Mechanical Questions Thread
This is rather specific but... Does Warrior's Blood "20% increased stun threshold" count for the stuns you deal, take or both.
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" no answers? :( |
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" Because it always calculates it - doesn't mean it can be applied. Chance to Poison is another stat entirely :P " 1. Yes. 2. Freeze has a minimum duration threshold, which is based on Cold Damage dealt relative to the target's Maximum Life. Herald of Ice alone is not likely to be sufficient to Freeze enemies. " Take - otherwise it would say Reduced Enemy Stun Threshold :) " note: Chaos Damage normally refers to flat Damage, Chaos Damage over Time to degeneration. Not all Chaos Damage is also Damage over Time. 1. Yes, you can stack different Damage over Time effects. 2. Supports never factor in Damage multipliers. It does work though. 3. Yes. 4. I think part of the question was lost here? This probably covers it, but if not, please rephrase :P Minion Damage does affect Decay Damage when the Decay Support is linked to a Minion. Your Chaos Damage modifiers do not apply - Minions are not you, and do not benefit from your modifiers unless explicitly stated otherwise. |
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@Vipermagi thanks for answers.
I was going to ask the exact question. When I use decay support with either srs or zombies the dot damage still does not change even if I have minion damage nodes on skill tree. |
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I'm playing on Xbox a witch, I got the passive perks for spell crit% (annihilation) and a few other nodes. But when I go to my character and look at my spells like fireball etc the spell crit % is only like 9 or 10% when it should be more like 80%. How come I'm. It seeing the bonus? Help please
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Increased, Reduced, More and Less are the four keywords to denote multipliers. Increased and Reduced are additive, More and Less are multiplicative.
150% Increased Crit Chance on Fireball (6% base Crit chance) works out as follows: 6 * (1 + (150/100)) = 6 * 2.5 = 15% Crit chance |
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Thanks
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does the "intimidated" debuff effect work with DoTs?
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Does anyone know if Warlord's Mark interact with Ethereal Knives in any way?
The wiki page on EK says that it benefits for unspecified leeches such as Life Leech Support (which works) and WM. However, I don't notice any replenishment on the energy shield (this char has Ghost Reaver) other than that after not taking damage for a few moments. The overkill burn damage is said not to work with EK. Thanks. |
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Smoke Mine. I want to like this skill, and use it to kite tough mobs, but since 3.0 it has been broken and is now limited to a clunky 30% movement burst, and to safely trigger boxes (which are nice options to have, but not enough to justify it taking up a valuable gem socket).
Prior to 3.0, I could lay a smoke mine and right away teleport to a previously placed mine, while the newly placed mine was still arming, and without the new mine being triggered and consumed. It was a great mechanic to kite tough mobs, teleporting back and forth, and provided some utility to this rarely used movement skill. At the start of 3.0 smoke mine was changed, a previously laid smoke mine would not detonate if a recently laid smoke mine was still arming. This effectively erased its ability to be used to efficiently kite tough mobs. This bug has since changed and now (Aug 28, 2017) when a smoke mine is laid, while it is still arming you can trigger a previously placed mine, but it also triggers the still arming mine too, causing you to teleport to the previously placed mine for a fraction of a second before teleporting you right back to the mine you just laid and the spot where you were trying to escape from. Please fix it to its pre-3.0 behavior, where you could lay a mine, and trigger a previous mine while the one at your feet was still arming. As a bonus, if you could also remove the line of sight requirement, that would be great. Thanks |
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