Mechanical Questions Thread
Hi,I'm trying to get a comprehensive grasp of the mechanics behind the dancing dervish. Here's what I got so far,I'd be happy if anyone can fill in/fix what isn't correct:
While equipping The Dancing Dervish,the player gains an innate non-damaging active skill called Manifest Dancing Dervish. The skill is level 15 and has the tags Trigger,Spell,Minion and triggers when you enter a rampage or advance in a rampage tier,on a 0.5 seconds cooldown. When this spell is activated,it grants the player the following not-time-limited buff: Rampage You have Onslaught while you have Rampage 25% increased Attack Speed while you have Rampage 110% increased Attack Damage while you have Rampage Minions have 30% increased Movement Speed while you have Rampage It also summons a flying (unaffected by ground effects or ground obstacles,like srs) melee minion that enemies will not directly engage. The minion has a limit of 1 (that cannot be currently increased). The minion itself has the following mods: X% reduced damage taken (Additional mods?) X/X/X/X Resistances to fire/cold/elemental/chaos in normal/cruel/merciless X Attacks/Seconds, X-Y Damage, X% Base Crit Chance, X% Crit Multiplier. Increases to the player's weapon damage,attack speed,critical strike chance or multiplier do not change these stats. The spell AND the minion can be supported by any gems that are socketed in The Dancing Dervish,except Enlighten,Empower and Enhance,which effect neither and also make any skill gem in the same link group as them that they support not effect both the spell and the minion. In particular,the spell can be supported with trigger gems,such as cast when damage taken or cast on melee kill,and their damage multiplier will effect the resulting minion. This will also make the spell's "100% chance to Cast this Spell when you Rampage" property become disabled,along with the "Disables both weapon slots when this spelled is triggered by a rampage" and "The dancing dervish minion dies when Rampage ends" properties. Does corruption have any effect on this item? (does the minion inheriet properties gained from corruption such as culling strike, fire damage leeched as life,added chaos damage,+weapon range? How does it interact with "Gems in this item are supported by level 12 Additional Accuracy"?) As a side case,does this skill have any interactions with Animate Weapon changes (such as the "Animated Weapons deal 40% increased Damage" helmet enchant?) |
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Does Redblade Tramplers protect user from Furnace Trap's damage in Labyrinth, which is dealing burning damage?
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The Red/Blue/Green Dream Jewels from Chayula's Domain state they'd add a certain stat to resistance passives in their Radius. While testing this, I found that they, in fact, do not add their respective stats to conditional resistance nodes, the only of which are "+8%(+12%) Elemental Resistances while holding a Shield" near the Templar.
Is this working as intended or an oversight? I kind of expected the Jewels to grant those passives "8%(12%) chance to gain an Endurance/Power/Frenzy charge on Kill while holding a Shield" |
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Hey could anyone please help me understand what animate guardians can and cannot do. My goal is to build an offensive animate guardian to supplement my phy/poison summoner.
I have tested asenath's gentle touch which applies temporal chains on hit. This on hit skill effect works fine and our guardian will apply temp chains while these are equipped. I then test Ngamahu's flame which has a chance to attack with molten burst on hit. This did not work. I do not understand the difference as they are both on hit skill effects. Ideally I would like to use Uul-netol embrace and take advantage of the "attack with level 20 bone nova when you kill a bleeding enemy" on my poison summoner. It a little expensive for me to buy these just to test. If anyone could shed and light on whether or not these do or should work, or why they don't, it would be really appreciated. Thanks! |
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HI
I have a question. In 2.5 in breach league when we trade 3 t9 Orchard map i get a t9 temple map. Is this a bug or was there some change to map recipe system I dont know about? Thank you! |
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" this was a change made in Atlas of Worlds (2.4.0). Instead of upgrading to an arbitrary +1 tier, it upgrades to the next Map on the Atlas path. If you search for Orchard on the Atlas, you can see that the next Map along that path is Temple, which happens to be T9. Need game info? Check out the Wiki at: https://www.poewiki.net/
Contact support@grindinggear.com for account issues. Check out How to Report Bugs + Post Images at: https://www.pathofexile.com/forum/view-thread/18347 |
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Thanks man!
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" Cool, I was just wondering as it seemed weird. So how do interrupts work with them? What am I doing to interrupt them? I'm standing with my 2 golems in an empty field next to a shrine. I tag the shrine and lose my charges, what did I do to interrupt them? Same for at least one strong box that I noticed. |
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Thanks for the response.
What I meant was that the Powerful Precision says that crit chance depends on the arrow piercing chance. Since the Shrapnel Shot is a 100% chance to pierce, shouldn't the crit chance be the same (100%)?[/quote] Powerful Precision does not say crit chance depends on the arrow piercing. Powerful Precision says "Projectile Critical Strike Chance increased by Arrow Pierce Chance" That means 100% Arrow Pierce Chance increases the critical strike chance by 100%. 100% increased critical strike chance is not 100% critical strike chance unless you have 50% BASE crit (at which point critical strike chance caps and becomes 95%)[/quote] Gotcha! Thanks for the response! Very much appreciated. |
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" You seem to be mistaken here. Leadership doesn't say "non-Curse Auras", that descriptor is only used for the effect modifier. The radius modifier just says "30% increased Radius of Aura skills". Supporting a curse with Blasphemy gives that curse the Aura keyword making it an aura skill, no? The effect modifier doesn't work, clearly, but the radius modifier does. Last edited by Fearmonger#4921 on Dec 14, 2016, 3:26:33 AM
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