Mechanical Questions Thread

Question about one of the beta support gems.

If I use Immolate on my Flameblast, ignite an enemy with my first Flameblast cast, will Immolate add fire damage to the base damage of my second Flameblast, therefore also increasing the ignite damage potentially caused by it?
1H+Shield High Block&Spell Block Tank: http://www.pathofexile.com/forum/view-thread/868995
Ice Crash Crit Staff AKA "The Shaterring Karui": https://www.pathofexile.com/forum/view-thread/1289037
Tanky Block+AR+EV Ranger Crit Reave Dagger/Claw: https://www.pathofexile.com/forum/view-thread/1301888
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ComradeSerge wrote:
Question about one of the beta support gems.

If I use Immolate on my Flameblast, ignite an enemy with my first Flameblast cast, will Immolate add fire damage to the base damage of my second Flameblast, therefore also increasing the ignite damage potentially caused by it?


Immolate increases both Hit and aliments damage if target are burning

Does critical chance with bows or critical chance with spells benefits Explosive Arrow fuses explosion damage?
The question is related to 2.6.2 patch and 3.0 Oriath patch. Are there any changes or so.
How does it affect burning damage? Is it for example 5 fuses explosion and from this comes the ignite damage or its only from 1 fuse, also does critical multiplier affects the explosion, and the ailment if the PA (Perfect Agony) is picked up. I would be glad if there would be any formula to know the damage
for example if we have: (i'll give shorter examples of damage)
(number of fuses): 1 or 5
increased critical multiplier with spells: 100%
increased global critical multiplier: i.e. 1000%
increased fire damage: 100%
increased elemental damage: 100%
increased burning damage: 100%
increased projectile damage: 100%
more burning damage: 50%
increased spell damage: 100% ??
more spell damage: 50% ??
more damage with ailments: 50%
increased effect with ailments: 100%
increased damage over time: 100%
more damage over time: 50%
more elemental damage: 50%

which of these modifiers work with Explosive Arrow fuse explosion damage and also which of them works with ignite damage from fuse explosion and are there any other increases/multipliers that works with those?
If anybody could give me a formula of damage dealt by the damage of ignite i would get i would be very pleased.
I havent found many information about it and im very curious about it.
Thank you.
Last edited by ㆍThirtyㆍ#7718 on Jun 17, 2017, 12:13:03 AM
Crit flask charges. Master Surgeon ascendancy node questions.
Hello GGG!

So. How exactly does it work?
Scenario: I press my 5 flasks, 1. consumes 10 charges, 2. 20 charges, 3. 30 charges, the rest does not consume any charges.
I am now 60 charges in the hole.
Lets say I have 50% increased charges gained, so I get 1.5x charges, right? Does this apply to charge on crit? What about the Poachers mark on the enemy?
And most important, do I always get a charge on crit to one of the non full flasks (if there are any), or only if a non full flask is chosen? (Latter would render the "chance to not consume charges" almost useless on utility flasks.
In other words: "How many crits do I need on average per flask rotation, to sustain?"

Your loyal player (read servant)
Cerugon


P. S.: Yes, I do want to fill the "missing" information in on the wiki. So an answer would really help.
A couple of questions regarding abberath's fury

If I have a movement speed of 100 how many steps per second would that be and would 100% inc movespeed double the amount of steps per second?

Would increasing and decreasing player size using items change the amount of explosions per second?

Honestly It would help if I could get the calculation for hits per second on abberaths fury.
Does the "1% of mana regenerated per second" of the new Cloak of Defiance in 3.0 get increased by all your "% increased mana regeneration rate" from tree/items ? Or is it a static 1% ?
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Wendek wrote:
Does the "1% of mana regenerated per second" of the new Cloak of Defiance in 3.0 get increased by all your "% increased mana regeneration rate" from tree/items ? Or is it a static 1% ?


