Mechanical Questions Thread
Okay... I think I understand it now, but there's conflicting answers in that reddit thread. This logic made the most sense:
Faster and slower ignite relate to how fast the ignite ticks occur. So if ignite occures 100% faster, it would be 2 ticks per second instead of one (twice as many ticks would occur in the same time period. The overall time amount is halved to still get the 4 total ticks). If the ignite occurs 100% slower, then it would be 1 tick per 2 seconds. So ignites occuring 65% slower should mean one tick occurs in 1.65 seconds. 4 ticks occur in 6.6 seconds instead of the normal 4. If normal ignite was 100dps. Then 65% slower ignite should equate to: 100 damage every 1.65 seconds which is roughly 60.6 dps. With 2 ignites capable, that's ~121 dps. So overall, emberwake essentially gives you 20% more dps for its 2 ignites compared to a normal 1 ignite. That makes a lot more sense and makes emberwake a good damage booster. I wonder how the math works for 2 emberwakes... Does the slower rule apply additively (130% slower) or multiplicatively (making it 172% slower). It should be additively or else your hurting yourself by using 2 emberwakes. Last edited by Learis#4907 on Aug 4, 2017, 10:22:45 PM
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I've got a question regarding the new line on Elemental Overload, as it's not 100% clear - "No damage multiplier for Ailments from Critical Strikes". Is this just referring to the fact DoTs can scale with crits now, or does it mean you won't get a damage bonus from shock as well? I'm assuming the former, as it's my understanding that shock is calculated on the affected monster and has nothing to do with the player, but I wanted to make sure.
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Shock is not a "Damage multiplier from Crits", and is thus unaffected by Elemental Overload. It can be applied by Crits, but is not "from Crits".
I expect the new line on EO is to disable the new Perfect Agony Keystone, is all. Last edited by Vipermagi#0984 on Aug 5, 2017, 6:31:53 AM
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" Your first calc was right, if the target burns at a rate of 1000dps it hits 4000 damage over the course of 4s. 65% slower means it burns at 350dps instead, mark said total damage is unchanged so that means the ignite duration will be 11,4s and there's no two rabbits - three rabbits about it. About additiveness, I was testing it a bit before with scorned/dyadian combo and it seemed to be additive, though you should take it with a grain of salt because the visual effect can make it tricky to accurately measure duration. Another argument for the additive stacking is that 'slower' effects like chill and temp chains used to stack additively too, those were changed because of exploits but I think the default stacking for 'slower/faster' is still additive. Does that mean the new emberwake is poop? From the point of speed meta I think it is, but I think there are setups where it isn't pointless. Wish the armchair developers would go back to developing armchairs.
◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► |
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Does The Baron unique helm allow me to use Iron Will Support gem on Summon Skeleton with Dead Reckoning? will this interaction work?
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People seem to think you stationary while using flicker strike from the searching I've done, but I'm not so sure.
Using arctic armour seems to be a common thing to do with Oro's flicker strike but are you actually stationary? The pantheon for damage reduction while stationary disappears as soon as you start to flicker. Some clarification on this one would be nice. Thanks |
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" Yep, Skelemages deal Spell Damage and will benefit from Iron Will when given Strength. |
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So I have a question on how the new ailment/poison system works with Dual Strike. The damage of your poison is determined by the base physical and chaos damage of your skill (so I presume it would be the base damage of your weapon skill before global bonuses and the base chaos damage of your skill). But how does this relate to Dual Strike?
Does Dual Strike have two chances to poison (one for each 'hit'), does it check twice yet only apply poisons once even if both strikes would roll the chance to poison, does it tally up the base physical and/or chaos damage for each weapon for all poisons applied by the attack? Related, does the 20% more physical attack damage multiplier for dual wielding increase the poison's damage? And one last related question, does Force Shaper further increase the damage of a poison with its extra chaos damage (I presume by 5% of the base attack's physical damage)? |
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" apparently not, not sure if it's a bug but the Iron Will support gem won't link to Summon Skeletons at all |
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Oh that is silly. Did you make a post in Bug Reports for that? :)
(may've simply been missed when The Baron was introduced) |
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