Mechanical Questions Thread
"Yes (assuming it is supporting the Ancestral Warchief skill). "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. "Yes. "Yes. Your total recovery per second from Leech is capped, but the damage to enemies has no cap. "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. "38 "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. "Each hit. "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. "Same as above. "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. "No. | |
"Assuming you're talking about the "Endless Pain" Sentinel traps in the labyrinth, those apply 50% increased damage taken. "Correct. "There is not a formula to calculate this, nor is there a specific "arrow drawn" animation on the character. Using Blast Rain plays it's attack animation, which includes drawing an arrow. This animation takes the attack time of the skill to complete. At the point in that animation where the arrow is realeased (which may differ slightly between classes), the skill "goes off" and starts waiting for the explosions to fall. There's a 600ms delay before the first explosions falls (which is affected by modifiers to both attack speed and projectile speed), and the falling animation takes 270ms (cannot be modified). "No. "The character panel, for stats which are calculating an estimate against an average monster of your level, will use a monster of level 84 if your level is higher than that. "It affects the crit roll, which is only made once per skill use. "Nothing. The crit roll for the skill was already made. | |
If you have CI, does that mean that melee damage on full life support will always be up for you? I assume yes, but wanted to be sure. I was wondering about it for a CI Blade Flurry toon, running CWDT - Puncture to use Bloodlust Support as well.
Combat is simple.
Keep your blood in. Take theirs out. |
|
" Yes Need game info? Check out the Wiki at: https://www.poewiki.net/
Contact support@grindinggear.com for account issues. Check out How to Report Bugs + Post Images at: https://www.pathofexile.com/forum/view-thread/18347 |
|
question about Scourge claw,
when DW, it increases your global damage by 140% when you hit. This increases your physical damage by 140%. Now let's say I use hatred, i gain 36% of phy as cold. Will the resulting cold damage again be boosted by the claws' 140% increase damage? | |
" No. Technically, it depends on what you mean by "again be boosted," but in all likelihood the answer to what you mean is "No." Conversion and added-as mechanics don't double dip. Example: Suppose you have: average damage of 100 physical 500% increased physical damage 100% increased cold damage Two The Scourge claws Hatred at 36% So, without hitting: 100 physical -> 100 phys + 36 phys-cold 100 physical * (1 + 5.00) = 600 physical 36 phys-cold * (1 + 5.00 + 1.00) = 252 cold With hitting: 100 physical -> 100 phys + 36 phys-cold 100 physical * (1 + 5.00 + 1.40) = 740 physical 36 phys-cold * (1 + 5.00 + 1.00 + 1.40) = 302.4 cold Need game info? Check out the Wiki at: https://www.poewiki.net/
Contact support@grindinggear.com for account issues. Check out How to Report Bugs + Post Images at: https://www.pathofexile.com/forum/view-thread/18347 |
|
Question about and
regarding the increased melee dmg of Daresso's: it can never proc with attacks due to Hezmana's spending life - and thus never being on full life - or am I wrong? When is "full life" checked? And is it shown on the skill's (sunder in this case) tooltip DPS? Thx "Metas rotate all the time, eventually the developers will buff melee" PoE 2013-2018 Last edited by Wazz72#5866 on May 17, 2017, 8:58:37 AM
|
|
" I see. Great! thanks for this man. Understand the calcs now. | |
" It's checked on hit, so if you used a skill that hits continuously or after a delay (like cyclone or earthquake) you might get the bonus if your life refilled before the hit. The tooltip will show it, you can check that one yourself. Wish the armchair developers would go back to developing armchairs.
◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► |
|
" EDIT: it is shown, you can see that for a millisec the tooltip changes, then life goes back to full ( I have high life regen) and the bonus is applied ... Good to know! "Metas rotate all the time, eventually the developers will buff melee" PoE 2013-2018 Last edited by Wazz72#5866 on May 17, 2017, 1:24:31 PM
|
|