Mechanical Questions Thread

Is there a way to turn of the ai that decides how you move.

Basically I want to move in the direction i clicked with my mnouse. And NEVER a different direction. I dont mind running into walls or mobs. I do mind running places I dont want to go becouse the AI is based on a wrong principle
Hi!

So I was looking at builds, and found https://www.pathofexile.com/forum/view-thread/1869039 and I was wondering a bit about the interactions here. He uses Rigwald's Quills for Fork, but then also chain in the Tornado Shot setup. Now, according to the wiki projectiles can only either pierce, chain or fork, but not do any 2. Yet looking at his video it really looks like it's both forking and chaining. Is this because it's the initial Tornado Shot projectiles that fork, and the subprojectiles from TS going off are considered "new" projectiles, so they chain since they haven't forked?

Or am I missing something?
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Kleintje wrote:
Is there a way to turn of the ai that decides how you move.

Basically I want to move in the direction i clicked with my mnouse. And NEVER a different direction. I dont mind running into walls or mobs. I do mind running places I dont want to go becouse the AI is based on a wrong principle


Uh...? Perhaps you'd enjoy using the Move Only command if you aren't already. It is the icon with two grey footprints when you select a skill for your skill bar. It is not itself a skill but if you pretend it is one you should be able to find the command and use it quite easily.
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AlleviatedRisk wrote:
Hi!

So I was looking at builds, and found https://www.pathofexile.com/forum/view-thread/1869039 and I was wondering a bit about the interactions here. He uses Rigwald's Quills for Fork, but then also chain in the Tornado Shot setup. Now, according to the wiki projectiles can only either pierce, chain or fork, but not do any 2. Yet looking at his video it really looks like it's both forking and chaining. Is this because it's the initial Tornado Shot projectiles that fork, and the subprojectiles from TS going off are considered "new" projectiles, so they chain since they haven't forked?

Or am I missing something?


You may have misread the wiki. There is an order in which Projectile-related propagation mechanics work; a projectile cannot Pierce, Chain, and Fork at the same time but it is perfectly possible for one projectile to do all three over the course of its lifetime.

The wiki lists priorities: Pierce > Fork > Chain > Return. So the projectile, when it Hits an enemy, it sorta asks itself some questions, where Yes = proceed to next target, and No = check next mechanic, so it goes like "Did I Pierce? No, okay, did I Fork? Yes then proceed to next target" where the whole question process repeats itself again ("Did I Pierce...?")
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Hi, will I have resistance when using Minion and totem elemental resistance Support + stone Golem +flesh offering(bone offer) ??? (with the active mistress of sacrifice) ty.
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MicroTechno wrote:
Hi, will I have resistance when using Minion and totem elemental resistance Support + stone Golem +flesh offering(bone offer) ??? (with the active mistress of sacrifice) ty.


No

Don't be misled by tags on skills. Most of the time they help you think about Supportability, but they are not hard and fast rules, which means you have to apply some critical thinking (or look things up, or ask in this thread like you just did :). Minion and Totem Elemental Resistance Support does nothing to Flesh Offering, and grants elemental resistance to your golem Minion. It does nothing to your golem Buff (if you read the support gem's description, a golem's Buff isn't a "Totem" or "Minion" "summoned by Supported Skill," so it can't have the stat granted :P Similarly, Bone Offering doesn't summon any minions, it grants a Buff, and that Buff is not a totem or minion. So it can't benefit from the Minion and Totem Elemental Resistance Support in any way.

Gem tags are only reliable when talking about gem bonuses (e.g., "+1 to level of socketed Fire Gems")
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I've been searching all the post but there is no definitive answer.
1. Can totems (specifically Ancestor Warchief and Ancestor Protector) missed on hit ?
2. If I get Unwavering Stance, do totems also can't be stunned ?
Last edited by TeddieJohan#4273 on May 16, 2017, 3:14:25 PM
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potvin93 wrote:
I was wondering how to do the rampage challenge with 1000 killstreask with my summoner and i saw there is a pair of gloves to be on rampage (Wyrmsign) and thinking how get a maximum endurance charge. So by reducing my maximum capacity the endurance charge, i'll be at the maximum!

However, it doesn't seem to work. Is it me that i don't understand the maximum endurance charge while at 0/0 or it's a bug?
While at 0/0 Endurance Charges, you are at maximum Endurance chargse, and will thus have Rampage from Wyrmsign. However, this just allows you to start Rampage Killstreaks, and the killstreaks themselves won't show up until they reach 25 kills. So I suspect you just haven't killed enough enemies to see the killstreak.

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Wooser69 wrote:
With Forsaken Masters release we were given info on the chance to find masters - 20% in the wild and 50% in maps iirc. So what about map trials? I've finally managed to get 6/6 but only because of global 820. The chance seems to be 5-10% maximum with the number of maps I've ran.

Also, does the tier of map have any effect on the chance to find them? Or the size of the map? I ran many, many dunes because they're the smallest map to explore and try to find a trial in. I however most notably remember finding them in higher tier maps, or zana areas.
I've been told it's a 10% chance.

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hq78 wrote:
working with the hypothermia cold support and elemental focus support gem on vortex.

i am using ice golem(if that even matters), and vortex is linked to elemental focus support however i am noticing that monsters that get hit by vortex still "appear" to be getting "chilled"

my question is are these monsters actually chilled? and will hypothermia support gem along with the elemental focus support work?
The Vortex skill cannot chill enemies directly when it hits them, but it still places a ground effect which chills enemies standing in it. Because the enemies are bein chilled by the ground effect, not directly by the skill, this is "getting around" the restriction on Elemental Focus.

