Mechanical Questions Thread

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DER_PSYCHOPATH wrote:

I appreciate the effort. In this case I hope we can get a response from GGG, though for the time being I would assume 5% crit (if I understood you correctly, more weapon base crit had slightly lower chance for explosion crit).


Well, I think I was wrong about that because when I was unarmed I never procced EO which implies that the explosion crit is tied to weapon crit chance.

I did some further testing on high-level standard characters and I discovered that the debuff damage, the 66%, is completely unaltered by anything except for crit multi. By this I mean it does not double dip at all.

To clarify:

When you hit an enemy with infernal blow directly (i.e. your main target) the charged debuff is applied, 1 stack at a time. When this debuff expires it effectively hits every enemy in its radius with damage based on 66% * charges * weapon damage. This is a unique hit and rolls completely independently of the damage you've already done e.g. if your weapon damage is 200-300 and you hit for 300 3 times it makes no difference to the explosion, it rolls fresh giving you 66% * 3 * (200-300) so the explosion might hit for anything between 396 and 594. The explosion could also roll a crit dealing significantly more damage which is why some streamers playing Infernal Blow have speculated that the charge explosion double dips.

So, to break it all down:
1. Infernal blow charges have base crit chance based on your weapon
2. Infernal blow charges do damage based on your weapon in all forms, physical, cold, lightning, fire.
3. Infernal blow charge explosion rolls as an independent hit for 66% * charges * weapon damage (potentially * crit multi if you crit).

I do not know if the charge explosion damage is also reflected but I suspect it is, I suspect it is not secondary damage but primary damage. From my testing, it seems it has more in common with Eathquakes aftershock effect than normal secondary damage explosions.
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DER_PSYCHOPATH wrote:
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zaochimaru wrote:
Hey GGG.

I have a question regarding a combo I'm trying to create plus the interaction between them is also quite buggy.

The set consists of 3 items and their interaction plus a passive skill:

1. The use of a Geofri's Devotion socketed with a Less Duration Support.
2. The use a Coward's Legacy Belt.

The idea is that you should always have elemental warding when you hit while you are cursed right?

And elemental warding gives a buff that makes you immune to curses for 3 seconds, 1.35 seconds with a 21/20 less duration support. The general idea is that since the buff lasts for 1.35 seconds as I am hitting the curse from the Coward's Legacy Belt should be removed right? And it does but after a while even if I am attacking once the buff is gone it takes around 10 secs or more before it gets back up even if I've been hitting already the whole time. So why is it so? Doesn't the description of Geofri's Devotion state that you'll trigger elemental warding on hit while you are cursed.

So it should act that I do not take curses anymore since I am always cursed and the curse will be removed once the buff of elemental warding is up and once the buff is down, my character will be cursed again. Then as I hit again it should get the warding skill up again. But that is not what happens. There is a very huge delay between elemental warding buffs. Is that how it is supposed to work?

Second part of this is how it interacts with FIRST TO STRIKE, LAST TO FALL.
Coward's Legacy gives you a curse that states that you count as low life while you are cursed by vulnerability. I know that being constantly in low life will not trigger FIRST TO STRIKE, LAST TO FALL since it states that once you reach low life. But won't it work if the elemental warding skill removes the Vulnerability curse, hence removing my character from being low life and then once the elemental warding is down the curse gets back and doesn't that actively put me in low life again from not being in low life? Should it work or should it not?

Thank you for accommodating my questions. Have a nice day.

You seem to have a decent observation, because the skill Elemental Warding really does have a cooldown of exactly 10 seconds. I have only looked that up on poedb, but the way it's displayed leads me to believe that it should be visible on some tooltip ingame as well, even if it's not the one of the item.

A quick look on the wiki answers your second question, which is that reapplying vulnerability after removing it does not trigger First to Strike, Last to Fall.



Thanks for taking the time. I thought the "on hit" clause negated the cooldown so I thought that would work as a permanent resolution to my Coward's Legacy belt. Thanks! Yeah, I actually saw the cooldown that warding has but I thought since its on hit, it would stack on itself. Seems it doesn't. Hahahaha.

