Mechanical Questions Thread

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Labarna wrote:
I have a question about Cospri's Will and the chance to poison. Does the effect from the armour work additive to other poison chances?

For example attacking a cursed enemy with Viper Strike, does it work like
1) 60% chance to poison on hit (from the skill), if the roll is negative another 60% chance to poison a cursed enemy from the item,

OR

2) 60% + 60% = allways poison a cursed enemy.


Case 2. You will always poison a cursed enemy.
Question about Ascendant-Trickster node. I'm playing a Frostbolt Miner, and wanted to know if the recovery increase works if my mines do the killing. Also, would my mines get the extra chaos damage?
Combat is simple.
Keep your blood in.
Take theirs out.
I have made a Flicker Strike build, that relies on Red Trail, using the Golen Rule Gem, a weapon with chance to bleed and the Lycosidae. Flicker Strike is supported by: Multistrike Support, Added Lightning Damage Support, Elemental Damage with Attacks Support, Increased Critical Damage Support and Ancestral Call Support/ Ruthless Support.

With this Setup I should be able to get at least 3 Frenzy charges per Attack, since 1 Attack should equal 3 hits. This works really well when running maps, but there seems to be an issue while attacking a single target.

If I attack a boss, I never get past 1-3 frenzy charges, while bleeding and attacking. Though I should get 3 per attack, unless an attack would be blocked, which can't be the case for most bosses. Of course Flicker Strike consumes 1 charge every attack, but that would still result in 2 charges gained per attack (cause of Multistrike), which doesn't work at all on bosses and sometimes I even run out on charges, while bleeding.

I don't understand what is causing this, or if this is intended. I hope you can help me with this issue.

Will link my profile below, character name with the build is: "Lunar_Lucy"

https://www.pathofexile.com/account/view-profile/LunarLucy/characters
I cant play sniper with semi in both. I mean play bow and melee (My main char is shadow) because when i change weapon with (X) the skill in right and left mouse not change too. Can u fix that i think it is a great with some new gem support for that trick, other in Diablo 2 the basic game when change weapon skill change too.
Last edited by datalight0#1967 on Mar 26, 2018, 8:37:15 AM
Let's say I want to run an iir gem on an essence drain build, as far as my research go I know, that it only applies if the skill, that I linked to it is the first degen to affect the mob, 2 degen applied at the same time means the stronger takes priority, now there comes some stuff I would want to know.

#1 refreshing degen effect

Let's say the boss is at 10% life and I recast contagion, then ED, would it only exted the duration or remove the old instance and apply new one?

#2 spreading

If contagion spreads ED degen to other mobs in a pack, would it mean they are applied at the same time or would contagion be applied first?
Last edited by krenderke#3861 on Mar 26, 2018, 10:51:26 AM
Hello!

I'm a big fan of Slowing enemies in the game, but the wiki doesn't seem to have the correct information. I'm curious if you could clarify something for me.

1. There are two forms of slow (as of 3.2), Temporal Chains (capped at 75% slow effect) and Chill (capped at 30%). They can stack, correct?

2. To go along with that, the wiki says that a creature can't be slowed beyond their base value. Is that true? The reference to that comment on the site is for questions regarding Unstoppable. I didn't see any reference to enemies, only those characters with the Unstoppable node selected. It doesn't seem to make sense that an enemy can't be slowed below base value otherwise they couldn't be frozen.

Thanks for your time!
https://www.ForeverExiled.com/: Forever Exiled, A Path of Exile Podcast
1. how does unholy might and similiar effects work with damage conversion?
(lets say wildstrike 100% + unholy might =?)

2. how is the damage with 85% converted fire damage + "added fire damage support" calculated AND how does any x% physical compare to x% elemental damage in that scenario?



How does Far Shot calculate its Distance?

I'm personally interested in how Molten Strike works with it.
I've asked the question a few places, but I don't really get answers I'd consider conclusive.
There is no information in the game, or the Wiki that clearly indicates how this would work with regards to Molten Strike.

The projectiles from Molten strike travel in an arc.
The wiki states that projectiles distances is based upon their travel distance.

This means the arc may contribute to the distance traveled, most people think that it does not, however I see nothing which gives a definitive answer either way.

Further more, what is the Maximum distance for Far Shot, at what distance does it provide the 30% more value?
Last edited by PassivePicasso#7654 on Mar 26, 2018, 3:00:16 PM
Hiya, My question is do molten strike projectiles always crit when the melee hit crits.

Main example is disemboweling, will the projectiles effectively gain crit chance because the initial hit crits. Just crit chance I understand that the crit multi will not work.

tyty
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de_Lioncourt wrote:
Hi!

How crafting an aspect skill onto an item actually works? For example I have already rolled rare item - will it reroll the mods? Or it will check for free space (suffix/prefix) and tell me about it? And if I try it on the white item - will it just add 1 single mode - grants aspect?


It works just like crafting using Masters: it requires an open affix slot, and it will add the affix to the item. The "grants level X Aspect of the Y skill" are all suffixes, and I believe exclusive with all other "grants level X (skill)" modifiers (including with each other). Note that they are not exclusive with normal master-crafted mods.

