Mechanical Questions Thread

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RCMORIARTY wrote:
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Abdiel_Kavash wrote:
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RCMORIARTY wrote:
I am using lightning tendrils to trigger EE, to benefit my totem scorching ray damage.

However, my sceptre have a prefix that adds fire damage to spells. In the lightning tendrils tooltip doesn't show any addition as fire damage, but I know this tool is not trustful.

So, is my sceptre mess up my setup?


Please go to your profile settings and make your characters visible so we can see all your equipment and skills. Posting a screenshot of your character screen (showing stats of Lightning Tendrils) also helps.

Normally added fire damage to spells would indeed add to Lightning Tendrils, and that would cause Elemental Equilibrium to increase the target's fire resistance. However this change should be properly reflected in the skill tooltip. There are several different things that might be going on here, but without seeing your characters it is impossible to know what is actually happening.


Done.

Sorry to not provide this information beforehand, I humbled thought that it would be a simple yes or no question.

Spoiler




Your Ancestral Bonds keystone prevents you from dealing damage directly. So your Lightning Tendrils deals no damage and does not trigger EE

I think you can use a trap to proc EE tho, but as you said, your sceptre adds fire damage to your spells (traps aswell) and will mess your EE up.
Last edited by vukodlakh#3735 on Jun 17, 2018, 2:29:42 PM
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Taxicab0428 wrote:
Will the resist debuff from combustion support stack? I guess, is the debuff its own entity, or is it tied to the ignite applied by the supported skill? e.g. if you have multiple skills linked to one combustion, or if you have two separate links that both have their own combustion, will you get multiple resist debuffs? or will you only have one because only one ignite can exist on an enemy at a time (barring unique items)?

Also, will this debuff stack with Scorching Ray debuff?


I also need answers to this questions.
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Dark_Nero wrote:
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Taxicab0428 wrote:
Will the resist debuff from combustion support stack? I guess, is the debuff its own entity, or is it tied to the ignite applied by the supported skill? e.g. if you have multiple skills linked to one combustion, or if you have two separate links that both have their own combustion, will you get multiple resist debuffs? or will you only have one because only one ignite can exist on an enemy at a time (barring unique items)?

Also, will this debuff stack with Scorching Ray debuff?


I also need answers to this questions.


I can answer parts of your question.

Yes it will stack with scorching rays debuff.

Enemies can have infinite amount of ignites lingering on them, but without items, only the strongest (dps wise) will deal damage.

Combustion will debuff the target even if the ignite currently dealing damage is not caused by a skill linked with combustion.

For the rest I am not sure.

I think only the highest combustion debuff is active.
One question about Explosive Trap, does AoE increase the spread of detonations of the trap or just the radius of each explosion? (IE would decreasing AoE decrease overlap or improve it)
A quick question regarding "... of light" glove enchantment. I recall consecrated ground granted by this effect stacked with the normal consecrated ground, is it true now in 3.3?

So in the middle of the fight I received crit in the face - procced 6% regen from enchant, and used Sulphur flask to get another 6% reg. Am I getting 12% regen here or just 6%?

Thanks in advance!
NANI
How does a Freezing Pulse's projectile's damage decrease over its lifespan?
I was playing around with the unique belt Coward's Legacy and was wondering why the Ascendancy talent "First to strike, Last to fall" doesn't trigger the adrenaline buff, when I use a curse immunity flask (to remove vulnerability to be considered not at low life) and wait for the flask to run off to regain vulnerability (becoming counted as low life). I think it has to deal with how these things are worded but it would be nice to know if this was intended or not.
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morghero wrote:
I was playing around with the unique belt Coward's Legacy and was wondering why the Ascendancy talent "First to strike, Last to fall" doesn't trigger the adrenaline buff, when I use a curse immunity flask (to remove vulnerability to be considered not at low life) and wait for the flask to run off to regain vulnerability (becoming counted as low life). I think it has to deal with how these things are worded but it would be nice to know if this was intended or not.


Unfortunately it is working as intended:

https://www.pathofexile.com/forum/view-thread/2153040/filter-account-type/staff
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AndrewE_GGG wrote:
Sorry for the late reply people. It has been determined by the powers that be that this is not a bug. "Counting" as being on low life is not the same as "reaching" low life.

Need game info? Check out the Wiki at: https://www.poewiki.net/

Contact support@grindinggear.com for account issues. Check out How to Report Bugs + Post Images at: https://www.pathofexile.com/forum/view-thread/18347
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adghar wrote:
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morghero wrote:
I was playing around with the unique belt Coward's Legacy and was wondering why the Ascendancy talent "First to strike, Last to fall" doesn't trigger the adrenaline buff, when I use a curse immunity flask (to remove vulnerability to be considered not at low life) and wait for the flask to run off to regain vulnerability (becoming counted as low life). I think it has to deal with how these things are worded but it would be nice to know if this was intended or not.


Unfortunately it is working as intended:

https://www.pathofexile.com/forum/view-thread/2153040/filter-account-type/staff
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AndrewE_GGG wrote:
Sorry for the late reply people. It has been determined by the powers that be that this is not a bug. "Counting" as being on low life is not the same as "reaching" low life.



:/ man I was really hoping removing the curse then gaining it would be considered reaching low life.
I only now noticed my Vaal Summon Skeleton in the bar is missing the '3' the regular Summon Skeleton has. It looks like it can't be supported by Multistrike, which is understandable for the archers and the non-melee generals, but not for the normal ones.

Does it not work at all or only work for the melee portion of skeletons? Is this a bug or intended behaviour?

Thank you.

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