Yeah, thanks. The answers I saw stated that if you are already in low life that wouldn't count but if you become low life after not being low life it would count. Hahaha anyway thanks a lot. My ideal combo doesn't work after all. I devoted a character specifically for that. hahaha

Thanks again
I asked a question about Incinerate in a thread here that hasn't gotten a response yet.

It's about whether the first stage of Incinerate already profits from the 25% more damage bonus per stage or not.

I've played around with PoB a little to see how PoB calculates things and it counts the first stage for the bonus, but I have noticed two things that bothered me.

The 500% more damage bonus for the release was not counted on top of the stage bonus, but separately.

This leads to some weird interactions. The following part of my original post here is somewhat edited because it turns out that some other weird interactions are happening even if PoB is wrong.

Releasing at full stages would deal less dps than continuing the channel, especially with the extra stages from the Helmet enchant. I'm not accounting for the ignite here because the final stage will be reached again too soon anyway, so using Elemental Focus is a better alternative for a support gem.

Also, because releasing at full damage would do less damage than keeping up the channel, why do the totems still release it like they do for Flameblast? Is this an oversight, are they intended to ignite and profit that way, or is the calculation as it's done in Path of Building simply wrong?

I was curious to know more about the skill beforehand, but this might change whether I bother to play Incinerate at all, at least until this is fixed, if PoB is right, that is.

Edit: Ran some calculations and it turns out that even with my original assumptions, Incinerate deals more dps with hits the faster you stop channelling. I will comment on that in the Skill Feedback thread instead of asking more about it here, because it's not a question relating to game mechanics.
Last edited by DER_PSYCHOPATH#2959 on Oct 7, 2018, 4:49:20 PM
Hi,

I have a question on essence of horror on helm suffix "Socketed gems deal 30% more elemental damage".

Say I socket an Righteous Fire gem supported by Elemental Focus into this essence crafted helm.

Does the essence 30% more mod affect :
-> ONLY RF damage by 30% more
OR
-> both RF and Ele Focus damage, each by 30% more.

Elemental Focus is also a "Socketed gem" and the essence mod does not specify "socketed ACTIVE SKILLS", hence my uncertainty about the wording and effect.

Thank you !
Do Jewel effects from Might and Influence or Winter's Burial stack with Slayer's Impact?

Both Dual Strike and Glacial Hammer are considered Melee and Single Target, therefore Impact will definitely grant an AoE. Would Dual Strike with Might and Influence grant Initial Hit AoE damage + Off-Hand AoE? The same for Glacial Hammer and Winter's Burial.
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ThorTure wrote:
Hi,

I have a question on essence of horror on helm suffix "Socketed gems deal 30% more elemental damage".

Say I socket an Righteous Fire gem supported by Elemental Focus into this essence crafted helm.

Does the essence 30% more mod affect :
-> ONLY RF damage by 30% more
OR
-> both RF and Ele Focus damage, each by 30% more.

Elemental Focus is also a "Socketed gem" and the essence mod does not specify "socketed ACTIVE SKILLS", hence my uncertainty about the wording and effect.

Thank you !

Simply put, the Elemental Focus gem doesn't deal damage on its own, so 30% more of nothing is still nothing. The gem that actually does damage, which is RF, will get a proper 130% multiplier.
Hello.

I've seen people assuming unearth corpses HP scales with the mine depth and wanted to confirm whether that is true or not?

assuming unearth level 20 in a poet's pen with a character below level 100, so corpses level 83, same as mine cap.

Thanks.


Does the "Socketed Attacks deal 20% more Damage" mod such as one in the item above also affect the DoT portion of skills such as Caustic Arrow or Toxic Rain? It's worded like it should but the ingame tooltip does not update. Does this apply to other cases, such as melee attacks socketed in a melee weapon?

"Molten burst" are the balls coming out of molten strike right? So isn't that a bug that the molten strike converts to fire but created by molten strike hit balls doesn't?
Can anyone confirm if it is possible to roll both the regular spell block mod (of the Barrier) and the Shaper one on the same item? There currently doesn't seem to be a shield exceeding 12% spell block on sale in DSC and standard, but I'm wondering if it's possible in general.

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