Mechanical Questions Thread
"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. | |
" Yes, I did not take into account that chill only lasts 2 seconds. I did some calculation and my data now fits the assumption that slow effects prolong stuns. Many thanks for your responses. |
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Hi i hope this isn't obvious to all nor answered before, during my google searches i didn't find it at least :)
The question is about Starkonja, Iron Reflexes, and a single large physical hit that takes you from Non Low Life to below Low Life. I'm wondering whether the part of the damage that does not lower you to Low Life will be calculated with one physical damage reduction, and the part of the damage that get you under Low Life will get calculated with another increased physical damage reduction. Kind regards |
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1. You take the Damage when not on Low Life.
2. Starkonja's does not mention the word 'Taken' at any point. |
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Well my question goes more to whether one damage instance will be split up when it takes you beyond the Low Life threshold.
Or am i misunderstanding your answer? |
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What I'm saying is, it's not split up (you only take Damage once, and you're above Low Life at that time), and that Starkonja's doesn't do what you think it does.
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150% increased Global Evasion Rating when on Low Life
+ Iron Reflexes as i explained? But if your info is correct then thanks |
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i use xboxonex , i play the game path of exile for a month
i cant use the trade market how can i do it ? sorry for my english, question from greece |
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Heya, just wondering; what is the maximum movement speed allowed for SRS? is there a hard/soft cap to them? or it entirely possible to hit near 330% ms with the new abyssal jewels?
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Hello, today when I was starting to make an Etheral Knives build on the Xbox 1 I noticed that the "XX% increased Physical Damage" on the Silverbranch does not modify the physical damage done by Etheral Knives in the Skill panel. I put on a Rustic Sash which also has "XX% increased Physical Damage" and saw that the physical damage increased on Ethereal Knives increased in the Skill panel. Could you please inform me if this is in error so I can plan correctly for my build.
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