Mechanical Questions Thread
Two questions about ignite:
1. If I have 10% increased damage, does that modify burning damage or just the initial hit? For example, if I have a base of 100 damage that does an ignite, will I deal 110 damage and ignite for 22 damage per second (20%). OR will the ignite get the increased damage as well and deal 24.2 damage per second (+10%). 2. If I link increased duration to a duration skill that applies an ignite, will the ignite duration be increased? Thanks in advance! |
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"Yes. "If a mosnter dies to the damage from Gratuitous Violence explosions, then it by definition wasn't killed by your attack skill, and can't benefit from IIQ/IIR supports on that skill. It will be affected by such modifiers on your character, but not on a skill that didn't kill it. "No. This modifier cannot apply to damage over time becaue damage over time fundamentall cannot be attack damage. In addition, poison does not deal physical damage. "Yes. "The shock reflected to you doesn't trigger it, because that's shocking you, not shocking an enemy. The shock applied to the enemy does. "No, because you didn't hit an Ignited enemy. "No. "The enemy needs to be Ignited (or Shocked or Frozen), not just burning. Righteous Fire (among other examples) burns enemies, but does not ignite them. "If the poison is being applied by the bear trap then it has the bear trap's IIQ/IIR modifiers to apply if that degen kills the enemy. "This led me on a merry chase through the code to work out what's going on here. Turns out, both Poison and Bleed durations are bugged, but in different ways. Poison from Viper Strike, and Bleeding from Puncture are both correctly affected by all applicable modifiers. Poison from other sources is affected by increased/reduced skill duration modifiers, but not more/less duration. It should be affected by both. Bleeding from other sources is not affected by either, and should be. This will be fixed in a future patch, meaning (among other changes) that the Less Duration support will correctly apply it's less duration modifier to poison, not just the more damage modifier. I can already hear pitchforks being sharpened in the distance. "Neither. Conversion from the skill itself (such as the modifiers on the Lightning Strike or Cold to Fire gems) always takes precidence and happens first, but that's not relevant here, so both these modifiers are happening at the same priority, trying to convert 110% of your lightning damage to other types. Since there's actualyl only 100% of the lightning damage to go around, we just squash them both equally until they fit. Since 110 / 1.1 = 100, we end up with 50 / 1.1 = 45% converted to cold, and 60 / 1.1 = 55% converted to chaos. "Yes, those terms are different. Recovery refers to all forms of gaining something. Regeneration is merely one form of Recovery. "It will be. "This is because the character panel is showing a value for regeneration, while the modifier applies to all recovery - the game has no value that shows regeneration affected by that modifier, since that modifier isn't applied until all forms of recovery (regeneration, leech, etc) have been summed, and it applies to have value, not to each one separately (this prevents rounding errors). "Overkill and culling (and by extention, the Bane of Legends effect, which is not culling) can fundamentally never interact. Overkill occurs if your hit kills an enemy and dealt more damage than the enemy's remaining life. Culling ocurs if your hit didn't kill an enemy but brought them to below 10% of their maximum life (the Bane of Legends effect is the same, but for 20%). These can't be true at the same time. "The answer to both these questions is yes, but that has nothing to do with the fact that spell damage modifiers apply to the damage over time. Neither of those are modifiers to spell damage, and they would still apply even if Vortex didn't have that property. "No. The stat it has says that modifiers to spell damage apply to it, not that it can "be modified like spell damage". Only things that give increased/reduced/more/less spell damage are affected. "Yes. Last edited by Mark_GGG#0000 on Nov 1, 2016, 5:37:52 PM
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"Yes, it does, because it's an attack. The Blast Rain bug was specific to Blast Rain, and the two skills are not at all related. Note that Sunder only needs to pass an evasion check to cause a shockwave on a specific enemy - the shockwave will hit all enemies in it's range, regardless of evasion. "You can't chance Labyrinth-specific unqiues anywhere. "All Prophecies are completeable. "No. "This is a complicated, in-depth topic that's outside my area of expertise and about which I don't know how much information we can give out. As such, I'm afraid such a broad question is outside the scope of this thread. "This is correct. You can only target your own Frostbolts. "Each hit is independant of other hits, and can apply poison. "It doesn't. Damage over Time inherently cannot crit. | |
My question is still not answered.
According to wiki, damage values by source (phys/fire/cold/lightn/chaos) changes 3 times during receiving hit calculation: 1) applying modifiers like "x% of physical damage taken as lightning damage" 2) damage mitigation by resistances and physical damage reduction 3) applying "damage taken" modifiers(flat, then increased/reduced, then more/less) When (in this order) modifiers of "increased/reduced extra damage taken from critical strikes" applies? |
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" Mark is still at questions from June/July ish. It'll be a bit until questions from October are up. @Mark: there's a broken Quote tag in your first post on this page. End-quote on FrFaux's question. Last edited by Vipermagi#0984 on Nov 1, 2016, 2:06:33 AM
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Question about interaction of Skyforth and Valyrium when they equipped at once. What stun threshold base would be used? Do they stack?
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1) Where can I find base health values of totems per level? (specifically ancestral warcheif totems) 2) Does shaping a map from t9 to t14 increase the amount of t14s that drop, or reduce the amount of t9s that drop, or is it the same chance, but just a greater variety of t14s that can drop, and less variety of t9s? 3) What end game bosses (t13+ ) use chaos damage skills? Message me in game @SleepyHarvester
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do minions take 90% less damage from the "endless sting" sentinel trap from the über labyrinth like they do with other labyrinth traps? i highly doubt it since that particular trap kills my minions extremely fast. is this a bug or intended?
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Hello nice to meet you. I have a problem with my necromancer, I put in asencion the ability "Beacon of corruption" and now I can not use or in the maps easier, as this skill kills me almost instantly. I expect a quick fix
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What mirror/blink arrow clones and range attack totem support attack range?
Last edited by Meleespeedorcastspeed#0731 on Nov 16, 2016, 4:37:59 AM
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