Mechanical Questions Thread
Movement skills have always had issues in PoE, this is nothing new and has been admitted by GGG, however Leap Slam is incredibly annoying to use.
In order to better understand the issues and behavior of the skill, I’ve done a bit of testing and recorded a video to highlight the results using a huge mouse pointer so you can see what I mean: Here's the full video (2min): Youtube: Leap Slam - Inconsistencies, Dead-Zones In it you can see me test several things: Bottom Center: This is the correct behavior. The skill continues to chain uninterrupted. Top Center: Here we encounter the first issue. While Bottom Center continues uninterrupted, doing the same thing at the top center makes the toon take a couple of steps before leaping. Side Corners: This is the same behavior as Top Center. You’ll take a few steps before leaping. Top Corners: Here is where the real problems come out! There’s a HUGE dead-zone, where if you happen to have your mouse over and try to use the skill it just won’t do anything at all. Also, the size of the dead-zone seems to be slightly different depending in the map/zone you are in. Bottom Corners: Here there is no dead-zone, but there is the same 1-2 steps before leaping, exactly the same behaviour as “Top Center”. So, until this is fixed (if ever), what can you do about it? Make sure you always leap Down Center if you need to get out of something immediately. Having your mouse at any other location is going to either hit a dead-zone and not do anything, or you’re going to take a few steps before leaping, which can be deadly when you need to get away from something ASAP. GL! Last edited by corosou#7048 on Mar 28, 2018, 2:47:20 PM
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Do instances of Decay stack?
More detailed: I have skill linked with Decay Support and I hit enemy with it 5 times in 1s. Does enemy have 5 Decays on him or only 1 and subsequent hits only refreshed duration? |
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So let's say you have Volkuur's Guidance gloves that gives you 20% chance your fire skills poisons on hit. Does that poison damage, from the fire skill, scale off the fire damage? or does it still scale off the chaos/physical damage that poison normally scales off of?(essentially asking if I have a full 100% fire damage conversion would my poison actually do damage or not due to the fact that I wouldn't be doing any physical/chaos damage in the hit)
now let's say the answer to my last question is yes it scales off the fire damage, does increasing poison chance from let's say the passive tree add chance to poison to this new fiery poison? or is it still technically 20% from the gloves? (rephrased: does the poison chance from the skill tree/gems make me apply this new fiery poison, assuming the answer to my last question was a yes, more often or does it just add chance to do a normal poison?) |
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"Yes. "No, but in practice, sort of. Izaro does not have a mortar skill. The Goddess of Judgement has a mortar skill. She is a different monster to Izaro, and tauntint Izaro thus does not affect her. She Herself cannot be damaged, targeted, or thus taunted. "In general, blocking suppresses the attacker's on-hit effects, but lets the blocker's on-get-hit effects fire normally - this is because blocking is supposed to be a good thing. While a Punished enemy applying a buff to things they hit is technically an on-hit effect on the attacker, it is beneficial to, and (usually) ultimately caused by, the defender, so it still occurs for blocked hits. "The radius used for AoE effects will always be an integer value. Note that modifiers to area affect the actual area, rather than directly applying to the radius. "The secondary projectiles are all continuations of the original projectile, they have already traveled that distance. "Correct. "Reflected damage from attacks can be dodged or evaded. "The modifier that makes you take physical damage as lightning would apply, but that is not conversion. "No. This isn't coming from your physical damage, it's a set amount. "Correct. The damage occurs after the death, and the monster is no longer taunted at that time. "(EDITED) This is correct at the time you asked, but the Volatile nemesis mods have changed. The damage is now not dealt until later, by which point the monster is no longer taunted. Last edited by Mark_GGG#0000 on Apr 1, 2018, 10:48:28 PM
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As always, it's appreciated that you do this for us Mark.
------- If using The Golden Rule, will getting the Suncaller Asha Pantheon upgrade (50% chance to avoid ailments from critical strikes) affect the reflected bleeds and/or poisons from your Critical Strikes? *You call into the void. You hear a sound in the distance.*
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" No, they do not. This is why, despite it being one of the highest DPS support gems available, it is rarely used in PoE. |
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" You will find, if you test, that this same dead-zone also applies to most other skills -- with the exception of a few channelled skills -- do not apply in those regions either. This is, in essence, to prevent the hack of "buy a bigger monitor" giving an advantage to players; buy a big enough one and you will have a dead-zone all the way around your character. :) |
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" Bump |
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" Is this still the case with the reworked Volatile Flameblood, which deals damage (much) later after the monster's death? |
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I have been searching everywhere for an answer to this question and no luck. What are the requirements for certain fated prophecies? First off, I recall in a fairly recent major patch, the low level prophecies were changed to occur less often for high level characters. To my knowledge, this was done to improve the quality of life for people mapping. I have heard some people say this affects fated prophecies, any confirmation on that?
Regardless, my main question (since changing the odds is something out of my control) is the following, using Kaom's Way as an example. First some numbers: 1. Kaom's Sign: No level requirement 2. Kaom's Way: Level 32 required 3. Kaom: In a level 38 zone (for the fated prophecy) In order to have a chance at getting "The King's Path" prophecy, do I need to have a character who is at least the level of the fated version (32), or who is at least the level of the unique enemy I need to kill to complete it (38), or the level of the base item (which doesn't apply here, but does to other examples), or does level not matter at all and thus a non-high-level character is better (to both avoid map-related prophecies and avoid the "reduced odds of low level prophecies" mentioned above)? |
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