Mechanical Questions Thread

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Soranor wrote:
I only now noticed my Vaal Summon Skeleton in the bar is missing the '3' the regular Summon Skeleton has. It looks like it can't be supported by Multistrike, which is understandable for the archers and the non-melee generals, but not for the normal ones.

Does it not work at all or only work for the melee portion of skeletons? Is this a bug or intended behaviour?

Thank you.


Thanks. Too bad it isn't just "cannot support vaal attack skills".
On the Coward's Legacy point - I spoke to Andrew from GGG in PM and he clarified a few things:

a) he interpreted it the way we did and was pretty confused before asking Mark.
b) because the low life state doesn't cross the threshold of low life adrenaline doesn't trigger. His words exactly were:

"implies you have crossed a threshold from not low-life (above 35% life) to low-life (below 35%) life. This belt triggers a state of low-life but because no threshold has been crossed Adrenaline does not proc."

My main point regarding this is that if you're not low life and you become low life, to me that still dictates that you have reached that state. I would of argued that the phrasing should of been upon reaching 30% (a different threshold to avoid all confusion), adrenaline triggers. As they've both been tied together it opens the door to ambiguity.

On a personal note, having run a champion to around T10 maps using it, the downsides significantly outweigh the positives. Almost all the low life benefits currently available in the game can be gained elsewhere for little to no cost, and so there's almost no real benefit to running it. Daresso's Courage for max block --> run gladiator. Dreadbeak: Onslaught on low life --> run a flask or perseverance.

Having to run a watchers eye with unaffected by vulnerability and still have the curse effect debuff means it sadly goes from an interesting item to one that isn't quite as useful.

Oh and not to mention the fact that if you used the warding option to remove low life to trigger Adrenaline, you would lose all your buffs gained from low life during that potions duration. Having to stop, switch item, trigger low life through BM + aura and then switch back is just a clunkier way of achieving the same thing.

Personally I find it a missed opportunity to really show some under-used items/skills some appreciation and offer different play styles for Champion. Apologies for the long post.

EDIT: Apologies - misclick, double post.
Last edited by Slaenesjh#4492 on Jun 19, 2018, 8:59:20 AM
On the Coward's Legacy point - I spoke to Andrew from GGG in PM and he clarified a few things:

a) he interpreted it the way we did and was pretty confused before asking Mark.
b) because the low life state doesn't cross the threshold of low life adrenaline doesn't trigger. His words exactly were:

"implies you have crossed a threshold from not low-life (above 35% life) to low-life (below 35%) life. This belt triggers a state of low-life but because no threshold has been crossed Adrenaline does not proc."

My main point regarding this is that if you're not low life and you become low life, to me that still dictates that you have reached that state. I would of argued that the phrasing should of been upon reaching 30% (a different threshold to avoid all confusion), adrenaline triggers. As they've both been tied together it opens the door to ambiguity.

On a personal note, having run a champion to around T10 maps using it, the downsides significantly outweigh the positives. Almost all the low life benefits currently available in the game can be gained elsewhere for little to no cost, and so there's almost no real benefit to running it. Daresso's Courage for max block --> run gladiator. Dreadbeak: Onslaught on low life --> run a flask or perseverance.

Having to run a watchers eye with unaffected by vulnerability and still have the curse effect debuff means it sadly goes from an interesting item to one that isn't quite as useful.

Oh and not to mention the fact that if you used the warding option to remove low life to trigger Adrenaline, you would lose all your buffs gained from low life during that potions duration. Having to stop, switch item, trigger low life through BM + aura and then switch back is just a clunkier way of achieving the same thing.

Personally I find it a missed opportunity to really show some under-used items/skills some appreciation and offer different play styles for Champion. Apologies for the long post.
Hey everybody.

im new to this game and trying to get pass level70.
The 3 character i leveld failing cause i die so much i aint get xp.


I read on the poe wiki about defensive. As far i understand there are 3 types of dmg - elemental, chaos and physical. Elemental dmg gets reduced by resitence, same as CHaos by a seperate resitence or spell dodged.
Physical can by evaded ( or dodged ) or reduced by armour.

