Mechanical Questions Thread
" I have full conversion to fire dmg now,i never deal critical strikes and i have ancestral bond. Why whenever my totems kill rare/unique monster i didnt get this Maddening Presence effect? or why my totems didnt get it |
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Can I get a ruling on how two items interact with minions..?
Does the Redemption unique item Iron Will affect simply mean that all your skills are supported by Iron Will, or does it mean the spells that player casts are supported by Iron Will. Does the mechanic impact minions at all..? With the unique item, Doon Cuebiyari, does the 1% damage increase interact with minions, or just the player's skills..? Last edited by davemancke#1524 on Mar 15, 2018, 11:22:04 PM
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" As any "more"/"less" modifier, this stacks multiplicatively. So a taunted enemy dealing 1,000 base damage would deal 1000 * (0.9 * 0.9) = 810 damage. " You are wearing Impresence, thus if you kill an enemy, you would gain Maddening Presence. Your totems are not wearing the amulet, so if your totems kill anything, they will not gain the buff. (And neither will you of course, because you haven't killed anything.) Kills specifically by Damage over Time are an exception to this. Anything that dies to damage over time is counted as your kill, regardless of whether the DoT was applied by you, your totems, minions, etc. Thus if your totems ignite an enemy, and the enemy dies to the ignite (not to a direct hit from your totems), you gain Maddening Presence. " The only things that affect your minions in any way are: * Modifiers that explicitly say "minions" (or "allies"; but not "party members"). * Support gems linked to the minion summoning gem. Repentance gives you Iron Will. This will not apply to your minions. The "soceketed gems are supported by level 30 Iron Will" from Doon Cuebiyari counts as a support linked to the minion gem (assuming you socket the minion in Doon of course), and will properly support spells cast by that minion. (Assuming you give your minions some strength; for example using The Baron.) The increased damage per strength is not either of the above cases, and thus it does not interact with minions at all. Last edited by Abdiel_Kavash#5296 on Mar 15, 2018, 11:38:00 PM
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Unbound Ailments and Freeze interaction:
Does "increased Effect of non-Damaging Ailments" scale the duration of Freeze, or just the slow amount (100% by default)? If the former, does it stack additively or multiplicatively with "increased Duration of Ailments"? They're both "increased" modifiers, but technically they do different things. If the latter, does this have any practical effect at all in PvE? Are there any monsters with reduced effect of ailments on them? |
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Hi all
The mod of jewel "+3 Energy Shield gained for each Enemy hit by your Attacks" can stack with Ancestral Call? Totalizing, for exemple, +9 ES for each enemy? |
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Sup people,
Can anyone explain why is my off hand accuracy rating different from my main hand rating (2/3 of main hand acc to be precise)? I'm trying to do a shield throw thing, and I've only picked general accuracy nodes from tree. |
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" Your Prismatic Eclipse in your main hand has a local implicit mod for 40% increased accuracy. It's local only to itself, hence why it's not applying to your offhand. Combat is simple.
Keep your blood in. Take theirs out. |
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" Thx, i thought implicit % modifiers were global. What about +# to accuracy implicit/explicit roll on main hand weps ? |
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" The Effect of Freeze is to apply Slow. It'd only be relevant for monsters under an Accel Shrine, I suppose. Grandmasters with Tailwind, eventually in the far future. " On-Hit effects apply to each Hit you land. If you hit three enemies, you gain ES three times. Last edited by Vipermagi#0984 on Mar 16, 2018, 4:01:49 PM
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Does dyadian dawn mod "enemies ignited by an attack burn 35% faster" mod apply to the explosive arrow secondary effect?
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