Mechanical Questions Thread

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Rovvvv wrote:
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Rovvvv wrote:
Hello,

a question about elemental hit and chain, would the area of effect damage apply at each target hit during the chain ? If two monsters are close together and elemental hit projectile hit both of them, can the area damage "shotguns" and hit both monsters ?

Thanks !


If somebody can answer this :)

I also have an additional question: what is the base radius of elemental hit aoe ? I could not find it anywhere and not in the wiki either.
I'm pretty sure Elemental Hit can produce its AoE with each hit; it's only certain projectiles such as Fireball that only explode when they terminate. And yes, overlapping explosions can hit the same monster multiple times. I don't know the radius offhand, and Path of Building doesn't help, but you could just add Elemental Hit to an existing character and see for yourself.
Does anyone know if the dismembering passive works with bows?

It reads: 30% increased melee critical strike chance. +30% to critical strike multiplier. 20% chance to maim enemies on critical stricks with attacks.

I'm just wondering if that last line will work with bows.
The 3.9 Unique Manastorm adds a new mechanic to "Sacrifice" mana when you cast a Spell.

Is sacrificing Mana considered Mana you have spent for the purpose of Indigon or Arcane Capacitor for example?

Also is summoning a Totem considered a Spell?
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nosam555 wrote:
Does anyone know if the dismembering passive works with bows?

It reads: 30% increased melee critical strike chance. +30% to critical strike multiplier. 20% chance to maim enemies on critical stricks with attacks.

I'm just wondering if that last line will work with bows.
Modifiers are not restricted to the flavour of a node if they don't contain that restriction. If the mod you were wondering about was indeed only effective for melee attacks, it would read "20% chance to maim enemies on critical strikes with melee attacks".

So yes, it will work for bows.

If it does not, it is bugged, or is phrased incorrectly.

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Kabushiki wrote:
The 3.9 Unique Manastorm adds a new mechanic to "Sacrifice" mana when you cast a Spell.

Is sacrificing Mana considered Mana you have spent for the purpose of Indigon or Arcane Capacitor for example?

Also is summoning a Totem considered a Spell?
To my knowledge, this has not been confirmed, but based on previous experience with precise wording, "sacrificing" is not "spending", so you would need to spend mana for Indigon in addition to what you sacrifice for Manastorm, which poses higher mana recovery requirements for your build, if you want to use both.

Placing a totem should not be considered casting a spell, because it is the totem that casts the spell. So you could use totems to spend mana and occasionally cast a spell to sacrifice mana to maintain both the buffs from Indigon and Manastorm.
Just a quick question about Rarity - it's maybe already covered somewhere but I can't dredge it up!

If I clear a Map with high-damage gear but don't open any boxes (or other 'reveal' items), then exit to Hideout and swap gear for high-iir/iiq, re-enter map and open all the 'reveals', will I benefit from the higher-iir/iiq, or will the contents have the iir/iiq of my gear as I first cleared the map?

Thanks! :)
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Katsu999 wrote:
Just a quick question about Rarity - it's maybe already covered somewhere but I can't dredge it up!

If I clear a Map with high-damage gear but don't open any boxes (or other 'reveal' items), then exit to Hideout and swap gear for high-iir/iiq, re-enter map and open all the 'reveals', will I benefit from the higher-iir/iiq, or will the contents have the iir/iiq of my gear as I first cleared the map?

Thanks! :)
I do not know if your items will have any affect on that at all, but if they do, it depends on what you are wearing at the time the drop happens. Opening the map only affects the constant modifiers from the map that affect everything within it.

In practically all cases you will earn more by just running another map rather than swapping out your gear and opening boxes. You can check some guides for map sustain if you have troubles with that and are playing SSF.
Question about Evasion's *Entropy* mechanic where each attack dodged has a higher and higher chance of hitting you.
Enemy attacks against you are unlucky -- would this reset the *entropy*? My thinking is miss, miss, miss the hit chance is growing higher and higher, they land a hit...but roll again for unlucky and miss, because it initially counted as a hit, would it then reset the chance to be hit?
If a trap or mine causes damage over time, will that count as damage over time that you have caused, specifically for the purpose of the 'Patient Reaper' Trickster Ascendancy ability?

I'm only curious because I know traps and mines are considered entities separate from yourself when dealing with reflected damage.

Edit: To make this more specific, I was interested in using Trickster for Vortex supported by the Trap Support. I'm thinking that ignite and poison might work differently than a skill with built in damage over time.
Last edited by Shadowstorm on Dec 1, 2019, 2:51:09 AM
Hi,

I built a RF jugg build recently and I was looking for new ways to trigger arakaali panth (50% life ES recovery)

I experimented a lot and I found out that while RF is active, any change to its damage will trigger the increased recovery.

I looked for this mechanic on the forums and I couldn't find anything.

Sulphur flasks, swapping gears that affect RF damage, even allocating or unallocating a passive node which affects RF damage will trigger the recovery.

Also, this doesn't work with blood rage

So now i use jugg ascendancies (end chge generation and dmg per end chge) and a CWDT+discharge setup and the panth is always active in combat automatically.

Is it intended?

I think it's RF resetting both burning buffs when the dmg is recalculated, so you have a frame when RF stopped burning you.

What is happening really? I spent the weekend on this...



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Shadowstorm wrote:
If a trap or mine causes damage over time, will that count as damage over time that you have caused, specifically for the purpose of the 'Patient Reaper' Trickster Ascendancy ability?

I'm only curious because I know traps and mines are considered entities separate from yourself when dealing with reflected damage.

Edit: To make this more specific, I was interested in using Trickster for Vortex supported by the Trap Support. I'm thinking that ignite and poison might work differently than a skill with built in damage over time.
Mines and traps use your skills, but they do not deal your damage, so they will not trigger Patient reaper. You can try to find a way to spread DoTs yourself that do not deal significant damage just to be able to benefit from that node however, which will work, even if the main damage comes from traps or mines (possibly with igniting Storm Brand for example).

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