Mechanical Questions Thread







Hi I want to ask about Ambush and Assassinate in Ascendancy class. Like my pictures that i was against an enemies that are on full life and nothing change with my critical strike chance and multiplier. Is that a bug ?
Quick question on passives and minions. I know many passives do NOT affect minions, but what about ones that grant things like pierce, or chance to poison on hit? For example, would Piercing Shots give minions like the Herald of Agony crawler +2 pierce? Would the small chance to poison nodes nearby give it 20% poison chance?

Tried to test on my own, really hard to see. It APPEARS like the pierce at least works, but hard to tell.
Hello!
Does the VAAL ARC work with SPELL TOTEM like the ordinary ARC?
Hi master,
I noticed that the "+16 energy shield gained on kill" on my "voidbringer conjurer gloves" is not working, i see no gain of energy shield on kill. Mine is corrupted, does it break the functionality ? I use frostbolt totems to kill.
Thanks!
"
televore wrote:
Hi master,
I noticed that the "+16 energy shield gained on kill" on my "voidbringer conjurer gloves" is not working, i see no gain of energy shield on kill. Mine is corrupted, does it break the functionality ? I use frostbolt totems to kill.
Thanks!


No, it is not broken, this is intended behaviour that has been discussed many times. Totems are not your character, they simply use your character's skills as if they are you. They are otherwise completely separate entities and they are killing enemies, not your character. If anything, they should be gaining Energy Shield on kill, but I believe all or almost all on-kill effects are a character-level effect rather than a skill-level effect.

However, there is a very old, very stubborn bug that causes Damage over Time kills to always be assigned to the character, not any separate entities. So you might be able to get around this issue by comboing with Vortex, which has a ground Area DOT effect that might kill enemies instead of Vortex or Frost Bolt hits.

"
v1perz53 wrote:
Quick question on passives and minions. I know many passives do NOT affect minions, but what about ones that grant things like pierce, or chance to poison on hit? For example, would Piercing Shots give minions like the Herald of Agony crawler +2 pierce? Would the small chance to poison nodes nearby give it 20% poison chance?


The only things that affect Minions are twofold:
1. Things that specifically say Minions (or Allies)
2. Eligible Support Gems linked to the specific Minion skill

As explained in my answer to someone else above, Minions are like Totems in that they are not your character, but completely separate entities from your character. Minions are UNLIKE Totems in that they do not use your skills as if they are you - they have their own skills. When your character gains +2 Pierce or 20% poison chance, that's your character. Your minions don't gain it. IF you wanted to give them such bonuses, you'd need to look to 1 of the 2 items above, such as Pierce Support or Poison Support. There are some sneaky ways to get more bonuses on your Minions, such as Necromantic Aegis (type 1 of above - specifically specifies Minions) which grants your shield's bonuses to your Minions in exchange for you not getting them. If you can find shields that have those modifiers, that would be a way of granting them to your minions.
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Last edited by adghar#1824 on Sep 8, 2018, 1:33:59 PM
How does the debuff damage from infernal blow work? The wiki says, it is +66% of my damage per buff stage on the enemy. Would that damage only affect other enemys as long as I kill the enemy before reaching six debuffs?

And is this seperate from the 6% of enemy life dealt as explosion damage?
"
Makkake wrote:
How does the debuff damage from infernal blow work? The wiki says, it is +66% of my damage per buff stage on the enemy. Would that damage only affect other enemys as long as I kill the enemy before reaching six debuffs?

And is this seperate from the 6% of enemy life dealt as explosion damage?

For reference:

"
Hit the target enemy, applying a charged debuff to it, and an uncharged debuff to any other enemies hit. Upon reaching 6 charges, expiring, or the enemy's death, the charged debuff is removed, and it deals damage to that and other nearby enemies. Enemies with either debuff explode when they die, damaging other nearby enemies. Damage from this explosion cannot be reflected. Requires a Sword, Axe, Mace, Staff or Unarmed.

I'm pretty sure the first part implies that, if you link something like Melee Splash to the skill, only the primary (namelocked in most cases) target will get a stacking debuff, while secondary targets get a non-stacking debuff.

With that in mind, I'll try to answer your questions (and some you haven't asked):

- The explosion from Explosion deals base Fire Damage equal to 6% of the corpse's maximum Life is a separate source of damage that only occurs when a debuffed enemy dies. This is in addition to whatever damage you would get from the debuff explosion.

- The non-stacking debuff explodes at the end of the skill duration (default 0.8 seconds) (deals 66% of damage); earlier if the debuffed enemy dies (deals 66% of damage + 6% of enemy life).

- The stacking debuff duration is refreshed with every hit until it explodes, either by reaching 6 stacks (396% of damage), letting the skill duration end (n*66% of damage), or the enemy dying (n*66% of damage + 6% of enemy life).

- If you hit a group of enemies and one-hit-kill some of them, you get a bunch of 66% of damage + 6% of enemy life explosions from them. Those left standing explode for 66% of damage after skill duration. These explosions don't get the 6% bonus, since the enemy is not dead yet; and if they die from it, they don't have the debuff at the time of death (debuff is removed before the explosion).

- If you're continually hitting multiple enemies per skill usage (without killing them), you should see a bunch of 66% damage explosions every skill duration. Stronger explosions when you deal killing blows.

- The "target" enemy's situation is a bit more complicated, as I tried to explain above. Getting to max stacks (or killing them) as quickly as possible via fast and continuous attacks is probably your best bet.

---

The one confusion I have yet to solve regarding Infernal Blow is that I'm not sure whether Ancestral Call's 2 additional "targets" get a charged or uncharged debuff. I'm leaning towards 'charged', though the wording between IB, AC and MS gems is a bit muddy.

Paging Mark_GGG for an answer to the last part!

Edit: I made a separate post that includes this question.


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Last edited by NemoJr#0292 on Sep 12, 2018, 4:23:10 AM
Can totems be blinded? I stood next to enemy totems with my Saboteur blind "aura" and used smoke mines near them, but the white blind indicator does not appear over the totems.
How Rampage effects (noas, explosions etc) damage calculated? What type of damage they have?
Are there any special rules or limitations about which Masters can spawn in which areas? Specifically, where can I meet Haku?

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