Unique Item List - 300 of 419

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JohnNamikaze wrote:
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Ezhiel wrote:

So, it says "Chance to Dodge Spells" instead of what Phase Acrobatics says which is "Chance to Dodge Spell Damage". I wonder if this means that with the boots you can dodge the effects of spells such as curses completely, or if it's an oversight/inconsistency with wording.


I am not sure you can dodge curse spells since they are purely AoE. If that is the case, then this will open up future possibility of a new mechanic being introduced in the game for evasion builds. Specifically, being able to dodge AoE attacks.


Of course, I could be wrong. Still, I will just assume it stacks up with Phase Acrobatics just like how Daresso's Defiance and Darkray Vectors stacks up with Acrobatics and the other dodge attack nodes.


Can't one currently dodge aoe attacks and spell damage with the appropriate nodes? I didn't think there was an exception that makes dodging damage-dealing AoE effects impossible, but you make it sound as if there is?
Last edited by KG31459#1353 on Mar 8, 2014, 6:18:02 PM
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JohnNamikaze wrote:
being able to dodge AoE attacks.

This was already possible, I don't know why you think it wasn't. You pick up acrobatics for example and you are able to dodge AoE attacks like reave, cleave, ground slam and so on.

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JohnNamikaze wrote:
Still, I will just assume it stacks up with Phase Acrobatics just like how Daresso's Defiance and Darkray Vectors stacks up with Acrobatics and the other dodge attack nodes.

It could be it's meant to stack with "dodge spell damage" and was just worded differently (incorrectly?) for some reason. Those other uniques are not comparable to this case as they have the same wording as the modifiers on the passive nodes.
Last edited by Ezhiel#3677 on Mar 8, 2014, 6:22:42 PM
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Ezhiel wrote:
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JohnNamikaze wrote:
being able to dodge AoE attacks.

This was already possible, I don't know why you think it wasn't. You pick up acrobatics for example and you are able to dodge AoE attacks like reave, cleave, ground slam and so on.



You cannot dodge those poison clouds from the alchemists nor from the poison arrow's poison cloud mechanically. Not sure about the rune explosion from the act3x mob is mechanically dodgeble. As for the the ground slam, the rogue exile that does ground slam hit me 100% of the time even though I had 60% chance to dodge attacks. I must had been extremely unlucky. That is why I posted this stuff. Like I said in the post, I could be wrong, I even mentioned it.


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Ezhiel wrote:

It could be it's meant to stack with "dodge spell damage" and was just worded differently (incorrectly?) for some reason. Those other uniques are not comparable to this case as they have the same wording as the modifiers on the passive nodes.



More like GGG need to edit more properly since most of their text tend to be too ambiguous. I would prefer not to be misled in the long run simply because some of their editors in their department do not know how phrase the text well or are way above our level.
Sometimes you can take the game out of the garage but you can't take the garage out of the game.
- raics, 06.08.2016

Last edited by JohnNamikaze#6516 on Mar 8, 2014, 6:52:09 PM
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JohnNamikaze wrote:
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Ezhiel wrote:
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JohnNamikaze wrote:
being able to dodge AoE attacks.

This was already possible, I don't know why you think it wasn't. You pick up acrobatics for example and you are able to dodge AoE attacks like reave, cleave, ground slam and so on.



You cannot dodge those poison clouds from the alchemists nor from the poison arrow's poison cloud mechanically. Not sure about the rune explosion from the act3x mob is mechanically dodgeble. As for the the ground slam, the rogue exile that does ground slam hit me 100% of the time even though I had 60% chance to dodge attacks. I must had been extremely unlucky. That is why I posted this stuff. Like I said in the post, I could be wrong, I even mentioned it.


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Ezhiel wrote:

It could be it's meant to stack with "dodge spell damage" and was just worded differently (incorrectly?) for some reason. Those other uniques are not comparable to this case as they have the same wording as the modifiers on the passive nodes.



More like GGG need to edit more properly since most of their text tend to be too ambiguous. I would prefer not to be misled in the long run simply because some of their editors in their department do not know how phrase the text well or are way above our level.


You can dodge the cloud explosion and the poison arrow... when you dodge the arrow it flies through you and does not even explode (it propably hits a wall). All ground effects still hit you, but curses aren't persistent ground effects. You also can't dodge burning ground and poison arrow is just the same. If hit by fire-trap you can dodge the explosion of the trap, but the burning ground it leaves behind will still damage you.

Also you can dodge explosions from evangelist. Regarding the exile... I guess one of the exiles has resolute technique, since he also wasn't effected by blind. It would make sense for a ground-slammer to pick up resolute technique anyway. But resolute technique seems to only work against evasion, not against dodge (at least I managed to fail an attack against someone with acrobatics).
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Sickness wrote:
Then lets make spelldamage mod come on quivers, if it makes so much sense that spellcasters should run around with quivers.

Not only 'true casters' (as int classes) make use of spells. There are already a lot of green skills that have to be casted - I cant see whats the Mistake when (even) an archer uses things like a fire trap: spelldamage at its best...
invited by timer @ 10.12.2011
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deutsche Community: www.exiled.eu & ts.exiled.eu
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JohnNamikaze wrote:
You cannot dodge those poison clouds from the alchemists nor from the poison arrow's poison cloud mechanically. Not sure about the rune explosion from the act3x mob is mechanically dodgeble. As for the the ground slam, the rogue exile that does ground slam hit me 100% of the time even though I had 60% chance to dodge attacks. I must had been extremely unlucky. That is why I posted this stuff. Like I said in the post, I could be wrong, I even mentioned it.


Damage over time can't be dodged, you can't block or dodge PA clouds even though you can block and dodge direct damage of the arrow. It will release the cloud if it hits, so it won't do it on evade or dodge but it will on block.

About alchemist bombs that do some kind of hit, it depends what it is. Phase acrobatics description is fairly precise 'you can dodge spell damage', which would mean it and spell block do nothing against bear trap, detonate dead or shockwave totem.

And we often must guess what is the enemy using, vaal smash became an attack skill just recently, before that it was secondary damage, the same as bear trap, couldn't be evaded, blocked, dodged or spell blocked.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Last edited by raics#7540 on Mar 8, 2014, 7:21:20 PM
These boots are like Rainbowstride's evasion version...
Two-handed - Mop
Dual Wield - Slippers
One-handed & Shield (close combat) - Brush & Basin
One-handed & Shield (ranged) - Hair Dryer & Mirror
Main-hand & Off-hand (evil witch) - Sponge & Soap
Last edited by Heartsease#0763 on Mar 8, 2014, 7:23:43 PM
I will just wait and see if it can be stacked with phase acrobatics. I just want a confirmation be it picture or not. :P
Sometimes you can take the game out of the garage but you can't take the garage out of the game.
- raics, 06.08.2016

It's the same stat as Phase Acrobatics. I'm going to say the keystone description is incorrect since it's inconsistent with other stats that are similar
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Daniel_GGG wrote:
It's the same stat as Phase Acrobatics. I'm going to say the keystone description is incorrect since it's inconsistent with other stats that are similar

I always thought the keystone was worded "spell damage" for a reason, as there are non-damaging spells that people might think it works against.

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