the following stats:
15% increased Attack Speed per Frenzy Charge
15% increased Cast Speed per Frenzy Charge
5% increased Movement Speed per Frenzy Charge
4% more Damage per Frenzy Charge
15% additional Physical Damage Reduction per Endurance Charge
+15% to all Elemental Resistances per Endurance Charge
200% increased Critical Strike Chance per Power Charge

"
DarkHound wrote:
I have a bow with 100 Phys damage, local to the weapon. I link Puncture with the trap support gem, does the bow damage effect the resulting damage at all?
Traps and mines, just like totems, are using your skills, not their own. This means those skills use your stats, inlcuding your currently equipped weapon in the case of attacks.
"
DarkHound wrote:
Along the same lines would aura`s like Herald of Fire/Hatred have the same effect?
Herald of Fire is not an aura, it's a buff skill.
This buff is on you, so it's stat modifications are applying to your skills, including the one used by the trap. However, Heralds have additional effects when the thing with the buff kills something under specific circumstances, and since the trap doesn't have the actual buff, it can't trigger those.
Hatred is similar - if it's affecting your stats, your skill as used by the trap is affected. The trap itself can't be affected by the aura, and it wouldn't be useful if it could, since that would affect the Trap's offensive stats, that would affect it's own skills (which is doesn't have).
"
DarkHound wrote:
Also, I know traps cannot leech, but if one used the Assassins Mark Curse is the life on hit applied to me or the trap (ergo does nothing)?
Trap can leech, but the leech goes back to the trap, because they're the thing that dealt the leeching hit. Life on hit is the same.

"
MustacheGolem wrote:
When I use itens like Bramblejack or Non unique itens with Damage return, Is the damage those deal affected by my %increased physical damage or %increased damage and stuff like that?
No, reflected damage is unaffected by any modifiers (except a few rare modifiers specifically to reflected damage).

"
skieZ wrote:
I wondered if proliferated burns apply Item Rarity and Item Quantity?
Yes.

"
Suzumiyaharuhi wrote:
If you use Fortify, Sibyl's lament, and the Headsman passive from Slayer, do you achieve 100% reduced damage from physical reflect? Or does fortify only reduces 20% of the 20% left after sibyl's and Headsman.
Those are all reduced modifiers to damage taken, they stack additively. This totals 100% reduced physical reflected damage taken (which will still be additive with other reduced or increased modifiers to damage taken, such as Shock).

"
Mark_GGG wrote:

This is a lot of information that took a lot of time to compile. I may have to skip questions in future that are too broad and ask the questioner to be more specific, in order to be able to get to other people's questions faster.

I found the answer to the Daresso question to be very helpful, though I have vague recollections of being stunned by the blade tornadoes when they spawn on top of me.

"
Mark_GGG wrote:
By default, all monsters have a maximum of 3 for each charge type

I've definitely seen "christmas tree" enemies/maps where they have significantly more than this. Are there bloodline mods that affect this?
IRON MAN
Last edited by Dreggon#7708 on Sep 23, 2016, 3:11:16 AM
"
Dreggon wrote:

"
Mark_GGG wrote:
By default, all monsters have a maximum of 3 for each charge type

I've definitely seen "christmas tree" enemies/maps where they have significantly more than this. Are there bloodline mods that affect this?


Could they be Legacy of Vigour or Legacy of Zeal Bloodlines? Vigour and Zeal both seem to have no charge limit.
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"
Mark_GGG wrote:

Daresso himself uses 6 skills (technically 8, but 3 are are strafe/jump moves in different directions that deal no damage, so we can safely ignore those three for this discussion).
  • His enrage skill is automatic - he uses it each time a quarter of his life is removed. It grants him a buff increasing attack speed that lasts a short duraiton, except for the last time he uses it, in which case the duration is infinite.
  • The "clones" skill is an attack projectle skill that spawns the projectiles from locations around the player with a short delay. The projectiles look like icy clones of daresso, but are regular attack projectiles in all respects.
  • His attack combo/triple strike is a single target melee attack skill that does three sequential hits. The final hit has a percentage of physical damage as extra cold damage. This attack is currently bugged in a way that skips the evasion/dodge check. This will be fixed in future. Interestingly, Double Strike has a similar bug, but only on the second hit.
  • His reave skill is similar to the player Reave, but does three waves per skill, rather than one, increasing radius each time. 100% of the physical damage of this attack is converted to cold, and this skill has Resolute Technique (always hit, never crit).
  • His charge skill is a modified Whirling Blades. It's pretty much just like the player version.
  • He also has the default melee attack, just like most things do.

In addition to the above, there's one skill that isn't used by Daresso himself, but happens around him (similar to the skills that can cast around the player from shrines), which is the Sword Clouds. These are a spell that repeatedly hits anything in their area for physical damage. This spell cannot stun.

So only one spell (Sword Clouds) deals damage (which avoids evasion due to being a spell), one attack (reave) always hits (but can be dodged) via RT, and one attack (triple strike) is bugged and currently ignores evasion/dodge as a result of that bug.



At least now I know what's up with those close calls fightning Daresso. I was going crazy because his 3-Hit-Combo seemed to always hit.
“Demons run when a good man goes to war"
2 Questions about Necromancer:

1. Does Beacon of Corruption 10% Chaos damage in sec stacks from each dead raging spirit?
2. Does increased minion damage increase this damage?
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