"Gain a flask charge when you deal a critical strike"
I am playing Explosive Concoction Saboteur and I boosted my Marks a lot. Currently I am using a Watcher's Eye jewel with 'gain a flask charge on crit while affected by Precision', as well as the same mod on my belt.
I also have allocated passives throughout my tree to increase flask charges gained from any sources including the 2 passives down the 'Marked for Death' cluster. On top of everything I have an Overflowing Chalice, and I chose my saphhire and topaz flasks to have the same mod - '35% chance to gain a flask charge on critical strike' to add up... for "just in case". I shoot 4 flask projectiles with each strike, therefore I spend 4 each time I attack. My projectiles shotgun all at the same time and all the time. This whole investment should literally mean I have infinite flask charges while fighting any single target since I have high amount of crit chance (planned crit is 95%+ at end game, currently it's around 90%). Unfortunately, I only keep gaining 1 flask charge from time to time (maybe every 4-5 strikes - each with 4 separate projectile hits) which is ridiculous and totally impossible to sustain the skill's requirement. Increased amount of Flask charges gained through any sources should stack. Last edited by fostaa#0384 on Apr 30, 2023, 5:57:48 AM Last bumped on May 3, 2023, 7:16:40 PM
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There's a global limitaion - you can gain a flask charge on crit no more than once every 0.1 seconds.
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Also, these same eye and belt mods do not stack, and give one charge to one flask. I'm not sure how the flask mod works in this case, maybe it doesn't.
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How exactly are we supposed to play a normal Explosive Concoction build then?
I invested SO heavily in flask charge sustain only to be fooled around with features that don't work properly? P.S. 'Flask charges gained' happens for all flasks equally and at the same time. If you "get 1 charge" you get it on all flasks and not a random one (except if there's a difference of amounts for each flasks separately but the base gain from effects different than the mods on the flask itself is the same and this happens for all flasks) P.P.S The 2 small passive points down on Marked for Death should also increase the amount I get through my crits against the marked enemy. Last edited by fostaa#0384 on Apr 29, 2023, 10:25:14 PM
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" "Flask charges gained" happens for all flasks, but "Gain a flask charge when you deal a critical strike" can only occur once every 0.1 seconds and to only one flask. " Yes, it works, charges gained are rounded up and partial fraction charges are stored. Last edited by seaman#4993 on Apr 29, 2023, 11:27:04 PM
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Even if I get the benefit from the belt mod and the Eye mod no more than once every 0.1s, the rest of the bonuses should be at least 2-3 times more than enough for a permanent sustain. And no, any flask charges gained are for all flasks, not 1 at random since it won't make any sense and it would have been useless.
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" go feedback section. A lot of mod in this game are useless, Such as life gain on kill , reflect damage to melee attacker This is the start of forum signature: I am not a GGG employee. About the username: Did you know Kowloon Gundam is made in Neo Hong Kong?
quote from the first page: "Please post one thread per issue, and check the forum for similar posts first" This is the end of forum signature |
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It's not only a regular feedback. I cannot play my character because of this.
I am reporting a bug and I require the attention of a GGG representative. If anyone needs more details, please check my character and/or open in PoB, etc. |
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" Please remember that GGG have stated that every BUG report is read but that you are not guaranteed a GGG reply on it. |
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I played EC ascendant to the end game and killed almost all ubers with it.
I've tried many different setups and ended up not using the three flasks in question at all. It's almost impossible to sustain them while attacking and using the flasks at the same time. That's why Mageblood is BiS for EC. "buff grenades"
- Buff Grenades (Buff-Grenades) |
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