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Mechanical Questions Thread

hi
Last edited by JerrytheHalo#2572 on Mar 21, 2017, 10:08:59 PM
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raics wrote:

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 :)

What about "xx% increased Fire Damage" on a wand? Does that apply to both attacks and spells? I assume so since I've never seen one "for spells"?
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raics wrote:
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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.


Hi,

Based on what you have said, if my current HP is 1000 with 0 shield, I take 1001 damage after mitigation, CWDT casts IC when 800 damage has been taken. But I'll die before I can cast IC?

Is there any source from your information?

Thanks.
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BlackPersian wrote:
Sometimes damage conversion and addition is still not completely clear...so here two question:

Doomfletch Prism Build:

It is clear, that flat phys on gear is needed. Lets say I have 100 pDPS after Bow + gear, so the bow will add 330 eDPS, right? When I have "100% increased physical damage with bows" from the tree. Will I get 200 pDPS and 330 eDPS or will the pDPS after increases taken as base for adding elemental? If first one, skillnodes regarding phys damage will be a waste and I should focus on adding flat phys on gear and scale elemental damage, correct?

Second quesion - Wild Strike Build:

Its 100% conversion. What happens, when I use something that gives me Unholy Might? Will I get 0 chaos dmg added (because I don´t deal any phys?!), will I get x chaos damage after phys is increased and "before" it is converted or y chaos dmg from base phys before increaseses and conversion?

Thanks!



If you make an attack with a weapon, all damage you deal is tagged with that weapon type so flat physical damage from non weapon sources (i.e. iron rings) will be scaled by % increases that affect that weapon.

"% of X damage added as Y" effects happen before any of X's damage is converted. Unholy Might, Hatred and Herald of Ash all add damage even if you convert all of your physical damage.
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DFreturn wrote:
Too expensive to test this in game so I'll ask here.

If i used animate Guardian on a skin of the loyal(necromantic aegis), AND a shield, would my zombies get the shield bonus?

No, your guardian doesn't have any minions of his own.

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tkensei wrote:
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raics wrote:

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 :)

What about "xx% increased Fire Damage" on a wand? Does that apply to both attacks and spells? I assume so since I've never seen one "for spells"?

There's no wand basetype that natively deals fire damage, if that was so the mod would locally boost its base. Since we don't have one "xx% increased Fire Damage" is a global mod, and since it's unspecified it work on any fire damage.

"
Shiro-Gamerz wrote:
"
raics wrote:
"
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.


Hi,

Based on what you have said, if my current HP is 1000 with 0 shield, I take 1001 damage after mitigation, CWDT casts IC when 800 damage has been taken. But I'll die before I can cast IC?

Is there any source from your information?

Thanks.

I think it was answered directly somewhere but there was even no need for that, we know fairly well how the damage dealing process works. You got the damage calculation step, the added effects step and the step where damage is applied to your life/ES pool. Which spells will be triggered is determined in added effects step but the actual spells fire off after the damage is dealt, the game doesn't break a step into smaller chunks to apply any effects.

Other than that, it's dead easy to test, you can even do it yourself.
Wish the armchair developers would go back to developing armchairs.

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Last edited by raics#7540 on Mar 22, 2017, 6:01:34 AM
I'm using the Fireborn jewel in the shadow jewel slot below the power charge.

(Increases and Reductions to other Damage Types in Radius are Transformed to apply to Fire Damage)

Is it intended that it doesn't transform the spell and attack damage from "Coldhearted Calculation" notable nor the trap and mine damage from the "Saboteur" notable to fire damage?

Thanks
Yes, that is working as intended. Damage has two defined categories:
Damage source: attack, spell, damage over time and secondary damage (mutually exclusive).
Damage type: physical, fire, cold, lightning (collectively elemental), and chaos.
The rest is all miscellaneous, and not a defined category: trap, AoE, projectile et al.

Fireborn explicitly converts Damage Type modifiers.
Last edited by Vipermagi#0984 on Mar 22, 2017, 10:12:58 AM
Maybe it was asked, but I couldn't find it in 30+ last pages.
With Baron + iron will support does flame golem spells get iron will bonuses? Or some(or all) of his skills aren't spells actuall and doesn't get spell damage bonusesy?(like detonate dead, wich is cast, but not spell).
Can someone(preferably Mark) confirm or deny it?
Does enfeeble reduce damage taken by volatile's?

The damage is dealt once the mob is dead, and therefore out of range of the enfeeble, correct? If this is the case then it should have no effect.

Damage from volatiles is calculated based on the monster's damage, not hp. Enfeeble reduces damage so it should have an effect.

I do not know how i can test this so i thought this was the best place to ask.

Thank you!
Hi I got a question for ya. For juggnart unflinching it says 20%chance gives you an Endurance charge if u are hit. Then the Hiltless reflects 100 physical dmg to you. the reflect dmg causes a hit to player himself then woudnt Hiltless make you gain Endurance Charge when hit an enemy?

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