Mechanical Questions Thread
Hi,
I really enjoy the concept of totem builds. My first 'real' character in this game uses Siege Ballista totems and I've had a blast playing. I've tried linking 'Curse on Hit' + 'Siege Ballista' only to find that this hasn't worked. Upon further inspection, doesn't work with any attack totems. Is this a bug or is this a balancing issue and thus an intentional decision. Thanks! |
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" 1. If both of these modifiers are Increased-type, then yes, 50% + 50% = 100% Increased Damage. Increased and Reduced are additive modifiers, More and Less are multiplicative. 2. Modifiers can only apply once to any given value. "Increased Elemental Damage" is simply "Increased Damage" that applies to any Damage packet tagged as being "Elemental". It is not secretly three separate modifiers. Somewhat related: The Snowforged passive grants two separate modifiers: Increased Cold Damage and Increased Fire Damage. Because they are two modifiers, both can apply to the same value. Cloth and Chain grants a single Increased Armour and Evasion Rating modifier; if you convert Evasion to Armour Rating through Iron Reflexes, this modifier still only applies once. " Enfeeble directly reduces the enemy's Critical Strike Multiplier; it reduces the extra Crit Damage dealt by an enemy. Belt of the Deceiver reduces the bonus damage you take from any given Crit. If an enemy has a Crit Mult of 100%, they deal 0% Extra Crit Damage. With a Belt of the Deceiver, you take 30% Reduced Damage from that 0% Extra Damage. " Working as intended. The Siege Ballista skill is linked to Curse on Hit and has a Curse linked to it. However, this skill only places a Totem, an action which does not involve Hitting enemies - no Curses will be applied. The Totem uses an entirely different Skill of course (otherwise it would create copies of itself), and while this Skill does have "apply linked Curses on Hit", it does not have a Curse linked to it. |
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I'd be very surprised if Mark doesn't strangle the one responsible for spotlighting this thread :)
Wish the armchair developers would go back to developing armchairs.
◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► |
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tl;dr: Does the Alchemist's prefix on flasks increase the increased armour during flask effect of iron skin? If so, then we can also assume the increased flask effect from the tree would also scale iron skin, but then does increased flask effect from the tree scale the increased flask effect from alchemist's?
For the following maths, Assume we are using the following Granite Flask: " LaTex Maths Image:
Spoiler
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Do modifiers to projectile damage directly apply to burning damage sourced from projectiles?
For thy actions, thou shall be cursed, and thy stash tabs shall be forever tangled and
beyond comprehension |
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Heyho Mark,
Melee question here: Why is it that the secondary effect of purely AoE abilitys like EQ, Static Strike or Sunder also scales with melee (physical) damage but secondary effects that involve Projectiles (Frost Blades, Lightning Strike, Wildstrike and Molten Strike) or Chaning effect (only Wildstrike) don't. From the logical point of view that makes little to no sense to me, apart from it's a projectile thus it's not melee anymore. Which, theoretically would also apply to the secondary effects of the AoE skills. If this question was asked before, i am terribly sorry but i don't really have the time or the will to dig through 55 pages. Anyway, have a nice day. Vidris |
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" any chance for an answer? The real king of the hill - ASSZERKER CoC - high life, insane damage and clear speed IGN: ascendant_broken_heart, thread number: 1608112 Last edited by rel4us#7549 on Jun 28, 2016, 6:59:16 PM
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" Yes " No, because it's not an active skill, you can't support it. " " 'Chaos Skills' means 'Skills that have Chaos tag' Last edited by Freeeeez#0285 on Jun 28, 2016, 9:10:47 PM
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Hey,
I've made myself a hacky little script in order to try and calculate my dps while using righteous fire. I don't know if it's out of the scope of this Q'n'A, but could you (or someone knowledgeable) check it out and see if my calculation is close? This script only calculates dps dealt by the Righteous Fire damage over time and does not take into account other actions, spells or skills. The script can be found at: https://jsfiddle.net/Puddster/hon1c7gz/
Example Setup
Copy/Paste this into the box at the bottom to pre-fill an example setup: {"baseLife":"9906","baseEs":"281","dps":0,"increases":[{"modName":"Elementalist - Golem","modType":"1","value":"30"},{"modName":"Golem","modType":"1","value":"20"},{"modName":"Jewel 1","modType":"1","value":"12"},{"modName":"Jewel 2","modType":"1","value":"11"},{"modName":"Jewel 3","modType":"1","value":"11"},{"modName":"Fire damage passive","modType":"1","value":"8"},{"modName":"Fire damage passive","modType":"1","value":"8"},{"modName":"Arsonist Passive","modType":"1","value":"24"},{"modName":"Jewel 4","modType":"1","value":"12"},{"modName":"Jewel 5","modType":"1","value":"11"},{"modName":"Jewel 6","modType":"1","value":"10"},{"modName":"Doryanis Catalyst - Implicit","modType":"1","value":"10"},{"modName":"Doryanis Catalust - Explicit","modType":"1","value":"97"},{"modName":"Kaoms Heart","modType":"1","value":"30"},{"modName":"Elemental Focus - Quality","modType":"1","value":"10"},{"modName":"Increased Area of Effect - Quality","modType":"1","value":"6"}],"mores":[{"modName":"Elementalist - Penetration","modType":"2","value":"5"},{"modName":"Elemental Equalibrium","modType":"2","value":"50"},{"modName":"Elemental Focus","modType":"2","value":"47"},{"modName":"Flamability","modType":"2","value":"44"}]}
Assumptions
- The Wiki is correct (base damage is 0.5*max life + 0.7 max ES) - Net Damage = (Base Damage * sum of increased damage) * product of more damage - In the example, Elemental Equilibrium is triggered by hitting with 1+ pure cold/lightning damage and never hits with fire damage Last edited by Puddster#4706 on Jun 28, 2016, 7:07:33 PM
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Why Gladiator's Gratuitous Violence "Bleeding Enemies you Kill Explode, dealing 10% of their Maximum Life as Physical Damage" does not trigger when you kill enemies with single hits? It feels like bleeding doesn't apply to enemies that die with single hits, which is inconsistent with other "effects".
1 - Killing enemies with one hit + 100% poison + bino's kitchen knife trigger the regen + poison spread effect; 2 - Killing enemies with one critical hit with any elemental skill trigger the given elemental effect (burn, shock, freeze/shatter); 3 - Killing enemies with one hit + 100% burning with pyre destroy enemies corpses; 4 - Killing enemies with one hit using infernal blow trigger the explosion effect. But killing enemies with one hit and 100% bleed chance doesn't trigger gratuitous violence explosion effect. |
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