But Resitence are capped at 75% (exepct some unique effects or passive give +1-5% max resi). So i always take 25% of elemental or chaos dmg. Only Immunity is for chaosdmg via the Keystone that reduce Life to 1.

Defensive versus Physical dmg is also capped, evasion at 95% and armour gets weaker versus big hits (like crit affix on monsters) cause it needs 10 times as much armour to reduce the hit.
Evasion checks double versus accuracy/crit chance - a hit that rolls crit will hit but not crit if evaded, right?
Armour is useless versus Hits 10 times bigger as the Armour value?

That means both melee defensive arent "save" to survive? Evasion based characters will die if unlucky, armour characters will die to big hits.
So on top of armour or evasion i need physical dmg reduce (fortify) and after the double reduction fortify + evasion or armour also a big life pool to tank the Hit?...


Does every melee character Build need 3 Melee Defensiv ( Fortify + Life or ES + Evasion or Armour ) and Resitences?
A pure Evasion/resi or pure Life/resi build doesnt work, right? Every Melee needs Fortify (or huge luck to get the physic dmg reduce on gear) ?

Or is it even better to stack life on top of life ...? or ES on top of life without armour or evasion? ...
Last edited by Ikzme#5419 on Jun 19, 2018, 11:03:15 AM
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Slaenesjh wrote:
Personally I find it a missed opportunity to really show some under-used items/skills some appreciation and offer different play styles for Champion. Apologies for the long post.


You are assuming this is an intentional balance decision, and not some unknown technical limitation that prevents this from working. (No, I don't know which one is the case either.)

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Ikzme wrote:
But Resitence are capped at 75% (exepct some unique effects or passive give +1-5% max resi). So i always take 25% of elemental or chaos dmg. Only Immunity is for chaosdmg via the Keystone that reduce Life to 1.

Defensive versus Physical dmg is also capped, evasion at 95% and armour gets weaker versus big hits (like crit affix on monsters) cause it needs 10 times as much armour to reduce the hit.


You can't make your character immune to all damage; at least not in any realistic way. This is by design.

The rest of your post seems to be asking for build help, not necessarily mechanical questions. I suggest reposting as a separate thread in this forum - you will be able to get better answers and a more in-depth discussion.
Last edited by Abdiel_Kavash#5296 on Jun 19, 2018, 11:06:11 AM
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Abdiel_Kavash wrote:

You can't make your character immune to all damage; at least not in any realistic way. This is by design.





Thats not what i was asking for. In fact i said that myself.


I was asking if every melee build need fortify + lifepool or is it viable to go for evasion/armour without a huge lifepool?
For me as a new player it seems better to stack life on top of life instead of any evasion or armour, since they feel not save as defensive.
Is that by design? a Maraudor will always be most tanky class?
Or am i just a newb and pure Evasion + Fortify Ranger is viable?

Or do i need to check my enemys, as crit or accuracy monster will bypass a evasion based defence?
Or are there even attacks that shouldnt be tanken at all (Bosses, Domis Hand of Gods) ?
Last edited by Ikzme#5419 on Jun 19, 2018, 11:49:26 AM
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Abdiel_Kavash wrote:
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Slaenesjh wrote:
Personally I find it a missed opportunity to really show some under-used items/skills some appreciation and offer different play styles for Champion. Apologies for the long post.


You are assuming this is an intentional balance decision, and not some unknown technical limitation that prevents this from working. (No, I don't know which one is the case either.)


This is true - but then if its a technical limitation that causes this, would you not change the design of the item to highlight that fact? Or postpone it until that limitation could be overcome? Also I am purely going off of what I've been told by GGG at this point - that it is working as designed.
I don't know if it's intended or not, but i can't use Convocation on my Skelleton Mages.

They seem to regen, but they won't get pulled to my character.
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LosKeulos wrote:
I don't know if it's intended or not, but i can't use Convocation on my Skelleton Mages.

They seem to regen, but they won't get pulled to my character.


all kinds of skeles wont be teleported.

"Recalls all minions that are following you to your location, and grants them a temporary life regeneration effect."

skeletons and srs dont follow.

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