Mechanical Questions Thread

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tobiremobi wrote:
Does increased effect of elemental ailments work on base ailments?
so does a 15% basechill from skitterbots or the stormrider cluster node become 20% chill when i have 33% increased effect of non-damaging ailments?
If by "base ailments" you mean fixed effects such as chilled ground, then yes, increased effect does scale them. However, Skitterbots are minions, so they don't benefit from your modifiers.
Could someone please explain why no one is playing some tanky 2h build that gets hit a lot with 1 6-link CoC-Reckoning-Damage-Supportx3 and 1 6-link for any damage skill?
Probably can't get hit this much while not dieing without sacrificing crazy amount of DPS on that "4-linked-damage" thing?
Last edited by rolfdafiftynine#7692 on Sep 7, 2020, 12:27:06 PM
How does increased item rarity work?
If I had 7000 normal(70%), 2500 magic(25%), 450 rare(4,5%) and 50 unique(0,5%) items dropped at 0% increased rarity, how does 100% inc rarity affect that? What about 500%?
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rolfdafiftynine wrote:
Could someone please explain why no one is playing some tanky 2h build that gets hit a lot with 1 6-link CoC-Reckoning-Damage-Supportx3 and 1 6-link for any damage skill?
Probably can't get hit this much while not dieing without sacrificing crazy amount of DPS on that "4-linked-damage" thing?

Well, for one, Reckoning can only be used with shields. Next, it only triggers when you block, so you need a lot of block investment for it to do anything. Then, it would need a lot of crit investment to actually trigger a spell with CoC. That spell would then have to actually deal significant damage to be worth it, so you would need to scale spell damage rather than attack damage (but maybe you are talking about tanky spell builds). Lastly, Reckoning has a base cooldown of 0.4 seconds.

Riposte and Vengeance, the counterattack skills that can actually be used with a two-handed weapon, have even longer cooldowns.

In short, if you assume that you get hit a lot and take a lot of damage in the first place, just use Cast when Damage Taken. And if you build enough recovery to take this much damage and use CwDT for damage setups rather than just utility, you might as well go all-in on a pure CwDT build.
Hello, sorry for my bad english.

My minions with Withering Touch Support apply a stacks of the Withered debuff on enemy


20% increased Effect of Withered from Corruption notable passive skill increased effect of this stacks?

Ламповые стримы по вечерам https://www.twitch.tv/m9gkiy_enotik (сумонеры, не мета). Помощь новичкам.
Last edited by MyagkiEnotik#5140 on Sep 8, 2020, 2:35:53 PM
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MyagkiEnotik wrote:
Hello, sorry for my bad english.

My minions with Withering Touch Support apply a stacks of the Withered debuff on enemy


20% increased Effect of Withered from Corruption notable passive skill increased effect of this stacks?

No, modifiers don't apply to your minions unless they say they do, or something else says they do.
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ekaye wrote:
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MyagkiEnotik wrote:
Hello, sorry for my bad english.

My minions with Withering Touch Support apply a stacks of the Withered debuff on enemy


20% increased Effect of Withered from Corruption notable passive skill increased effect of this stacks?

No, modifiers don't apply to your minions unless they say they do, or something else says they do.



I assumed that this mod can be applied not to minions, but to enemies? In this case, it doesn't matter who imposes this effect ...
Ламповые стримы по вечерам https://www.twitch.tv/m9gkiy_enotik (сумонеры, не мета). Помощь новичкам.
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poikende wrote:
How does increased item rarity work?
If I had 7000 normal(70%), 2500 magic(25%), 450 rare(4,5%) and 50 unique(0,5%) items dropped at 0% increased rarity, how does 100% inc rarity affect that? What about 500%?

