Mechanical Questions Thread

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_Malleus_ wrote:
I have a question regarding ignite and non-fire damage mechanics.By default, only fire damage can ignite and the ignite damage scales off only fire damage.If you have chance to ignite (from the tree/gear), does that still only count for fire damage or does cti mean that any damage type can ignite? If the latter is right, is the damage scale restricted to fire dmg?
Im asking bc im wondering whether to ise hrimburn (cold dmg can ignite) to enable ignites in my ice shot build
Gratz


Chance to Ignite does not affect what Damage Type contributes to Ignite, so a blank character with only Physical Damage and Chance to Ignite will never Ignite.

Hrimburn's "Cold Damage can Ignite" is not the same as "Cold Damage has 100% Chance to Ignite." The good news is that "Cold Damage can Ignite" does exactly what you're thinking, which is that Cold Damage contributes to the base damage of the Ignite. However, it does not affect your Chance to Ignite whatsoever.
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Hi,

I know that you have lots of work on the new POE 3.0 but have some question that I like to know.

1.The question is, the Traps are designated for Shadow character (ascendancy SABOTEUR) like Witch character, minions (ascendancy Necromancer).
The clusters in passive tree for minions a relatively close to WITCH character, one is near Scion( Grave Pact) but around are useful points for caster characters.
Why the TRAP cluster ( Master Sapper) is down on the bottom of the Hunter character, hard accessible for Saboteur without any useful points to spend?
Can that cluster by accessible for other characters near Scion like the cluster Grave Pact or close to Shadow?

2. You have created the skill gem TRAP SUPPORT, with it you can combine lots of skills, good idea like it.
But if you do that and like to play with the ascendancy SABOTEUR than your option are limited only do deal ELEMENTAL damage.
Can you just replace the ELEMENTAL damage in ascendancy SABOTEUR with TRAP damage? ( like 10% elemental damage, for 8% trap damage or same %)

Thank you for considering the changes.
i have a question about upgrading prophecies

now i have a death's harp and a bowstings music

now this death harp has an inherent 50% increased crit chance do i keep that 50% if i upgrade?
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dogheat wrote:
Why is elemental overload worded to only work with players and not totems?

Hi. GGG, Mark


I emailed the dispatcher to the GGG, and after a week I was asked to ask you a question. I want to know as soon as possible.


My question is if I have an attack speed of 7.23. Does this attack rate attack at 7.23 attack rate per second, or round to 7.2, or is it just 7? And this game seems to be very similar to Diablo. Scheduled Attack Rate Should the attack speed exceed the frame rate and apply to the numerical value?


I do not speak English well. I tried to make it as easy as possible through translator, but if you can understand, please answer. Please do not hesitate to contact me by e-mail etc. junbimullll@naver.com e-mail address. Thank you.


Thank you for reading the long article
Can a rare monster naturally spawn with both Elemental Reflect and Physical Reflect at the same time? I know that there are different visual aura's to represent each one, but can a mob naturally have both at the same time?
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SticKyGreeNzlNY wrote:
Does "increased flask effect" also increase the numeric effects that are granted "while using a flask". An exmaple of this is Essence of Hysteria Belt Mod, 5% ele pen while using flask.

No.
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Ultimaac0 wrote:
does atziri reflect damage in normal phase? need you resolve an argument haha

No.
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lichdeath wrote:
now i have a death's harp and a bowstings music
now this death harp has an inherent 50% increased crit chance do i keep that 50% if i upgrade?

Yes. Prophecy upgrades only add modifiers to an existing item.
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Memilkun wrote:
My question is if I have an attack speed of 7.23. Does this attack rate attack at 7.23 attack rate per second, or round to 7.2, or is it just 7?

You attack 7.23 times per second. That is all there is to it.
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CupcakeKitty wrote:
Can a rare monster naturally spawn with both Elemental Reflect and Physical Reflect at the same time? I know that there are different visual aura's to represent each one, but can a mob naturally have both at the same time?

I have never seen a Rare monster spawn with both.
Way back when, the Reflect mod was an Aura, and Rare monsters can only have one Aura. I believe Reflect still falls under this same category.
Last edited by Vipermagi#0984 on Apr 19, 2017, 9:22:37 AM
Hello,
Am i retarded or i just dont get it? Kaom Roots:

"Cannot be slowed BELOW BASE SPEED"
so Base Speed for everyone is 0?
How explain this?
movement speed -5% under slow aura


Same thing appears when u have been hit by poisonous dart in labirynth.
5% to -58%



Without Slow aura and without boots +20% MS( 15% from Crave the Slaughter asc. passive and 5% from Fangs of the Viper passive)
Kaom's Roots modifier only applies to Slow effects, which are a specific subclass of movement speed reduction: chill, freeze, and Temporal Chains. Any other movement speed reducing effects are not Slow, and thus not stopped by the boots.

(Compare to the Juggernaut ascendancy passive, which also states "Movement Speed cannot be modified to below base value", which applies to all forms of movement speed reduction. The boots don't have this modifier.)
Last edited by Abdiel_Kavash#5296 on Apr 19, 2017, 2:43:10 PM
What happens, when I use Vaal Molten Shell and have normal Molten Shell on CWDT. If CWDT procs, will the normal Molten Shell overwrite the Vaal Molten Shell?
my question
Hello Mark and all others,

I think i have a bug on my character. Im using Brinerot boots which is giving immunity against shocking ground. But when im standing on a shocking ground its seems like im shocked. I dont know if its still showing it in status while im immune but i believe its not working like that.



Im shocked in real life too because im shocked on a shocked ground with shock immunity and my pets and me and all my family shocked so everything is shocked up.

my answer
I just checked the wiki and found the answer to my own question:

"The modifier Unaffected by Shocked Ground still allows standing on shocked ground to apply its effect, but at 0% effectiveness."
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Last edited by Jideament#2792 on Apr 19, 2017, 7:54:43 PM

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