Mechanical Questions Thread
" I think its what this game needs most. Transperency. You play the game, you die and dont know why? Thats a terrible expierence for new players. I understand the devs want "hide the combatlog" cause its more difficult for players to figure out what dmg types bosses deal... Im mean - its a bad game everytime i need tab out, cause a 3. party does the job better as the game itself ,right?.. I need PoB to calculate my character correct, i need a lootfilter to remove the useless loots, i need a logout script if playing hardcore... I know its possible cause i know another game that has a combat log, a "what killed me" on player death. That allows players to find Combat Bugs. In that other game are players who spend weeks and 500+ trys on a single Boss cause they can see its possible or not. If the combat log is hidden, we just die and will never know if its a Bug or not. I guess they lose alot more players (and money) cause this minor problems, probebly more as the few thousend spend to fix it. Its just a bad expierence if i cant trust the Numbers the game shows itself. A huge part of the game is character progression, theory crafting - whats not possible ingame. I would buy a Combat Log supporter pak :P Last edited by Ikzme#5419 on Jun 27, 2018, 12:37:13 PM
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" An ailment that would have no effect is not applied at all. This is relevant for the purpose of modifiers "against poisoned enemies" and such, or on the player side "while bleeding" and so on. "No effect" here means: Bleeding, Poison, or Ignite which would deal zero total damage, Shock with less than 1% increased damage taken, Chill with less than 1% reduced action speed, Freeze with less than 0.3 second duration. Remember that PoE always rounds down, so a shock with 0.9% damage taken is not applied. This cut-off is done after taking into account any ailment effect/damage modifiers (e.g. Beacon of Ruin means you can Shock with 1 lightning damage taken by the enemy). Finally note that this only applies to ailments: effects that are not ailments are sometimes applied even if they would deal no damage (e.g. Scorching Ray, Cold Snap). To answer your question directly: with Ancestral Bond, you can not apply any ailments by doing damage. You can still apply them through other means however, such as Vessel of Vinktar (shock), or Arctic Armor (chill). I don't believe there is any way to inflict Bleeding or Poison in such a way though. Last edited by Abdiel_Kavash#5296 on Jun 27, 2018, 12:45:08 PM
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Hi there, i got a question about dual wielding and charged dash.
You read something different everywhere. Somewhere it states that every second attack deals the damage, sometimes both weapons deal damage... Can some one clear this up for me? |
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Blade vortex viable for high tier maps?
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I new i these game still learning strings/mechanic of gameplay. Build is witch i got forzen blast and ar with hearld ofthunder and ice disciple stil in search for items with enogh slots for support gems i want or consider to use - unbound aillments, greater projectile (for FB), elemental poliferation, charge critt, incresaed crit, spell echo, fast casting that for main damage spells, and other is mana problem for support spells? Eldrichbatteri risk with high DPS?
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" Charged Dash emits pulses of damage along its path at half your attack rate. So if you can make 2 attacks per second with Charged Dash, you will get one pulse every second. Edit: See discussion below. " " These two are not specific mechanical questions, and as such you will get a better answer by starting a new thread in the Gameplay Discussion forum. Last edited by Abdiel_Kavash#5296 on Jun 27, 2018, 11:26:30 PM
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fix*
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" This does not appear to be correct. Instead, Charged Dash appears to use the default behaviour of all Attack skills that do not specify handed behaviour; it alternates between main hand and off hand. Testing method: Resolute Technique, high DPS weapon in one hand, white level 5 weapon in the other. Expected behaviour was pulses would deal low damage, high damage, low damage, high damage, etc. Test results matched expected behaviour. Youtube link of testing: https://youtu.be/bcrRuzbT6xc time stamp at place where it is most easy to observe: https://youtu.be/bcrRuzbT6xc?t=67 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 27, 2018, 10:22:35 PM
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" I'm not sure if I'm seeing the same thing - I've been watching the rare monster next to you, and it seems to take roughly the same amount of damage with every pulse. I tested with two Mjolners, one socketed with Shock Nova, and the other with Ball Lightning - both pretty visually obvious and distinct spells. Each pulse of CD (ignoring ones that missed, no RT) triggered both spells at the same time. |
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" It's pretty clear from my video you can see half the pulses doing practically no damage... perhaps when I said "low damage" I should have said "no damage" :P*
EDIT - original post contained incorrect conclusions - spoilered
Instead, it looks like buggy/unintuitive behaviour - each hit is coded as being dealt with both the main ahnd and the off hand, but only deals the damage from the main hand or damage from the off hand with its attack hit.
Pretty nice that it works out that way (if only until a bug fix is, possibly, released) for your build, though. *It helps if you turn on sound. Each "zzt" is supposed to be dealing hit damage. I can release a new video comparing 2 high dps swords instead of 1 high dps 1 Skinning Knife, if you're still not seeing it. 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 27, 2018, 11:26:57 PM
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