Mechanical Questions Thread

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Higorvilpon wrote:

I'm Flame Totem Ascendant, so this "10% chance to gain Power charge on hit" of assassin side, works on Flame Totems?


And the Deadeye side, all projectile bonus works on projectile bonus of my flame totems?
More specifically on this "Skills fire an additional projectile"


Here is how the game developers have explained it to us in the past: Totems use your character's offensive stats, and only your character's offensive stats.

Thus, for the Assassin side, the practical answer is "No." When your Totem Hits enemies on full life and attempts to gain a power charge, it will fail to gain a power charge and nothing will happen because it is only allowed to use your character's power charges, not its own. You can still benefit from this stat if you use a Skill whose effect originates from your character (Flame Totem doesn't do this; no Totems do this), such as Orb of Storms, Ice Spear, and so on to gain a Power Charge for your character; when your character has Power Charges, it and its Totems will have increased critical strike chance.

While on the Deadeye side, the practical answer is "Yes." Additional projectiles is an offensive stat that is simply granted to you in this case, so it is also granted to Totems. Of course, the Attacks have chance to cause Bleeding part won't help you, because Flame Totem is not an Attack.

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Skra113 wrote:
Hi. I have a question about weapons.

I'm playing a Templar summoner that focuses on freezing mobs. I'm using a staff.
I never swing my weapon. I use it to cast a heavily supported ice nova.

What stats on a weapon matter if you never swing it?


This is a deceptively complex question to answer. In a phrase, the answer is "applicable global stats." Weapons have a certain set of base stats that are inherent to their existence, i.e. they show up on all white (Normal-rarity) versions of the item category of "weapon," and the developers have told us that any modifier that can apply to one of those base stats will apply to those base stats, thus being a "local" modifier. Attacks use your Weapon base-type stats, while Spells do not, as you probably suspected. Anything that does not apply to those base stats are "global." This includes modifiers that explicitly state "global" and conditional modifiers, presumably because white weapons can't check conditions of things.

The practical answer would probably be, spell damage, cast speed, +level of socketed gems, x% increased fire/ice damage as applicable, and anything that says "spell" or "global." Everything else (assuming I didn't forget anything) would be useless to you. Most notable of what doesn't help you is "Adds x-y Lightning/Fire/Ice/Physical Damage." These add to a weapon's hit damage. If it says the same thing but "to Spells" at the end, then it will benefit your Spells, naturally.
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Is it intended for death to supersede bleed application?

Bleed effect is not applied to mobs on their last hit or being one-shotted.

I mean it makes sense because if their hp reaches 0 there won't be anything to bleed but for instances where you happen to crit or once shot mobs then these mechanic become useless

Flesh-eater
Haemophilia
Gratuitous Violence Gladiator passive
Uul-Netol's Embrace

Really disappointing in instances where you are in a boss fight and these mechanics won't trigger because you one shot or kill the mobs before bleeding manages to apply or would have been applied on the last hit.

Ice bite triggers on mobs that are one shotted. If those mobs can still be frozen should bleed also work the same way?

What are your thoughts on this?
Last edited by sagacite#2912 on May 8, 2017, 12:04:21 AM
Hey guys, what's going on? Where is the answer to my question, it is VERY important:
I have a question if I connect the BV + IQ gem, and if I kill the monsters by an explosion from the wand obliteration, will IQ work?
What is the exact interaction between Herald of Ash and linking it to Elemental Focus?
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Question regarding drillneck.

Drillneck states that projectile damage is increased by 50% of an arrow pierce chance. My question is, does this stop at arrow pierce chance being 100%? I know an arrow would never need to have more then 100% pierce chance, however if you can get this number up to 200% and still get the 50% on the 200% then it is worthwhile to go over the 100% pierce chance (imo).

I am fairly new though, just messing around thinking about a build and was wondering how this interacts. If it just stops at 100% and drillneck can only add 50% increased damage at most then that is good to know.

Thanks.
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Prozzak93 wrote:
Question regarding drillneck.

Drillneck states that projectile damage is increased by 50% of an arrow pierce chance. My question is, does this stop at arrow pierce chance being 100%? I know an arrow would never need to have more then 100% pierce chance, however if you can get this number up to 200% and still get the 50% on the 200% then it is worthwhile to go over the 100% pierce chance (imo).

I am fairly new though, just messing around thinking about a build and was wondering how this interacts. If it just stops at 100% and drillneck can only add 50% increased damage at most then that is good to know.

Thanks.


Mark_GGG answered this earlier in this thread. Your chance to pierce can never be higher than 100%.
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Popas13 wrote:
My turn. Thanks ahead of time for the help. My question is...

If I am Ancestral Bond, and have a glove enchantment "of reflection when hit", does my doppelganger do damage?
Im using a build with Lightning Strike

For amplify well my Lightning damage on enemies, is better i use the aura Wrath or Blasphemy + Conductivity?

Note: i can't use both cause im already with Herald of Thunder.
Last edited by Higorvilpon#2443 on May 9, 2017, 8:05:25 PM
So with the dead eye ascendancy powerful precision and far shot, how does that interact with chain and fork? Is it everytime a projectile chains/forks that it's now considered a new projectile, and thus resets the numerical values for pierce and more damage from far shot?
Sry for the double post.

But i have another question.

The nodes on tree that says Elemental Damage With Weapons, increase damage of projectiles of my Lightning Strike, or this damage just goes to my initial hit (melee hit)?



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