Mechanical Questions Thread
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?
|
|
Hi Mark!
I wondered if proliferated burns apply Item Rarity and Item Quantity? I'm using flameblast and sometimes it seems that my MF doesn't apply. (Using elemental conflux and the elemental proliferation gem). EXALTS>EXAMS
|
|
" Incorrect. Cull is checked AFTER the hit, so if his attack brought the monster to sub 10%, it would cull it. If he has PC on kill and PC on crit, they are each rolled at a different time, and can generate multiple at once. (Pc on hit, on crit, on kill, etc are all different sources and can roll individually) |
|
" Iirc the explosion effects from abyssal, dd, infernal blow, explosive arrow etc. Are all termed "secondary", and like dot effects cannot be scaled with flat, melee or spell damage. |
|
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.
IGN: TsuruyaNyro
|
|
" Assuming starting from zero charges, and only a single enemy, within discharge range, which never dies (and taking the Resolute Technique option as it's easier to describe) 1) You hit with Mjölner, with a non-critical hit. 2) You gain a power charge. 3) First discharge triggers. - 3a) Discharge calculates damage, based on your one power charge. - 3b) Discharge consumes all charges. - 3c) You lost a power charge, so gain an endurance charge, which is replaced by you gaining your maximum number of endurance charges. - 3d) Discharge deals damage, hitting the enemy, with a non-critical hit. - 3e) You gain a power charge. 4) Second discharge triggers. - 4a) Discharge calculates damage, based on your one power charge and maximum number of endurance charges. - 4b) Discharge consumes all charges. - 4c) You lost a power charge, so gain an endurance charge, which is replaced by you gaining your maximum number of endurance charges. - 4d) Discharge deals damage, hitting the enemy, with a non-critical hit. - 4e) You gain a power charge. 5) Third discharge triggers. - 5a-e) Same as the second Discharge. 6) You currently have one power charge, and your maximum number of endurance charges, and have finished your attack. "Minions do not "have the spell tag". Minion spell gems have the spell tag, because they are spells. They deal no damage. There is a fundamental difference between your Raise Zombie spell (which is a spell cast by you that creates a minion and no damage (but would be affected by spell damage modifiers if it did), and the Zombie's Melee attack (which is a attack, not a spell, not used by you, that deals attack damage because it's an attack). The damage of the Zombie's melee attack is not the damage of the Raise Zombie spell, and is pretty much entirely unrelated to it. "Lacerate when dual wielding always does a main-hand hit followed by an off-hand hit. "That a) only applied to combining main-hand and off-hand hits into a single hit, which is not the case here, and b) was fixed in 2.2.0. "Yes, they include all those things. "That is a bug, probably due to mines not previously being able to be dropped in multiples. "Yes. All damage done with an attack using a bow is bow damage. "Bleeding an Poison are entirely different mechanics with different rules. Bleeding has always been attack-only. "The order of active skills in sockets determines the order they will trigger in if triggered by the same event. It has no effect on dps calculation, and the position of supports never matters. "Assuming you take a hit that deals enough damage to trigger each of those skill's thresholds at the same time, yes. "Because they are using (old) shield charge, which has built-in stunning based on distance. "That isn't possible. There is no amount of increased duration and/or projectile speed that ensures the sparks will definitely reach a point more than 150 units from the character. It's entirely possible for infiinite-duration sparks to bounce/circle around within that radius, and never leave it. In general, sparks will be more likely to stay within the radius in an enclosed space with walls to bounce off, and more likely to leave it in open areas, but it's still not guarunteed. Last edited by Mark_GGG#0000 on Jun 10, 2016, 1:48:55 AM
| |
"Because of a mistake made when merging multiple changes to that file, which reverted my fix. It will be correct on live soon, if it isn't already. "Any given hit either does or does not apply poison. It cannot apply multiple instances of poison. "Yes. "No. In addition, you are mistaken about what increased Projectile Speed works. It does not increased the distance projectiles travel in general. There are a very few specific cases of projectiles that "fade out" over time, in which case increasing their speed has a knock-on effect on how far they get before this process completes, but that's all. The effect of increasing projectile speed is just to increase the speed, not the range. "No, because at 100 units, Powerful Precision grants 18% pierce chance. You're also incorrect about the chance granted at 20 units, which would be 90%. The third line would be correct if you replaced the distance with 120 units, which is the distance at (and beyond) which Powerful Precision grants no pierce chance. The pierce chance is 100% up to 10 units away, and scales linearly with distance down to 0 at 120 units away. "You are incorrect. The adding sockets stat is processed first, adding sockets to the items. The fully linked stat is processed after that, and links all the sockets the item has, even the additional ones. However, before everyone starts wasting currency trying to roll this, these two mods can't roll together on the same chest. It would have to be a unique chest with both those mods in order to have both of them. "This was covered in my first response. "You aren't supposed to know. This isn't a game mechanic, it's a behind-the-scenes detail of how things work at a low level. "Blast Rain was bugged and was checking spell dodge rather than evasion/regular dodge. | |
Hello Marc,
I would like to know if IIQ/IIR applies, (also from the gems in my attack skill), when I kill mobs with bleeding (IIQ/IIR applies, I hope?) , but especially when mobs die from Gratious Violence. I have the feeling that it does not work as intended. Thanks for your reply! |
|
Hey mark! I was wondering if the gem 'Physical Projectile Attack Damage' boosts both the initial projectile damage as well as'double dipping' and also boosting the resultant poison damage-the same way that generic'projectile damage' does.
Because it specifies physical projectile attack damage im unsure if this is the case. Thanks so much for your time! |
|
Hi!
The new "Mind of the Council" helm has the following mod: "Recover 3% of Maximum Mana when you Shock an Enemy" 1) Does shocks inflicted to already shocked enemies trigger the mod? 2) Does shocks reflected to you by Maligaro's Restraint trigger the mod? Thanks a lot! |
|