The item description gives you one very obvious clue, and there's a simple rule for item modifiers:
- The rule is, 'if a modifier can apply locally to the unmodified base item, it is a local modifier'. Weapons deal Damage, and can thus benefit from local flat Damage bonuses.
- That is also why the damage listing for the Martyr already includes said Fire Damage - that alone should tell you it's local..
A boot doesn't deal Damage. As such, if a boot has a +Damage modifier, it cannot be local, and is thus always global.
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YaroslavPlayer wrote:
Can anybody tell me if the recipe for Star of Wraeclast is still working in 2.6
It was never disabled, so, yes.
Last edited by Vipermagi#0984 on Mar 20, 2017, 8:24:28 AM
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Posted byVipermagi#0984on Mar 20, 2017, 8:23:11 AMValued Poster
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YaroslavPlayer wrote:
Can anybody tell me if the recipe for Star of Wraeclast is still working in 2.6
Haven't heard anything to the opposite.
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kaelanstorm wrote:
Hey I was hoping someone could answer some questions in regards to the "Essence of Hysteria" Boots mod
which reads "Drops burning ground while moving, dealing 2500 Fire Damage/second"
Is this damage able to be supported through skill gems? If so, what tags on gems would be able to support this? (eg aoe, elemental, fire, etc)
Do passives on the tree affect this damage? If so, which modifiers?
Does this count as a skill?
The boots don't use a named skill like Abarrath's Fury is, so you can't support it. It does seem to scale with passive fire damage and dot bonuses but not area damage or coverage.
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tkensei wrote:
I am wondering, for weapon stats that read "Adds XX to Fire Damage", for example Martyr of Innocence Highborn Staff, does this mean for spells and attacks or just attacks?
It's quite confusing as for some items it means for everything, and others it means for attacks. I saw this question posted on reddit and a number of us didn't know despite playing this game for quite a while. Will this be made more clear across all items in the near future?
Just attacks made with the weapon. If the weapon can locally have the stat the mod will say when it isn't so. That means if a weapon has "adds XX fire damage" it will add only to attacks made with that weapon, if you get the same mod on boots it will work on everything because boots can't have a damage value, you don't hit anything with them. Well, I suppose you could back in D2 but not here :)
Wish the armchair developers would go back to developing armchairs.
◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
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Posted byraics#7540on Mar 20, 2017, 8:34:08 AM
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The Ancestral Bond keystone specifies "You can't deal Damage with Skills yourself." I'm wondering, what are some ways to deal damage yourself that is not "with Skills"? Does reflected damage still work? How about unique properties which look like Skills but really aren't (such as the above mentioned Hysteria boots)? Anything else interesting that still deals damage with AB allocated?
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Posted byAbdiel_Kavash#5296on Mar 20, 2017, 11:14:29 AMValued Poster
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raics wrote:
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KonstantOut wrote:
How does "crit chance" in the skill tree work? Is it work for attacks and spells, or for spells only "crit chance for spells" work?
If the passive says just 'increased crit chance' it will work on anything that hits
If it says 'increased crit chance for spells' it will work only for skills that deal spell damage
If it's 'increased crit chance with daggers' it will work only for hits you deliver using a dagger attack.
Those that say 'increased melee crit chance' will apply only to hits that do melee damage, so if you're doing a projectile attack with melee weapon they won't work.
And if it goes 'increased crit chance while wielding a staff' it will work on anything just like the first one, you just have to hold a staff in your hands.
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Beruseruku wrote:
1. I made a Bandit choice and this is Alira % cast speed . Do I need Oak % physical damage for my Glacial Cascade spell , does it work on this spell and worth it ? Becouse it's a spell it's not a physical attack i guess .
2. How can i leech % life and % mana as damage from monsters ? Which mods are can spawn my items rings , amulet , gloves etc. and does it work ? Gem will be a huge loss if i use for main skill .
I'll be very glad if you could help me in this questions ! Thanks :)
1. Oak grants you a generic physical damage bonus that works on anything that deals physical damage in any shape or form, however, Cascade does little physical damage so focusing on it usually isn't a good investment.
