Mechanical Questions Thread
" So different classes, with exact same gear+skills+stats conditions and player-vs-enemy positioning, may have different time between initiation and end of an attack, thus some classes can slightly outperform others in some setups? :O Life is short - deal with it
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Practically, performance will be the same. The animation (attack speed) is exactly the same, but the exact moment at which the arrow is released varies very slightly. You're unlikely to notice the difference with the average Attack rate of a fully loaded Exile being so very high.
Disclaimer: going to pull numbers out of my arse to facilitate this example. Let's say we're looking at an attack animation of 250 milliseconds, for four attacks per second. Every class will have the same amount of shots per second. However, the Ranger might release the arrow at 200ms, and the Marauder at 212ms - the Ranger would have less time before the attack lands, but more time thereafter. |
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" I understand that difference is probably unnoticable and actually can't benefit a player, but to be precise, it's still may exist, right? In your example, Ranger's arrow lands 12 ms earlier than Mara's, so enemy hit occurs then arrow lands? or landed arrow has a "lunch break" and just lies here and wait for 12 ms to pass until it will initiate the hit? :) Life is short - deal with it Last edited by Dissolator#0628 on May 17, 2017, 12:26:40 PM
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In this made-up example, the Ranger will hit the enemy 12ms before the Marauder does. The animation would match this fractional difference.
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"That stat applies to Bleeding enemies you kill. If your minions kill them, then they would need to have that stat to cause the explosion, and I don't believe that's currently possible. "In a hyppothetical case where you manage to get a Zombie that has the Gladiator stat, they would both occur, yes. "The character's. The support is granting your skill a bonus which is based on your life. The totems are using your skill - they don't have their own skill, which would have a bonus based on their life. "Your critical strike chance is capped to 95%, but since the modifier on Assassin's Mark doesn't modify your critical strike chance, it is seperate to that. An enemy can end up having 100% total chance to be critically struck in this case. "Yes. "The monsters summoned and skills used will all match the mosnter level of the area. What that scaling changes about a skill depnds on the skill, but any skill that deals damage probably deals more of it at higher levels. "It currently depends on difficulty, and I can't say yet what exactly will change with that in 3.0.0. Maps are 80% guest monsters, unless they have the "increased monster variety" mod. "That's both too broad, and not really a mechanical question. I don't know much about usage data. "It's mechanically necessary in order to meet the basic design requirement that you can't freely murder things on the other side of walls which have no way to get back at you. "Technically it does not "add" damage, but the "Gain x% of Elemental Damage as Extra Chaos Damage during effect" mod will apply to the explosion, yes. | |
Facebreaker only apply to Attack type damage ? It can't be converted to elemental damage?
Last edited by TeddieJohan#4273 on May 18, 2017, 3:05:45 AM
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"You are incorrect about Earthquake. Aftershock Damage modifier does not apply to any DoT created by the aftershock hit - it works the same way as shield charge. Damage over Time is not an Aftershock, nor does it have a meaningful value of "charge distance" that could let it benefit from that modifier. In 3.0.0, all such modifiers are being reviewed, and some will change to apply to DoT aplied by their hits as well, since their application to the hit no longer has a knock-on effect on ailment damage. In addition, all such stat descriptions will be being reviewed, so any modifiers like this which do not apply to Damage over Time will be more clearly described in 3.0.0. As such, the above answer is only valid for the current state of the game, and will no longer be accurate in 3.0.0. "No. Fireball cannot be supported by those support gems (at least, not without including other supports as well), and skill effect duration modfiers do not apply to ailments such as ignite. "Rapid Decay would. Hypothermia would not, because conditional effects on the enemy do not apply to damage over time. The stat descriptions of such effects will be reworked in 3.0.0 to make it more clear they do not apply. "Yes, it will be affected by the Item Rarity support that is supporting the Abyssal Cry skill. "No, it will still be affected by the gem, since the poison was from that skill, provided the poison is the degen that is considered to get the kill. "This makes no difference. What matters is that Abyssal Cry caused the poison, not why it did that. "In the situation you describe, you didn't kill the enemy "via Essence Drain", but via poison, and so the modifier applies. If the poison from Abyssal Cry had run out, and the only poison left was a newer one applied by Essence Drain, then Essence Drain would be the degen that killed the enemy, and the gem would need to support it to apply. "No, the monster is not dealing the damage. "That is definitely not the case. If a skill applies poison, that poison was applied by that skill. Where the stat came from that allowed it to do so has no bearing on that. | |
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---------------------------------------------------------------------------------- ---------------------------------------------------------------------------------- I want to know how spawn weight does work in PoE: i have 2 thoughts about it: 1) you have different pools with different mods in it. So for instance to get like T1 life you should roll firstly pool of lifes, then roll T1. 2) those weights are all mapped to very big number like each mod multiplied by its weight takes some space within this number and you do something like Random(0,THAT_LARGE_NUMBER) and then check within what range it lays. Any of those ideas is for at least correct, and if which one? And also please does it works with sextants like the same way? ---------------------------------------------------------------------------------- ---------------------------------------------------------------------------------- ---------------------------------------------------------------------------------- did those selections because the next 2 posts is pointless but taking space Last edited by Xloctis#6349 on May 18, 2017, 10:46:02 AM
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" Wait a minute, so if I have Gladiator's Gratuitous Violence and use Infernal Blow I get both explosions? I always assumed you'd just get either one. IGN Hardcore: Muppman
IGN Beyond: TheTrueAuraBitch or BlixtarOchDunder |
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" That is what Mark just said, yes. :P |
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