Mechanical Questions Thread

Minion Spectre question

Undying Evangelist's Delayed Blast is Physical damage.
Does this mean it can scale with % physical damage from additional strength given to minions by the Baron


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tatersail wrote:
Minion Spectre question

Undying Evangelist's Delayed Blast is Physical damage.
Does this mean it can scale with % physical damage from additional strength given to minions by the Baron




Strength by default only scales Melee Attack Physical Damage. I am not exactly sure what Delayed Blast is, but it sounds like it is a Spell. If so, you will need to link the spectre gem with Iron Will for their strength to affect their spell damage.
Last edited by Abdiel_Kavash#5296 on Jun 20, 2018, 10:01:58 PM
Inpulsa's explosion radius?
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Dimeq wrote:
For Charged Dash, how is the damage for the final wave calculated? Is it just 0.75*(number of stages) more damage, and is it just for hits or also for ailments?


Bumping this question, I was redirected here by support. Is the final wave supposed to deal more damage with ailments?

Going by Mark's answer on Infernal Blow that adghar pointed out, it should be since the two skills have really similar text ("Debuff deals 66% of Damage per Charge" vs "Final wave deals 75% of Damage per stage"), but I don't think it's working correctly. Here's a bug report with video:
https://www.pathofexile.com/forum/view-thread/2162097
Last edited by Dimeq#7147 on Jun 21, 2018, 11:18:42 PM
Hi Mark_GGG, I am interested in the mechanics of minions.
The way I see it, minion builds (especially those with melee minions like zombies or skeletons) have always 'suffered' from their AI. It needs quite targeted convincing to actually make them attack something and even more tricky it is to make them attack specific targets.

Can you comment on how minion mechanic works? When do they 'acquire' a target, i. e. under what circumstances? How do they prioritize?
Why do players have to manually cast stuff like Arc just so their minions actually attack?

Also, was there ever discussion about adding a teleport mechanic to minions so they could keep up with foes more easily? Currently the major drawback of most minion builds is the time you have to wait for them to reach enemies. This is especially painful to players who are used to direct damage builds where you as the player are the only restriction on kill speed and can direct all attacks precisely where you want.
If melee minions had a teleport attack they could clear enemies hordes soo much faster. Do you think this is likely to be implemented some day, for example with a dedicated support gem? (which would be balanced because you'd need to do without one of the currently used gems)

So I guess all in all I'm interested in the status of minion mechanics, mostly how they work but also how you think they could evolve for a more satisfying minion experience for players.

Thanks in advance!
https://pathofexile.gamepedia.com/Bear_Trap
About the mod "Enemies take 15% increased Damage from Trap or Mine Hits", ailments (poison/ignite) affected by trap/mine will get benefit also or only their hits ?
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cuocdoitan wrote:
https://pathofexile.gamepedia.com/Bear_Trap
About the mod "Enemies take 15% increased Damage from Trap or Mine Hits", ailments (poison/ignite) affected by trap/mine will get benefit also or only their hits ?


If it says Hits, it only affects Hits.
Hey there, i could use some help doing the math with this item:


The frenzy on block mod is only a side product of the crafting process but im trying to figure out what the effective chance to gain a charge is. So here are some numbers from PoB:


Block Chance: 24%
Frenzy on Block: 20% (25% when divined)
Spell Block: 0% (7% chance possible from Tree)
Chance to Evade: 13% (18% with sin's Rebirth up)
Dodge and spelldodge: 0%


Im not sure how to take the chance to evade into the calculation since block only gets effective after evasion failed, correct?
Is spell block additive and worth investing in?
The character is mainly designed to be a boss killer.


I hope someone better with numbers can help me out, cheers :)
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MOBRT_BRONSN wrote:


Im not sure how to take the chance to evade into the calculation since block only gets effective after evasion failed, correct?


Yes

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Is spell block additive


Not sure what you mean by "additive" - probably yes (if you gain 7% spell block and then another 7% spell block, your final spell block will be 14%). Most Block modifiers in the game are additive in this way; only a handful pop out of memory (Map modifier "less block chance" and The Brass Dome also "less block chance" are multiplicative). It doesn't add onto your Attack Block Chance, if that's what you mean; they're separate modifiers, though of course there are many ways to have Attack Block Chance also apply to Spell Block Chance (some unique items like Stone of Lazhwar & Rainbowstride; Gladiator ascendancy) and that will add to your specific Spell Block as expected.

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and worth investing in?


As original post specifies, questions of evaluation are outside the scope of this thread. Since Mark_GGG has been too flooded to really reply to this thread nowadays, I guess you could argue we don't care about him anymore, but really it would be best to open a separate thread if you want to discuss if something is "worth."

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I hope someone better with numbers can help me out, cheers :)


I'm meh with numbers.

Chance to generate a Frenzy Charge given that an enemy has attempted an Attack Hit and your character screen's Chance to Evade is accurate (fails when Enemy has Accuracy aura, for example):

HitChance * Block Chance * Frenzy Chance =
(1 - .13) * .24 * .2 = .04176 or 4.2% chance

with Sin's Rebirth:
HitChance * Block Chance * Frenzy Chance =
(1 - .18) * .24 * .2 = .03936 or 4% chance

without Sin's Rebirth but with a perfect Divined Shaper mod roll:
(1 - .13) * .24 * .25 = .0522 = 5.2% chance.
Need game info? Check out the Wiki at: https://www.poewiki.net/

Contact support@grindinggear.com for account issues. Check out How to Report Bugs + Post Images at: https://www.pathofexile.com/forum/view-thread/18347
Last edited by adghar#1824 on Jun 23, 2018, 1:28:01 PM
Thank you for the precise answer!

And 'worth it' referred to the possible 7% additional chance to block spells with shields from the Mind Barrier Notable.

Taking your math that would mean for spells (since you cant evade them i think?):

HitChance * Block Chance * Frenzy Chance =
1 * .07 * .2 = .014 -> 1.4%

correct?

And would that be in addition to the Chance to block attacks?

4%-5.2% chance to gain a charge from blocking an attack and
1.4% to 1.75% to gain one from spellblocking?

Thanks again!

cheers

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