2. Spells have a harder time leeching, as no leech source that says 'attacks' will work on them. Common leech mods you get on weapons or rings say '#% of Physical Attack Damage Leeched as Life' which makes them incompatible with spells, however, the mod on physical version of doryani belt '#% of Physical Damage Leeched as Life' doesn't mention attacks anywhere which means it works on spells. Still, leech sources compatible with spells are uncommon so the usual ones are leech support gem and warlord's mark curse, some ascendancy classes or unique items also offer generic leech.
Thank you so much for the valuable information !
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Posted byBeruseruku#4884on Mar 20, 2017, 12:04:23 PM
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Hi,
I think I have seen this somewhere, but I couldn't trace the source. Could anyone verify?
1. Skills supported by Cast when damage taken (CWDT) only tracks the damage after mitigation (armor and resistance) or before?
2. If I have Immortal Call (IC) linked with CWDT (proc at 800 dmg), when I take 1200 physical damage (after mitigation), IC will be casted, I take 1200 damage or only 800 damage since IC grants invulnerable to physical damage and CWDT proc at 800 threshold?
*Please redirect me if I'm off topic.
Thank you.
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Posted byShiro-Gamerz#4566on Mar 20, 2017, 12:56:16 PM
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Shiro-Gamerz wrote:
Hi,
I think I have seen this somewhere, but I couldn't trace the source. Could anyone verify?
1. Skills supported by Cast when damage taken (CWDT) only tracks the damage after mitigation (armor and resistance) or before?
2. If I have Immortal Call (IC) linked with CWDT (proc at 800 dmg), when I take 1200 physical damage (after mitigation), IC will be casted, I take 1200 damage or only 800 damage since IC grants invulnerable to physical damage and CWDT proc at 800 threshold?
*Please redirect me if I'm off topic.
Thank you.
cwdt only triggers if you take enough damage after mitigation.
since ic has 100% physical mitigation cwdt cant be triggered by physical damage while ic is active.
ingame: _vio_
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Posted byvio7#5071on Mar 20, 2017, 3:37:22 PM
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question regarding Spirited Response Threshold Jewel
I am running Mind over Matter with 2 Spirited Response jewels + Praxis ring + Battle Rouse passive.
What I thought was the 2 spirited response jewels 10%x2 + Praxis 8% + Battle Rouse 3% = 31% would cancel out the 30% from Mind Over Matter. But I seem to still be taking hits to my mana while having Rallying Cry up.
Is there an equation that refutes my theory of the mechanic or does the threshold jewels do not stack as expected or is it bugged?
Thanks
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Posted bysagacite#2912on Mar 20, 2017, 10:41:01 PM
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sagacite wrote:
Is there an equation that refutes my theory of the mechanic or does the threshold jewels do not stack as expected or is it bugged?
It's much simpler: you gain Mana first, then lose it through Mind over Matter. This way, you will always have Mana to mitigate the incoming Damage - downside is as noted :P
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Posted byVipermagi#0984on Mar 20, 2017, 10:45:17 PMValued Poster
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vio7 wrote:
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Shiro-Gamerz wrote:
Hi,
I think I have seen this somewhere, but I couldn't trace the source. Could anyone verify?
1. Skills supported by Cast when damage taken (CWDT) only tracks the damage after mitigation (armor and resistance) or before?
2. If I have Immortal Call (IC) linked with CWDT (proc at 800 dmg), when I take 1200 physical damage (after mitigation), IC will be casted, I take 1200 damage or only 800 damage since IC grants invulnerable to physical damage and CWDT proc at 800 threshold?
*Please redirect me if I'm off topic.
Thank you.
cwdt only triggers if you take enough damage after mitigation.
since ic has 100% physical mitigation cwdt cant be triggered by physical damage while ic is active.
I think what he means is, and I am wondering also, would Immortal Call have the same effectiveness when linked to a level 1 CWDT as a level 10 CWDT?
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Posted bytkensei#3800on Mar 20, 2017, 11:52:59 PM
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tkensei wrote:
I think what he means is, and I am wondering also, would Immortal Call have the same effectiveness when linked to a level 1 CWDT as a level 10 CWDT?
Obviously not, but that's because it will trigger less often with higher duration, it can't split incoming damage. If the setup could eliminate all damage of a hit above its trigger threshold it would be beyond broken.
Wish the armchair developers would go back to developing armchairs.
◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
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Posted byraics#7540on Mar 21, 2017, 5:27:20 AM
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