Mechanical Questions Thread

I have a doubt on how the new charged dash works based on Mark_GGG's comment here https://www.reddit.com/r/pathofexile/comments/8mvmow/could_i_theoretically_draw_circles_with_charged/dzqwbk4/ . I have a paint file attached with a rough situation where you draw a ribbon like loop around the target.

In his second paragraph, "The same enemy can by hit by different waves, regardless of whether they're the while-channelling waves or the final wave", the different waves here refer to the waves generated by each stage of channeling charged dash or is it something else that I am missing here?. The red circles indicate the pulses produced by charged dash. The numbers indicate the different stages of charged dash. Assume path length is at its maximum(the mirage has come to a stop) and that for this channel, the number of stages is 5. So the question here is, would circles 2,3 do 2 instances of damage to shap-er ?


Here's the paint mockup
Last edited by dtymnn#6318 on Jul 23, 2018, 10:32:55 AM
"
Vipermagi wrote:
I only forgot to ask for three days straight, but: Spark has a re-arm time of 1000 milliseconds. What exactly does this mean?
This isn't really accurate terminology. What spark does is that every 1000 milliseconds, the set of spark projectiles from that firing lose their memory of which things they've hit. This means anything which had previously been hit by one of those sparks can now be hit by one of those sparks again. Previously this happened when one of them bouned and hadn't happened within the past 1000ms, but that's no longer the case (and would not have any effect since it now does it every 1000ms regardless of bouncing).

"
Damier wrote:
I have a question concerning shocked status. So in the poewiki discription it is stated that enemies taking "...50% increased damage from all sources". Now i know the difference between increased and more, but i wonder if the "receiving" and "outgoing" increased damage multipiers are applied differently/seperately.
Yes. "increased" and "reduced" modifiers to the same value stack additively. But modifiers to Damage and modifiers to Damage Taken are not applying to the same value, and thus cannot possibly stack addively.

Modifiers to Damage are all calcualted by the attacker to get their total damage value of each type. That total Damage value is then affected by all the defender's damage mitigation, such as resistances (as well as more complicated mitigation stats). The result of that calculation is the Damage taken, and that's what Modifiers to Damage taken apply to. Shock is an effect on the enemy which modifies their damage taken, so the only things it can stack additively are other modifiers which are affecting the damage taken by that enemy, such as the Bear Trap debuff.

"
Steiner1 wrote:
What does the secondary duration of Frost Bomb do?
The Base duration seems to be the time the Frost Bomb lasts until it detonates from my observation.
Is the secondary duration the time the debuff the Frost Bomb applies lasts?
Yes
"
Steiner1 wrote:
From my observation the debuff Frost Bomb applies cannot stack - is my observation correct?
Yes

"
Kikubao wrote:
I've noticed that projectile pierce on the tree affects minions. I also remember that Deadeye's +1 projectile worked with minions (I could be wrong on this thought).
Neither of those apply to minions.
"
Kikubao wrote:
What other passives work with minions then? I'm specifically interested in Elementalist's Beacon of Ruin.
The only passives which affect minions are passives which explicitly say they affect minions (or those that apply aura-style effects to nearby allies, since your minions are inherently your allies).

"
Radonegskyprotiv wrote:
About
"chance to avoid Fire Damage when Hit"

For example, Monster deals a hit on Me, that bring 10 phys dmg & 10 fire dmg.

I avoid it (with mod above), then:

1. I'll take 10 phys damage;
2. I'll take NO dmg at all.

Which is right?
1. You avoid the fire damage, not the physical damage.

"
Kriegler wrote:
Lets say we wear bramblejack, and we are also a berserker with cloaked in savagery allocated and we just took a savage hit recently. Will we leech %100 of the reflect damage we deal with bramblejack for incoming melee attacks ??
Reflected damage cannot apply on-hit effects, including leech.

"
Kenli87 wrote:
Hezmana's bloodlust

The poe item wiki on hezmana's bloodlust states that the highest phys roll is 12-25. I however dont see anyone having higher than 10-25 like in poe trade. Could there be an error in the wiki?
The wiki, while a useful resource, is created by users and is not always correct. Currently it agrees with your values, so it seems likely the information there at the time of your post was incorrect.

Nowdays, if you enable the advanced mod display, you can see the ranges of any mods on your items by holding Alt (or whatever you rebound the item highlight key to).
if i have a witchfire brew and a blasphemy with a curse which one gets applied to ennemies?
Last edited by lichdeath#1001 on Jul 25, 2018, 5:39:21 PM
"
lichdeath wrote:
if i have a witchfire brew and a blasphemy with a curse which one gets applied to ennemies?

The stronger one
"
cuocdoitan wrote:
"
lichdeath wrote:
if i have a witchfire brew and a blasphemy with a curse which one gets applied to ennemies?

The stronger one


...the stronger one? i have a lvl 19 blasphmey with a lvl 19 flammability and witchfire brew gives a lvl 21 despair so the despair would be applied?
HI all

On Incursion league, the level of temple can interfere the drops of rooms? Like rooms that Contains a valuable item?
And can interfere Altar of corruption? Increasing the chance of items to not destroy?
Altar of Sacrifice too?
Hello,

I encountered the problem that the "Cassette Traps Support" skill stone does not work in conjunction with the "Trap Support" and the "Frost Bomb". To check that it does not work with the "Frost Bomb", I put instead the "Glacial Cascade" and saw that the "Cassette Traps Support" are working correctly. That's the way it should be, or it's a game error?
Hey
Mark,

I have recently started playing your game and have come across a glitch that could easily be overlooked by an unanal player. When I place certain quality flasks for sale that add up to 80,120, etc. The vendor only gives 1,2,3,etc. I have a video to explain.
I did wonder if it was due to not IDing the flasks, but the second clip eliminates that possibility.
From further experiment I think I have worked out the issue. The flask that reaches the threshold of 40,80,120, etc. does not add onto the next bauble quality. e.g. I place a 3 17 quality flasks in the vendor and I get 1 bauble, I then place 2 more 15's I only get 1 bauble and fragments/transmutes. The extra 11 from the first Bauble does not add onto the next, instead the 11 gets wiped and it begins from 0 again with the 15's.


https://www.youtube.com/watch?v=khUYbk6pK60
https://www.youtube.com/watch?v=u3x7px6uArQ

Cheers.
Does Deadeye's Rupture ascendancy node only work with attacks?
eg. if I'm playing cyclone CoC, applying bleed with the physical whack, will something like Firestorm gimme LoH?

It says "gain on hit", and spells hit. LGOH support specifies attacks in particular so I'm a bit confused, as other "on hit" things are sometimes "attack-only-hits", but I don't know why it's not specific.

In the same vein, is Ascendant's gladiator node attack-only hits for the "10% chance to blind on hit vs bleeding enemies", or are spells okay too?
Last edited by hqDM#6633 on Jul 28, 2018, 11:35:07 AM
Got a few questions about traps:

1) What is the "arming time" for a trap, exactly?

2) When does a trap's duration start?
a: When I press the button to use the skill
b: When it leaves the PC's hand
c: When it touches the ground
d: When it starts Arming
e: When it finishes Arming

3) When a trap has a chance to rearm after being triggered, does it only use the normal arming time or are there other delays involved? In other words, how long exactly after the trap triggers the first time can it trigger a second time.

Last edited by Drazn#7331 on Jul 31, 2018, 8:25:45 PM

Report Forum Post

Report Account:

Report Type

Additional Info