Mechanical Questions Thread
" Gem tags that it has are a bug :) It used to say 'spell' but that was a bit confusing to some players because it doesn't deal spell damage, just like detonate dead or shockwave totem (at the time it didn't). So, the other two got the 'cast' tag instead which means 'spell that doesn't do spell damage' but bear trap couldn't get one because you don't cast it. Well, the rule of thumb is that anything that isn't an attack or a warcry is implicitly a spell, it might do spell damage, it might not or it might do no damage at all. But if it isn't doing spell damage it won't be affected by spell crit, that part works fine. Wish the armchair developers would go back to developing armchairs. ◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► Last edited by raics#7540 on Aug 10, 2017, 4:42:15 AM
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Is there any way to tell when the question was asked? For example, Mark answered just now but when were the questions actually asked?
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" This is one of the questions answered in the last post. |
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My very auld brain has a question on minefield, and it's interaction with bomb specialist and saboteur. What i'm seeing happen may be perfectly normal, but my brain isn't understanding it.
I use a simple fire nova mine build (Kiko's) and am enjoying it, however: The basic gist is, if you can drop 5 mines to start with... then add a minefield support (supported skills can have up to 2 additional remote mines placed at a time).... then add saboteur (can have up to 1 additional remote mine placed at a time)... then add bomb specialist (can have up to 2 additional remote mines placed at a time).... ....that's 10 mines. Minefeild support now causes 3 mines to be placed at one "dropping"... so i assume that the cluster of three counts as three, but i still get the additional 2 as well in my total? That seems to be what's happening, because without the minefield support, i can place 8 single mines.... with the support i'm placing 4 sets (of three, but my eyes aren't good enough to make out if two of the first set vanish when i lay the 4th set). As i said, this may be exactly how it's supposed to work, but for the life (or sanity) of me, i can't find anything telling me that's how it works. |
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Gem does not work to reduce mana 2% (wit the winner)After installing the stone and restarting the aura, the amount of mana left does not change, why?
Last edited by wwwwwdddddwwwww#6926 on Aug 10, 2017, 9:07:05 AM
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How is interacting Melee on full life, cyclone and blood magic.
Is the condition for "melee on full life" checked at the start of cyclone (meaning it won't be applied because of blood magic), or at the moment of each hit? |
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I have noticed that Dark Pact's life removal is stopping ES recharge. Vipermagi kindly replied that ANY cause of life loss or removal (not limited to damage) will stop ES recharge. My question is - is this actually an intended mechanic? Or should only something classed as damage stop ES recharge?
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Oh sorry i found confirmed info.
Last edited by Polopiryn#6243 on Aug 10, 2017, 1:23:17 PM
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What is the "base" damage for bleed/poison?
Is it before "more" is applied? Is it before "increased" is applied? Does it include "increased physical damage" on the weapon itself? What if the increased damage is situational, such as the 50% increased Melee Damage vs Bleeding Enemies on Kondo's Pride? Does it include "Added phys/chaos" damage? Is it before damage conversion (like phys to ele) applied? Is it before the skill percentage of damage applied? Basically, how is damage layered and calculated, exactly, and at what point is the bleed/poison calculated from? I've tried searching up details, but the wiki doesn't seem to go this specific. |
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I've been playing around with the Choir of the Storm Amulet (https://pathofexile.gamepedia.com/Choir_of_the_Storm).
How does the crit chance on this thing work? I've stacked a bunch of light res in PoB and normal crit chance gear still outshines it. |
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