Hello there.
The only thing we know for sure is that the relation between IIR and actual rarity of dropped items isn't linear, so the more IIR you have, the less effective it becomes (diminishing return).
As for the actual fomula, only GGG could answer, but i believe they want to keep us in the dark about that.
For what it's worth, i remember having seen some pretty serious tests, where it was concluded that the diminishing return becomes significant above around 200%, after what you get better results by investing on kill rate instead.
Cheers.
PLEASE QUOTE ME IF YOU ARE EXPECTING A REPLY
Last edited by xhul#1978 on Sep 8, 2020, 5:54:06 PM
https://www.pathofexile.com/forum/view-thread/2873295
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Leech passives give much more total recovery per second for life leech than before, so reaching maximum leech is much easier for slow attacks and two handed attacks with some accessible investment.

did anything change mechanically, or just more leech nodes?
ive been reading on the wiki(https://pathofexile.gamepedia.com/Leech) to try and understand how leech works these days. if the info is up to date, there are apparently 3 bottlenecks limiting how much life you can leech.

1. maximum recovery per life leech
default 10% of max life per leech effect. there are apparently no ways to increase this limit in the game right now. scion's slayer ascendancy has a 50% reduction.

2. total recovery per second from life leech
default 2% of max life per second per leech effect. this is the modifier mentioned in the manifesto that was added to more passives.

3. maximum total recovery per second from life leech
default 20% of max life per second for all leech effects combined. I think this is the only one most people are familiar with as the others are irrelevant with typical hit frequency.

the modifier they made available is the second one. You can now get 400% "increased total recovery per second" by taking Martial Experience, Lust for Carnage AND Hematophagy clusters if you really want to. That would put you at 10% life per second per leech, which is also the cap of the first modifier.

What I don't understand is what the first modifier actually does. If I'm a scion, are all the new nodes useless because I can't get above the 5% cap per leech anyways? The wiki says it determines leech duration factored with the second modifier, but links to old dev posts that use different wording and only ever talk about #2 and #3.
https://www.reddit.com/r/pathofexile/comments/3a0818/cb_vitality_void_leech_cluster/cs99982/
https://www.pathofexile.com/forum/view-thread/1431325/page/1#p11773119
IGN: Torrenz
Nemesis Shop: view-thread/634031
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Torrenz wrote:
https://www.pathofexile.com/forum/view-thread/2873295
"
Leech passives give much more total recovery per second for life leech than before, so reaching maximum leech is much easier for slow attacks and two handed attacks with some accessible investment.

did anything change mechanically, or just more leech nodes?
ive been reading on the wiki(https://pathofexile.gamepedia.com/Leech) to try and understand how leech works these days. if the info is up to date, there are apparently 3 bottlenecks limiting how much life you can leech.

1. maximum recovery per life leech
default 10% of max life per leech effect. there are apparently no ways to increase this limit in the game right now. scion's slayer ascendancy has a 50% reduction.

2. total recovery per second from life leech
default 2% of max life per second per leech effect. this is the modifier mentioned in the manifesto that was added to more passives.

3. maximum total recovery per second from life leech
default 20% of max life per second for all leech effects combined. I think this is the only one most people are familiar with as the others are irrelevant with typical hit frequency.

the modifier they made available is the second one. You can now get 400% "increased total recovery per second" by taking Martial Experience, Lust for Carnage AND Hematophagy clusters if you really want to. That would put you at 10% life per second per leech, which is also the cap of the first modifier.

What I don't understand is what the first modifier actually does. If I'm a scion, are all the new nodes useless because I can't get above the 5% cap per leech anyways? The wiki says it determines leech duration factored with the second modifier, but links to old dev posts that use different wording and only ever talk about #2 and #3.
https://www.reddit.com/r/pathofexile/comments/3a0818/cb_vitality_void_leech_cluster/cs99982/
https://www.pathofexile.com/forum/view-thread/1431325/page/1#p11773119

"Total recovery per second from life leech" does not affect the actual size of the leech instance, but how much you recover from a single leech instance.

Normally, you recover at a rate of 2% per second, however with 100% increased total recovery per second from life leech, you recover 4%. If the size of your leech instance was 4%, it will still be 4% with that stat, and it wills till last two seconds rather than one.

So while reduced maximum recovery per life leech lowers the size of the life leech instance and thus its duration, increased total recovery per second from life leech is still useful to be able to reach the maximum total recovery per second from life leech with fewer instances. This is especially worth considering because shorter leech instances means that you will have fewer leech instances in sustained dps scenarios.

Here is a comment of Mark explaining the mechanics for reference.

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