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tweedledee111 wrote:
Hi!

I'd like to know, how exactly shockeffect interacts with the elementalist's node beacon of ruin. A successfull shock will always cause the target to take at least 20% increased damage. Does that mean that with 150% increased shockeffect you will always reach the hardcap of 50% increased damage taken on the target (0.2% increased dmg taken / 1% inc shock effect)?

Thx in advance!


Correct. See Mark_GGG's answer here.

"
Labarna wrote:
I have a question about Cospri's Will and the chance to poison. Does the effect from the armour work additive to other poison chances?

For example attacking a cursed enemy with Viper Strike, does it work like
1) 60% chance to poison on hit (from the skill), if the roll is negative another 60% chance to poison a cursed enemy from the item,

OR

2) 60% + 60% = allways poison a cursed enemy.


All "X% chance to cause Y" modifiers with the same Y are always added together to one total number. If that number is 100% or higher, only one Y happens. Thus you will always inflict one instance of Poison on the enemy. (Assuming you deal non-zero physical or chaos damage of course.)

"
VictusBcb wrote:
Question about Ascendant-Trickster node. I'm playing a Frostbolt Miner, and wanted to know if the recovery increase works if my mines do the killing.


You need to do the killing. You have the modifier, your mines don't. However, note that any kill that is done by Damage over Time is always attributed to your character, even if the DoT was applied by your proxies (mines, traps, totems), or your minions.

"
Also, would my mines get the extra chaos damage?


Your proxies use your skills with any modifiers applied to them. Thus yes, the skills delivered by your mines will have a chance to add some chaos damage.

"
datalight0 wrote:
I cant play sniper with semi in both. I mean play bow and melee (My main char is shadow) because when i change weapon with (X) the skill in right and left mouse not change too. Can u fix that i think it is a great with some new gem support for that trick, other in Diablo 2 the basic game when change weapon skill change too.


Only the skills which are socketed in your weapons (or shield) change when you swap weapons. If you want to do this, you will have to socket the skills you want to use with the bow or the melee weapon in that weapon.

"
triniparty wrote:
Hello!

I'm a big fan of Slowing enemies in the game, but the wiki doesn't seem to have the correct information. I'm curious if you could clarify something for me.

1. There are two forms of slow (as of 3.2), Temporal Chains (capped at 75% slow effect) and Chill (capped at 30%). They can stack, correct?


All modifiers to animation speed (which includes Slow, Acceleration Shrine, Tailwind, etc.) stack additively. A character affected by Temporal Chains at 70% and Chilled (with no counteracting modifiers) will be effectively unable to perform actions, similarly to being Frozen.

"
2. To go along with that, the wiki says that a creature can't be slowed beyond their base value. Is that true? The reference to that comment on the site is for questions regarding Unstoppable. I didn't see any reference to enemies, only those characters with the Unstoppable node selected. It doesn't seem to make sense that an enemy can't be slowed below base value otherwise they couldn't be frozen.

Thanks for your time!


The wiki is flat out wrong, and misquoting Mark. The quoted post was referring specifically to the Unstoppable passive, or effects that grant the "Cannot be Slowed below base value" modifier (e.g. Kaom's Roots). If you do not have this stat, you can be slowed all the way down to zero.

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Wichtelman wrote:
1. how does unholy might and similiar effects work with damage conversion?
(lets say wildstrike 100% + unholy might =?)

2. how is the damage with 85% converted fire damage + "added fire damage support" calculated AND how does any x% physical compare to x% elemental damage in that scenario?


"Gain X% of Y damage as extra Z damage", such as granted by Unholy Might, is a type of conversion. It just does not remove the original damage type, and is not limited to 100%. For an in-depth explanation of conversion mechanics, see the wiki (especially expand and follow the examples). If there is anything specific you are not sure about after reading the page, feel free to ask.

"
SoAddict3d wrote:
Hiya, My question is do molten strike projectiles always crit when the melee hit crits.

Main example is disemboweling, will the projectiles effectively gain crit chance because the initial hit crits. Just crit chance I understand that the crit multi will not work.

tyty


The answer to this is actually somewhat subtle. There is only one critical strike roll performed for every use of a skill. But different targets hit by the skill (or different parts of the skill) can have a different chance to be crit.

You can imagine this roughly as rolling a random number between 0 and 100 when you use a skill. Let's say you roll 35. Let's say your melee critical strike chance is 40%. Since 35 is less than 40, the melee hit will crit. But let's say that your chance to crit with the ranged part is only 30% (due to melee-specific modifiers). Since 35 is more than 40, the ranged part of the same attack will not crit.

But let's say that one of the enemies hit by the ranged part is affected by Assassin's Mark, which brings your critical strike chance against that enemy to 42%. In this case, the hit against that target will be a crit.

To sum up, if your critical hit chance with all parts of the skill and against all targets hit is the same, either all hits will crit or none will. But if the chance differs for some, this might not be the case.




That's all for now. I'm sorry if I haven't answered your question; it's not because I am ignoring you, it is because I just do not know the answer. (I am curious about the Far Shot mechanics as well.)
Last edited by Abdiel_Kavash#5296 on Mar 26, 2018, 9:38:41 PM

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