Increased manaregeneration is an global effect, it works as an multiplier for everthing with "mana" and "regeneration". It not works for "mana gain..."
IGN: Toxic_Artillery

Obey the Orb:
https://www.pathofexile.com/forum/view-thread/2161077/page/1
"
SkyDestiny wrote:
Does critical chance with bows or critical chance with spells benefits Explosive Arrow fuses explosion damage? No, the explosive arrow damage is secondary AoE projectile, non-weapon, non-spelldmage. It wont be increased by any "bow" "Weapon" "Spell" modifiers. It hase an seperate basecritical chance of 6%
The question is related to 2.6.2 patch and 3.0 Oriath patch. Are there any changes or so.
How does it affect burning damage? Is it for example 5 fuses explosion and from this comes the ignite damage or its only from 1 fuse, also does critical multiplier affects the explosion, and the ailment if the PA (Perfect Agony) is picked up. I would be glad if there would be any formula to know the damage
for example if we have: (i'll give shorter examples of damage)
(number of fuses): 1 or 5 <---the base damage od the skills is calculated by the fuses. It deals one instance of damage, based on the fuses.
increased critical multiplier with spells: 100% <----does nothing
increased global critical multiplier: i.e. 1000% <----works(for inital hit and 75% for dot with PA)
increased fire damage: 100%<----works for both inital hit and dot
increased elemental damage: 100%<----works for both inital hit and dot
increased burning damage: 100%<----works for the dot
increased projectile damage: 100%<----works for both inital and dot
more burning damage: 50%<----works for the dot
increased spell damage: 100% ??<----does nothing
more spell damage: 50% ??<----does nothing
more damage with ailments: 50%<----works for the dot
increased effect with ailments: 100%<----thats a new stat, but i gues, it will work like an seperate multiplier (like "enemy takes xx%increased damage). It most likely wont increase the duration
increased damage over time: 100%<----works for the dot
more damage over time: 50%<----works for the dot
more elemental damage: 50%<----works for both inital and dot

which of these modifiers work with Explosive Arrow fuse explosion damage and also which of them works with ignite damage from fuse explosion and are there any other increases/multipliers that works with those?
If anybody could give me a formula of damage dealt by the damage of ignite i would get i would be very pleased.
I havent found many information about it and im very curious about it.
Thank you.


But remember, double dipping is fixed, so the modifiers that are working for both inital and dot dmg wont double dip.

If you deal 100 base fire dmg, and you will have 100% increased fire dmg and 100% more elemental dmg you will deal with inital hit:

100bfd x 2 = 200fd x 2 = 400tfd <---400 total fire dmg

AND your burning dmg will deal:

100bfd x 0,4 = 40Bdps x 2 = 80Bdps x 2 = 160Bdps<---- Burning damage per second
IGN: Toxic_Artillery

Obey the Orb:
https://www.pathofexile.com/forum/view-thread/2161077/page/1
Last edited by IsodorRodosi#0726 on Jun 18, 2017, 3:33:48 AM
"
IsodorRodosi wrote:
"
Wendek wrote:
Does the "1% of mana regenerated per second" of the new Cloak of Defiance in 3.0 get increased by all your "% increased mana regeneration rate" from tree/items ? Or is it a static 1% ?


Increased manaregeneration is an global effect, it works as an multiplier for everthing with "mana" and "regeneration". It not works for "mana gain..."



???? Cloak of Defiance says "1% of mana regenerated per second", it does not talk about "mana gain".
"
Wendek wrote:
"
IsodorRodosi wrote:
"
Wendek wrote:
Does the "1% of mana regenerated per second" of the new Cloak of Defiance in 3.0 get increased by all your "% increased mana regeneration rate" from tree/items ? Or is it a static 1% ?


Increased manaregeneration is an global effect, it works as an multiplier for everthing with "mana" and "regeneration". It not works for "mana gain..."



???? Cloak of Defiance says "1% of mana regenerated per second", it does not talk about "mana gain".


.... are people stupid?


Yes it works for the 1% MANAREGENERATION, because it is MANAREGENERATION. So with 1000 mana and 140% increased manaregeneration it gives you: 1000 / 100 x 2,4 = 24 manaregeneration per second.

But it not works for "MANA GAIN", that i just said to make it clear, that your next question wont be "Iam stupid, thats why i ask if manaREGENERATION works on this new shield mod in 3.0 that says "GAIN x mana on block"

Sorry, i got some tension today....
IGN: Toxic_Artillery

Obey the Orb:
https://www.pathofexile.com/forum/view-thread/2161077/page/1
Last edited by IsodorRodosi#0726 on Jun 18, 2017, 5:59:07 AM

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