Mechanical Questions Thread
I posted a question (bug?) about Ancestral Warchief's mechanics when dual wielding here: https://www.pathofexile.com/forum/view-thread/1687709/. Could you check it out?
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Hello there!
I have a few questions about Lightning Arrow mechanics. I've started a Deadeye, using lightning arrow with 100% pierce chance. LA does not have the projectile tag - but it benefits from stuff like Drillneck as well as from projectile damage nodes on the tree and LMP/GMP. Therefore I assumed it might be considered a projectile but simply missing the projectile tag. Thus I went for Powerful Precision as my 8th ascendancy, expecting this to work with LA as well. However, the part of "Attack Projectiles return to you after hitting targets" does not trigger. I do however gain 100% increased crit chance from this node. So what am I missing here? xD Did I just mess up 2 ascendancies? :D And in case I did, what would happen if I respec'd into Ricochet, gaining +1 chain together with my 100% pierce chance? Would that even work? My character is "Warleader" in Prophecy by the way. Thanks in advance for your help! Mortalo's Mirror Mania
https://www.pathofexile.com/forum/view-thread/1872121 Creator of Blood Wing, Entropy Grinder, Eagle Hunger, Corruption Bite, Entropy Lock |
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Gem tags are used for item modifiers such as +1 Level to Bow Gems, modifiers that apply to the Gem itself. The tags not define what does and doesn't apply to the Skill itself - they can be used as a guideline for other modifiers, but that's about it.
Anyways. Projectiles cannot Fork, Chain or Return if they already Pierce a given target. Your Projectiles need to fail their Pierce check to either Chain or Return. Last edited by Vipermagi#0984 on Jun 20, 2016, 7:31:40 PM
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" Aye, crit rolls are made per Skill use. Essentially 1 click = 1 crit roll. So if you click far enough to deal 5 Hits, they will all crit or all not crit, assuming of course no distinctions between the targets of the Hits (i.e. Assassin's Mark on some but not all, Ambush or Assassination ascendancy nodes on targets some full life or low life, some not). It is technically wrong to say that the crit check of the first hit determines whether later hits crit. It is, however, true that if you observe a crit on the first hit, and there are no distinctive chance differences as in previous paragraph, then you know the rest will crit. The truth is simply that the random number used for crit checks is generated before any Hits occur, and all Hits from that Skill use will use the same number. EDIT: Hopefully this answers Zardex's question as well. Since I really like this topic, I'll just break down the details for fun one more time. When you Use a Skill, no matter what your chance stats are, you generate a number between 0 and 99.9. Then, this number is compared with your Critical Strike Chance against a certain target. If it is lower, then you crit. If not, you don't crit. This is how all Skills work, regardless of Attack or Spell status. So, suppose your Firestorm Critical Strike Chance is 20% by default, and you have Ambush ascendancy passive giving you 40% Firestorm Critical Strike Chance against full life enemies. You click Firestorm hot key and roll a... 0.0! Amazing luck! You crit every enemy as 0.0 is less than 20.0 25.9! You crit the full life enemies as 25.9 is less than 40.0 but equal to or greater than 20.0 99.9! Awful. You don't crit any enemies 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 Last edited by adghar#1824 on Jun 20, 2016, 10:22:45 PM
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Does projectile weakness buff the bleeds/poisons caused by the assassin ascendancy nodes?
"Life is like the sea; tides and currents sometimes take a man to distant shores that he never dreamed existed."
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Hello Mark, thanks for answering our questions. Two quick ones for you...
1. Are bows considered "Two Handed Weapons"? For example do the Slayer's bonuses to "Two Handed Weapons" apply to them? I'm assuming yes, but I ask because Heavy Strike states it works with "Two Handed Weapons" but doesn't work with bows. 2. I've noticed that it is not possible to regenerate to full life when Blood Rage is active, and therefore not possible to gain full-life bonuses or use Melee Damage on Full Life with it. Is this intentional or a bug? If it's intentional, would Zealot's Oath bypass this limitation? |
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" EDIT: If you're applying the bleed/poison with a projectile, it will increase the initial hit which will increase the bleed/poison. It does not double dip however. IGN: TsuruyaNyro Last edited by Suzumiyaharuhi#1589 on Jun 21, 2016, 1:25:57 PM
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" 1. According to this thread, the nodes do apply to bows. 2. It's intentional. If you have zealots Oath, and you're es regen > bloodrage degen or you just have an es buffer for bloodrage to use, then yes, full life would work. IGN: TsuruyaNyro Last edited by Suzumiyaharuhi#1589 on Jun 21, 2016, 1:11:17 PM
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hi there.
I'm using the Ascendant Hierophant node and the 20% chance to gain power charge on totemcast seems a bit off? I spam summon totem constantly and rarely get a charge - it seems to be like 1/10 rather than 1/5. I'm just curious if it's working correctly or not, because if it is.. I've made a huge mistake ;D |
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"Global "Distinguishing between whether a mod is local or global is done by whether that mod could affect the base properties of the item, not other mods it has. Weapons don't have a base value of lightning damage to increase, they do have a value of physical damage to increase. "Yes. "No. The aftershock is a specific part of the skill that hits things. Degens are inherently not the aftershock. "Correct. "Minion Damage" modifiers work by giving the minion the eqiuvalent "Damage" modifier as a base property. "It is the same as case 2, but your description of case 2 was wrong. It only applies to the hit. "This is hit-only, like all conditional damage modifiers. Degen can't check those. "Only the hit has a charge distance. This only applies to the hit. "Correct. "Leech first, then reflect. "If it happened in that order, that would not be possible - you'd die. That's why it doesn't happen in that order. "No, because you're moving at the time it deals damage. "No. Flameblast will go off when you start casting Rallying Cry, not when Rallying Cry takes effect, which is later. "No. "Base damage is worked out by taking the base damage of the skill, plus any relevant additional damage. Conversion (extra X damage as Y is a form of conversion) all happens before modifiers. Converted damage will continue to be converted to new types if you have more conversion stats - if you have some physical as cold and some cold as fire, you'll have some of your physical damage as fire (via cold). Damage can be affected by any modifiers which could apply to any of the types it was converted through. So that fire damage that was cold damage that was physical damage, is affected by any modifiers which would apply to physical damage, or to cold damage, or to fire damage. No modifier can apply to the same damage twice. "Technically this would fall under your "something unique about this mod" category, in that this mod is bugged. It's applying multiplicatively, rather than correctly as an additive modifier. This has been fixed locally and will be in a future patch. "Because Vaal Rain of Arrows removes your movement speed. Cyclone moves you at your movement speed, Whirling Blades ignores movement speed and moves you based on your attack time. "Taking 10 damage and healing 10 damage each frame is inherently different from taking no damage. Each needs to be processed and can trigger different things (ES recharge inhibition, for example). The functions that apply degen can't apply regen, and vice versa. "The Most Delicious Passive Skill applies elemental proliferation to your hits. This is inherently affected by area modifiers. |