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Butter0311 wrote:
I am an Assassin and I am using Noxious Strike and Toxic Delivery. Will the bleeding and poison damage over time still take affect if an enemy is chilled or frozen?
Yes. Freezing or Chilling enemies has no bearing on them being Poisoned or Bleeding, other than the fact that being Frozen will prevent them from voluntarily moving.

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Mandrix wrote:
I'm curious about an interaction with the saboteur node "Born in the Shadows". Does the 30% increased damage against blinded enemies work like vulnerability?
No. It says it increases your damage, not their damage taken. It would have to say something like "Blinded Enemies take x% increased Damage from you" to be a modifier to damage taken, like the one from Vulnerability.

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The_x_ile wrote:
how does lightning strike with 0 chance to pierce and chain support work with frostwall?
As of 2.4.0, your projectiles cannot collide with your Frost Wall at all.
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Mark_GGG wrote:
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Wooser69 wrote:
With Forsaken Masters release we were given info on the chance to find masters - 20% in the wild and 50% in maps iirc. So what about map trials?
I've been told it's a 10% chance.

Just wanted to thank you for this - I was interested myself. :)
“Please understand that imposing strong negative views regarding our team on to other players when you are representing our most helpful forum posters is not appropriate.” — GGG 2022

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I'm not 'Sarno' on Discord. I don't know who that is.
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AusterlitZ wrote:
Would Rapid Decay increase a DoT damage caused by Ancestral Warchief?
Yes (assuming it is supporting the Ancestral Warchief skill).

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TheMipchunk wrote:
What determines if a projectile hits a Frost Wall? Sometimes it passes through (such as using Explosive Arrow), even though the character has no pierce chance. Are Frost Wall segments capable of evading?
Your projectiles cannot interact with your frost wall (as of patch 2.4.0). However, in the case of an enemy Frost Wall, the wall is made of multiple overlapping segments. Since projectiles cannot shotgun, only one projectile from a particular fireing can collide with each segment - this will sometimes allow some through.
Frost Wall segments do not have evasion, but the maximum chance to hit is 95%, so it is theoretically possible to miss one.

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TheMipchunk wrote:
When wearing The Retch, allocating the Endless Hunger notable, and using instantaneous life leech, will the Retch's "Life Leech applies to enemies as Chaos Damage" modifier deal instant chaos damage when at full life?
Yes.

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TheMipchunk wrote:
When wearing the Retch, if you are leeching from many enemies simultaneously, such that your maximum leech rate is reached, so that the leech from many of those enemies are not actually giving you any further recovery, do those enemies still take chaos damage from the Retch's modifier?
Yes. Your total recovery per second from Leech is capped, but the damage to enemies has no cap.

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TheMipchunk wrote:
When wearing Daresso's Defiance and allocating the Unflinching notable, when you are hit (and assuming both effects trigger), do you first gain an endurance charge and then lose it, gaining at least 1 second of Onslaught, or do you lose all endurance charges, gain Onslaught, and then gain one endurance charge?
The former, although you aren't guarunteed at least 1 second of Onslaught in all cases - if your maximum number of Endurance Charges is 0, the initial gaining of a charge will fail, and you won't have any to lose.

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zbouby25 wrote:
What's lacerate base range ?
38

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xrook wrote:
can you still leach him during his "immortal reflect phase"? if no, then its an insta-rip even if i have instant leach and just store the map somewhere
I've asked around, an no-one is sure which boss you're asking about here. If you're referring to Izaro, who becomes effectively "immortal" when he reaches a life threshold but does not reflect, then the answer is yes.
If you're referring to Atziri, who does have a reflect phase, but is not immune during it (and would likely not appreciate being called "him"), the answer is also yes.

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xrook wrote:
will assassins toxic/noxious strike roll once on multistrike or will it roll in each individual strikes?
Each hit.

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SamuraiDukey wrote:
I had a few questions about an interaction between Iron Reflexes and some evasion equipment. If I wear Queen of the Forest with the Juggernaut ascendancy passive Unstoppable and will my movement speed be at 0% because of the penalty or will it be ~14% and unaffected by the Queen of the Forest's movement penalty.
You have no Evasion Rating due to having converted it all to Armour with Iron Reflexes. Queen of the Forest cannot grant you any movement speed in that situation. It still grants 25% reduced Movement Speed, but this is cancelled out by the Unstoppable node, assuming you don't have any other bonuses to movement speed.

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SamuraiDukey wrote:
if I'm wearing Queen of the Forest, other evasion gear and grace, will I benefit from the additional movement speed buff from Queen of the Forest or will there be no benefit due to Iron Reflexes converting all my evasion to armor?
Same as above.

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SamuraiDukey wrote:
if I do not pick up Unstoppable and get Art of the Gladiator instead, does it work the same way? Will I get the movement buff/penalty from Queen of the Forest?
Art of the Gladiator prevents the inherent movement speed penalty from wearing armour items. It does not interact with the explicit mod on Queen of the Forest.

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Noah41 wrote:
Do higher tier maps drop more items regardless of affixes? like does a white t12 map drop more items than a white t7?
No.

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