Mechanical Questions Thread

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Zamary wrote:
Why is Blast Rain not effected by items like Death's Harp additional arrow? It says nothing about projectiles, at the very least it should add 1 extra explosion.
Because Blast Rain doesn't shoot any projectiles.
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Noxfromhell wrote:
Hello. I have one question about slayer. How Endless hunger "20% of overkill damage is leeched as life" interacts with Bane Of Legends "kill enemis thet have 20% or lower life when hit"?
They do not work together, see https://pathofexile.gamepedia.com/Overkill_damage

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seggbeduglak wrote:
I was trying really hard to make a physical reflect build the other day with things like Thousand teeth temu or The anvil or just simple spiked shields. To me it seemed like these damage numbers (from thorns affix or unique items) are not scaled by global physical damage. Is there a reason why thorns is not a viable build option just something you hope you don't get when exalting something?

Reflected damage can't be increased by any damage modifiers
Last edited by Freeeeez#0285 on Jun 28, 2016, 9:50:18 AM
Hi, Mark!

Here are some questions I am interested in.
Edited: it seems some of then were asked before. Delete them and also add new questions.

1. When we use trap/mine and equipping blood dance, if the monster is killed by DoT instead of the original skill(like the burning ground from fire trap, or the poison cloud from caustic arrow), frenzy charges will then gained by character instead of the trap/mine which was already destroyed, right?

2. According to question 1, if I use link poison support and trap support to bladefall, and use southbound gloves(in order not to kill mobs with bladefall), I can gain frenzy charges while equipping blood dance or Victario's Acuity right?

3. Cyclone will roll crit and cost mana only when we use it, or reroll crit and cost mana every spin?
More clearly, if I use cyclone at a point far from my character, I will only cost mana once? Also, if it doesn't crit, I won't be able to crit until I move to the destination and reuse the skill again, is that right?

4. Need some confirmation on the notable passive "unstoppable" of juggernaut. If I take this passive with my character, temporal chains, chilled and frozen cannot slow me down because there's currently no source to increase base speed of a character. Also, tar and bear trap can slow me down to the base movement speed, right?


5. I've heard that reflected damage cannot trigger on-hit effect, so it does not count as savage hit right? In other words, does reflected damage trigger "Cloaked in Savagery"(Berserker's notable)?

6. If the area of effect radius affect the attack range of "Ancestral Warchief" skill? or it only affect its AoE attack?

7. If a trap is triggered by a mob, it will target the mob which trigger it right? Then if the trap expires while wearing sunblast belt, it will target itself or target a random enemy within a specific range?

8. 50% reduced reflect damage taken(from slayer or elementalist) + Sibyl's Lament + fortify = no reflect damage taken?

Thanks for doing this to let us know more about the game, and I can't wait to get my question answered!!!
Last edited by freezingkills#4915 on Aug 24, 2016, 12:11:16 PM
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freezingkills wrote:
1. Aftershocks of earthquake deals nearly 80% more damage, so if this 80% double-dip poison and bleeding effect? (and if the answer is yes, I guess the more damage per stage on incinerate double-dip poison dmg as well?)

Already answered by Mark, see above. Spoiler: no, it doesn't double-dip because i only affects attack damage.

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freezingkills wrote:
2. Does AoE damage double-dip poison damage? I know that this question has been answered in an announcement about poison questions, but after that wiki said AoE damage does double-dip poison damage( with a reference link to reddit who claim that it was tested). Therefore I want to know that if the test result is true, and if it's a bug?

Already answered million times everywhere, AoE damage double-dips because it affects all types of damages from all sources.

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freezingkills wrote:
3. When we use trap and equipping blood dance, if the monster is killed by DoT instead of the original skill(like the burning ground from fire trap, or the poison cloud from caustic arrow), frenzy charges will then gained by character instead of the trap which was already destroyed, right?

Yes

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freezingkills wrote:
4. According to question 3, if I use link poison support and trap support to bladefall, and use southbound gloves(in order not to kill mobs with bladefall), I can gain frenzy charges while equipping blood dance or Victario's Acuity right?

Yes

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freezingkills wrote:
6. Need some confirmation on the notable passive "unstoppable" of juggernaut. If I take this passive with my character, temporal chains, chilled and frozen cannot slow me down because there's currently no source to increase base speed of a character. Also, tar and bear trap can slow me down to the base movement speed, right?

