Mechanical Questions Thread
Is it possible to adjust your stash layout like this? If not, would others prefer it this way or is it just me?
I strongly dislike using the arrows to find the right stash tab when placing stuff in my stash. Last edited by Thumarun#5722 on Jan 15, 2018, 6:01:19 AM
|
|
" It means nothing because Minions do not have Skill Gems socketed. " 1. Stun is affected by Slow, but only after Stun has been applied (meaning, Chill/TC do not increase the likelyhood of Stunning, but do prolong applied Stuns). 2. Yes, they will be harder to Stun, same way that Magic/Rare/Unique monsters are progressively harder to Stun due to their increased Life. |
|
" I appreciate your response, but are you 100% sure that chill affects stun duration? Temporal Chains applies a slow effect as well as "other effects expire 40% slower" so it's obvious that Temporal Chains will prolong stun duration. However, slow effects slows animation time, and stun doesn't seem to be an active animation that a character performs. I have done a test with Southbound, Resolute Technique, Brutality, Hatred, Ruthless and act1 trash mob. By swapping on and off the Brutality gem, I can control whether or not the mob is slowed with a 30% chill. And Southbound makes sure that I won't kill this mob for repetitive observation. I attack 3 times each time to proc Ruthless so I have a long and fixed stun duration for each hit. I tested for around 20 minutes without seeing any sign of prolonged stun while chill is applied. However, when I used Temporal Chains to prolong the stuns, the effect was very noticeable. If slow effect actually prolongs stun duration, then lvl 1 temporal chains should only increase stun duration by 20%, since temporal chains gives "Cursed enemies are (20-29)% slower", "Other effects on Cursed enemies expire 40% slower". Max effect chill should increase stun duration by 30%. This contradicts what I observed in my experiment. I do appreciate your input, but I truly need some explanation or a firm confirmation. |
|
" TC's 'other effects expire slower' only applies to statuses that generate an icon on the monitor; Curses, Ignite, Blood Rage, the works. Stun does not show up as a debuff with a timer, yet TC affects Stuns. |
|
Question: What if I have "Point Blank" in the passive skill tree and "Far Shot" in the bow?
|
|
Spoiler
How this item get +36% increased fire damage? Both path of building and poeaffix.net shows +30% as maximum for this stat. But poe.trade shows items with even more fire damage. |
|
" They both apply. Since they are both "more" modifiers, they are multiplied together. The scaling for Point Blank is on the wiki; although I haven't been able to find a similar one for Far Shot. At maximum range (>35 units), you should be getting 50% less damage from PB and 30% more from FS; or 0.5 * 1.3 = 0.65 times your damage. (Or equivalent to a 35% less modifier.) " 30% is the maximum for a suffix ("of Ashes"). A prefix can get much more, up to 79% ("Xoph's"). There is also an Elder prefix with up to 60% increased. If your scepter has all three, you could in theory get up to 169% increased fire damage. Last edited by Abdiel_Kavash#5296 on Jan 15, 2018, 4:34:38 PM
|
|
" I did another experiment with much greater stun duration and lvl 19 Temporal Chains. I used a stop watch to count the time it takes for the mob to perform an attack on me after being stunned. First group of data comes from Brutality + Lvl 19 Temporal Chains, which should offer 29% slow + "other effects on cursed enemies expire 40% slower" The second group comes from no Temporal Chains and no Brutality, which due to my cold damage, should chill the mob for max effect and offer 30% slow. If slow effect indeed affects stun duration, then the "other effects on cursed enemies expire 40% slower" should not. Then we should expect the same effect from the 29% slow(lvl 19 Temporal Chains) and 30% slow(chill). My experimental data tell me that the first group took around 4.9 seconds. The second group took around 4.2 seconds. Sample size > 20 for each group. I think this is a convincing study to show that the "other effects on cursed enemies expire 40% slower" indeed affects stun duration. |
|
If it did apply, your Stuns with TC would last somewhere around 7 seconds though:
4.2 * (100/60) = 7 I don't know where the discrepancy comes from. It's not from TC's second effect. Was the enemy Slowed for the full duration of the Stun? Chill only lasts two seconds. Last edited by Vipermagi#0984 on Jan 15, 2018, 9:18:51 PM
|
|
"Before. If modifiers could modify the value after the cap was applied, they could raise the value above the cap, which would be silly. The cap can only work by being the last step in working out the value of the stat. "Applying the cap is the last step in working out the value of the stat, but it is part of that process, not separate to it. Your Block Chance is a capped value, so anything that gets the value of your block chance will get the value after it's fully calculated, including applying the cap. Thus "overcapping" block chance will not cause you to get more spell block chance from it, because the value of your block chance doesn't change. "They will apply to the extra damage, but this does not cause double-dipping. The modifier only applies once to each part of the damage. Also, that damage is not added damage (this matters for things like "Effectiveness of Added Damage" on gems). "In 3.0.0, traps were changed to be invulnerable to all damage while arming and while using their skill. This means if they have no duration, they have no point at which they are vulnerable, and they will be unable to die. Prior to 3.0.0, this depended on how much fire damage per second the burning ground is dealing. If it dealt enough to total 1 damage in the time it takes the trap to arm and start using the skill - which is a small but nonzero amount of time - it would die, and otherwise it would not (or at least not until after the skill has "gone off"). It's possible the burning ground you tested on was weaker than that you faced in practice. "The explosion is not from the skill, so cannot benefit from the skill's poison chance. The damage from the explosion will only be able to apply poison if you have poison chance in your stats (e.g. from gear or passives), not in the specific skill that got the kill. "This is correct. The whole reason that "offensive" auras don't apply to Totems in the first place is because they wouldn't benefit from having those stats. The totem is not using it's own skills, it's using your skills, which inherently use your stats - not the totem's stats. Granting increased Damage or Attack Speed to a Totem means it's skills will have those bonuses. But it doesn't have any such skills, and is using your skills, which aren't in any way affected by bonuses on the totems. "You need to get the kill to create the ground. "As noted above, only the bonus on you applies to your skills, regardless of whether you or the totems use them. The totem being in the consecrated ground is of no benefit to it. |