Mechanical Questions Thread

Thanks for the fast response, understood
"Good thing they nerfed the carto, it wasn't fun to find one in every map." - Haborym
Hi, I really love the idea of multiple pet summoners and love the idea/concept of Rigwalds Crest (and those amazing claws that do the same thing). The problem is minions or at the least Summon Raging spirits I feel should trigger their effects due to it being classified as a spell but as far as I know it and many other things don't trigger the effect, is there a reason behind this? and why if I may ask? :3 <3 but i'd really love an answer when you have time!
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Xinglifehard wrote:
Hi, I really love the idea of multiple pet summoners and love the idea/concept of Rigwalds Crest (and those amazing claws that do the same thing). The problem is minions or at the least Summon Raging spirits I feel should trigger their effects due to it being classified as a spell but as far as I know it and many other things don't trigger the effect, is there a reason behind this? and why if I may ask? :3 <3 but i'd really love an answer when you have time!


This has nothing to do with it being a spell or not. You have a chance to summon wolves on kill, not your minions. If you don't kill anything, the wolves won't spawn. See my answer immediately above your post.

(Note that there is an exception with damage over time: any monster that dies to DoT is counted as your kill, even if the DoT was applied by a minion. This is a workaround to another bug that might eventually get patched out.)
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Abdiel_Kavash wrote:
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Xinglifehard wrote:
Hi, I really love the idea of multiple pet summoners and love the idea/concept of Rigwalds Crest (and those amazing claws that do the same thing). The problem is minions or at the least Summon Raging spirits I feel should trigger their effects due to it being classified as a spell but as far as I know it and many other things don't trigger the effect, is there a reason behind this? and why if I may ask? :3 <3 but i'd really love an answer when you have time!


This has nothing to do with it being a spell or not. You have a chance to summon wolves on kill, not your minions. If you don't kill anything, the wolves won't spawn. See my answer immediately above your post.

(Note that there is an exception with damage over time: any monster that dies to DoT is counted as your kill, even if the DoT was applied by a minion. This is a workaround to another bug that might eventually get patched out.)


So basically i'd have to get severed in sleep then. thanks :)
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Xinglifehard wrote:
So basically i'd have to get severed in sleep then. thanks :)


Or, for a cheaper option, consider linking Poison or Chance to Bleed supports to your minion gem. Or if you're using minions that deal fire damage (such as SRS or some spectres), Chance to Ignite or Increased Crit Strikes. Some spectres also use DoT skills naturally.
Hello. Can u pls explain me what radius is "near". I play Chieftain and in ascendancy i was choosen "Arahongui, Moon's Presence" talent. Now i dont know where should i place my totem to get this talent work. Tried google it but have no results, created thread on forum and still cant understand. Thank you in advance and sorry for my ENG.
Last edited by An4LPunishment#2939 on Mar 7, 2018, 12:00:10 AM
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Abdiel_Kavash wrote:
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filtre wrote:
Hi, Mark. Fireball and Arctic breath projectiles explode when they collide with enemy. In the case when projectile reaches enemy and he is only one in explosion range will he get damage from projectile hit or both projectile and explosion damage (does damage from hit and AOE sums together for projectile target) for these skill gems?


There is only one Hit for each projectile (assuming no chain/pierce/etc.) The damage of this single Hit is affected by both Projectile and Area modifiers, since it is delivered by a projectile and deals damage in an area.

"Projectile" and "Area" are not mutually exclusive. One Hit can be both.


So damage from projectile and AOE explosion sums? LVL 20 firebal average damage is 924. My question is: will this really is 924 or 1848 in case of one projectile and one enemy?
Last edited by filtre#4812 on Mar 7, 2018, 8:05:59 AM
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filtre wrote:
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Abdiel_Kavash wrote:
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filtre wrote:
Hi, Mark. Fireball and Arctic breath projectiles explode when they collide with enemy. In the case when projectile reaches enemy and he is only one in explosion range will he get damage from projectile hit or both projectile and explosion damage (does damage from hit and AOE sums together for projectile target) for these skill gems?


There is only one Hit for each projectile (assuming no chain/pierce/etc.) The damage of this single Hit is affected by both Projectile and Area modifiers, since it is delivered by a projectile and deals damage in an area.

"Projectile" and "Area" are not mutually exclusive. One Hit can be both.


So damage from projectile and AOE explosion sums? LVL 20 firebal average damage is 924. My question is: will this really is 924 or 1848 in case of one projectile and one enemy?


No. There is no "projectile damage" and "AoE explosion damage". There is only one instance of damage. But this instance is affected by both "projectile damage" and "area damage" modifiers.

If you had no relevant modifiers, you would only deal 924 damage.

But now let's say you have 60% increased projectile damage, and 70% increased area damage. Your fireball again does 924 base damage. But this gets increased by both modifiers. The damage dealt to the enemy will be:

924 * (1 + 0.6 + 0.7) = 2125.

Fire damage, elemental damage, spell damage, etc. will keep adding to the same pile. There is no distinction between the various "increased X damage" modifiers - everything that applies will simply be added together.
Last edited by Abdiel_Kavash#5296 on Mar 7, 2018, 8:16:13 AM
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Abdiel_Kavash wrote:

No. There is no "projectile damage" and "AoE explosion damage". There is only one instance of damage. But this instance is affected by both "projectile damage" and "area damage" modifiers.

If you had no relevant modifiers, you would only deal 924 damage.

But now let's say you have 60% increased projectile damage, and 70% increased area damage. Your fireball again does 924 base damage. But this gets increased by both modifiers. The damage dealt to the enemy will be:

924 * (1 + 0.6 + 0.7) = 2125.

Fire damage, elemental damage, spell damage, etc. will keep adding to the same pile. There is no distinction between the various "increased X damage" modifiers - everything that applies will simply be added together.


Ok, thank you.
How does Brutal Fervour mechanics work?

How much leeched life can be stored this way? How long is this life being stored?

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