Yes

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freezingkills wrote:
8. IF I am equipping emberwake ring, and if I can spread my elemental status aliments(with ele prolif support or Beacon of Ruin notable from elementalist), can all stacks of my ignite effect spread to other mobs in the radius, or only one stack will be spread?

All ignites spread and always do, even if you don't wear Emberwake.
Last edited by Freeeeez#0285 on Jun 28, 2016, 10:00:55 AM
for conversion against the established order "phys >fire > cold > lightning > chaos" would it be possible in the engine to just use the established "avatar of fire" method "deal no non-fire damage"?

as in "convert ____ to chaos, deal no non-chaos" and limit it to one element/phys, and using two different element versions would just make you deal 0 damage total.
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Thaya wrote:
How exactly does Degeneration/DoT damage interact with Resistance reductions?

Context: I run Vortex and Frost Bomb (for its -20% Cold Resistance effect). Sometimes I cast Frost Bomb after the Vortex, sometimes before, and what bothers me is that I can't really tell whether targets start taking more damage if I cast it after. Is the DoT damage applied once per 'tick' (so it checks the targets resistance every time), or only on cast, or not at all?

Damage over Time does not tick, it's a constant degeneration.
Resistances are constantly checked; casting Frost Bomb afterwards still nets you higher Damage over Time by reducing Cold Resistance.

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Freeeeez wrote:
Reflected damage can't be increased by any damage modifiers

Reflect Damage is affected by modifiers to Damage Taken, however.
i would like to know about trap damage when it is calculate when the trap is trowed or when it is triggered?
I saw in an earlier answer that Unwavering Faith (Guardian Ascendancy)is affected by aura efficiency. I know that path of exile rounds down all fractions so I have two questions.

Firstly, is the physical damage reduction and life regen (1% dmg red and 0.2% max health reg./s) whole fractions that would need 100% aura efficiency to see any increase, or would 50% such aura efficiency turn them into 1.5% and 0.3%.

Secondly, if they are whole fractions, are they then stacked before or after calculating aura efficiency. Say I had 6 auras and 50% efficiency. Would I then get 9% dmg red. and 1.8% regen, or would I only get 6% dmg red. and 1.2% health regen?
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raics wrote:
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Tomanomanous wrote:
I have a few questions about how skyforth boots' stun mechanic works, one on heartbound loop and a few on summon skeletons' skeletal mages.
'Stun Threshold is based on 500% of your Mana instead of Life'

Since it says Life, rather than effective maximum life, is it inferred that it is effective maximum mana as well?

- If I were to reserve 99% of my mana, would I be stunned frequently or not?

* It would make no difference, you aren't getting stunned more when you reserve life, stun threshold is based on maximum life, not available life.


Stun Threshold is based on effective maximum life, my question was more to the point of 'do the boots change it from effective maximum life to effective maximum mana/maximum mana/mana'. If it is effective maximum mana then it would be maximum mana if you did not have blood magic (not sure if that's how the mechanic works, and is the core of these questions).
If it is maximum mana it would be based on 0 from blood magic or maximum if you had some reserved.
If it is mana (as written on the boots, given how careful the wording is on so many things in the game that's why I am asking this question) then reserving your mana would reduce your stun threshold.

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raics wrote:
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Tomanomanous wrote:
Summon Skeletons with Dead Reckoning.
- Does each dead reckoning jewel add one summoned skeleton mage?

No, it says you get three skeleton mages summoned per gem and there's no limit to the gem number so that's three per gem up to your regular skeleton headcount.


With that question my intention was do you get 1 mage per jewel per cast of summon skeletons.

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raics wrote:
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Tomanomanous wrote:
- Is the life of each skeleton mage equal to that of the regular summoned skeleton warriors?

Most likely, and even if it does it probably isn't a significant difference, but it would be best to ask Mark about this one.


I haven't been able to find anything about this anywhere, which is why I am posting it here.
IGN: SirAwesomealot
League: Warbands
Hi i have a question about the boots enchant "increased Critical Strike Chance if you haven't Crit Recently"

Hoes does this enchant exactly interacts with trap/mines?

Does this enchant stops working if my mines have rolled a crit? or it only disables if I roll a crit?

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