Mechanical Questions Thread

New belt enchant: "Enemies Blinded by you have 30% reduced Critical Strike Chance." Can this works with "Nearby enemies are blinded" chest mod?
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masq1988 wrote:
New belt enchant: "Enemies Blinded by you have 30% reduced Critical Strike Chance." Can this works with "Nearby enemies are blinded" chest mod?

Yes, it does.
Does the parameter "Item Quantity" on a map, and a parameter "Item Quantity" on equipable items on character, affect the amount of Sulphite and Seeds dropped ?
How can increse quantity if dropped Sulphite and Seeds? What parameters metters?
Can you stack two different Killed Enemies Explode, dealing 3% of their Life as Physical Damage mods, one from a synthesis weapon and the other from a crusader chest?


So I had this ring and wanted to use a harvest remove non-critical add critical craft to remove dexterity and add assassin's mark (only available crit mod with the craft blocking crit chance)
However, according to the person I was buying the craft to, it was saying there is no valid mod for this craft
I then tried a ring with all same mods on craft of exile and assassin's mark was indeed open
After checking every mod group to see if there wasn't any conflict and asking on a discord, I tried changing the life gain mod even though I didn't find anything about a limit to the number of influenced mods on an item, I didn't want to keep this mod for the final item anyway



After changing the life gained on spell hit for some maximum life, I was able to use the harvest craft and roll my assassin's mark, but still don't understand why it was blocked before

So the question is, why couldn't I use the remove non-critical add critical harvest craft on the ring of the first screen ? Is the life gained on spell hit blocking assassin's mark ? Is it because of the number of influenced/shaper's mods ? Or another thing I didn't think of ?
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Croaa wrote:
So the question is, why couldn't I use the remove non-critical add critical harvest craft on the ring of the first screen ? Is the life gained on spell hit blocking assassin's mark ? Is it because of the number of influenced/shaper's mods ? Or another thing I didn't think of ?

It seems like a simple bug to me. If you had freed up a suffix, it would have been understandable to me, but all you did was exchanging one prefix for another, neither of which have conflicting tags.

My assumption for the cause of this would be that for some reason the game thinks the spell-LGOH mod is a suffix, because the attack-LGOH mod is one, so it counted three suffixes even after assuming that dexterity was no longer present.

And this may be unlikely, but there is the small possibility that the other person lied to you (possibly because they did not actually have the craft or spontaneously decided to use it themselves).
Does Supercharge from Cluster Jewel have an effect on Ignite Damage with Stormfire?
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otd334 wrote:
Does Supercharge from Cluster Jewel have an effect on Ignite Damage with Stormfire?

It does not, because ignite damage is always fire damage, so it is not lightning damage from non-critical strikes.
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DER_PSYCHOPATH wrote:
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otd334 wrote:
Does Supercharge from Cluster Jewel have an effect on Ignite Damage with Stormfire?

It does not, because ignite damage is always fire damage, so it is not lightning damage from non-critical strikes.
I'm not sure that's correct. Stormfire lets your Lightning damage Ignite, and Ignite damage is based on the flat damage of the hit, modified by Increased/Reduced/More/Less modifiers of the appropriate damage types and sources. So if the base damage of the hit is higher, then the Ignite damage will be higher. This is different than modifiers such as "increased Melee damage" or "increased Spell damage" which are restricted to a damage source other than Damage over Time.
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ekaye wrote:
I'm not sure that's correct. Stormfire lets your Lightning damage Ignite, and Ignite damage is based on the flat damage of the hit, modified by Increased/Reduced/More/Less modifiers of the appropriate damage types and sources. So if the base damage of the hit is higher, then the Ignite damage will be higher. This is different than modifiers such as "increased Melee damage" or "increased Spell damage" which are restricted to a damage source other than Damage over Time.

The base lightning damage affects the damage of the ignite roll, but the ignite roll itself does not depend on the lightning damage roll, and only the lightning damage roll is lucky. Ailment damage has not been based on hit damage since 3.0.

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