Mechanical Questions Thread

Originally posted this in Discussion, but figured this might be a better location. https://www.pathofexile.com/forum/view-thread/2583979

Is there a setting or way of avoiding name-locking while holding down a ground-target spell like firestorm? I believe that this is new with the melee QoL changes to targeting this league. Currently as self-cast, if you hold down cast and sweep across the screen, if you cross over a mob, it will name-lock and continue casting on their location until the mob dies, regardless of where you move the cursor. This means that you can't lay down a wide swath of casts like you can when you use it as a CwC link, and is a huge mechanics issue for a skill like firestorm where you need to lay down an area and mobs die a second or two later. It also seems to center the cast position on the mob, which means I can't fine-tune positioning for things like overlapping spell cascade. If I'm missing something, please let me know, but I think that there's no way around this with the new target acquisition system trying to simulate multistrike behavior as a rule. Great for melee. Terrible for self-cast AoE.
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Norevo wrote:
Originally posted this in Discussion, but figured this might be a better location. https://www.pathofexile.com/forum/view-thread/2583979

Is there a setting or way of avoiding name-locking while holding down a ground-target spell like firestorm? I believe that this is new with the melee QoL changes to targeting this league. Currently as self-cast, if you hold down cast and sweep across the screen, if you cross over a mob, it will name-lock and continue casting on their location until the mob dies, regardless of where you move the cursor. This means that you can't lay down a wide swath of casts like you can when you use it as a CwC link, and is a huge mechanics issue for a skill like firestorm where you need to lay down an area and mobs die a second or two later. It also seems to center the cast position on the mob, which means I can't fine-tune positioning for things like overlapping spell cascade. If I'm missing something, please let me know, but I think that there's no way around this with the new target acquisition system trying to simulate multistrike behavior as a rule. Great for melee. Terrible for self-cast AoE.


I'm unable to replicate this behavior. Whenever I start a Firestorm cast targeted at the ground, I'm able to move it around in circles and "lay down a wide swath of casts" just fine. I suspect there may be an issue with your mouse - is there any chance you could go to a friend's house and test or something? Namelock when I tested (including Shift, "Always Attack in Place" both checked and unchecked) only occurred when the initial click was on a monster; when initial click was on the ground, no namelocking occurred, no matter how many times I crossed over monsters. So the most logical explanation is that your mouse is clicking multiple times when you think it's clicking once and holding down. I had this problem with a few of my old mice for a while.
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Namelock when I tested (including Shift, "Always Attack in Place" both checked and unchecked) only occurred when the initial click was on a monster; when initial click was on the ground, no namelocking occurred, no matter how many times I crossed over monsters.


Was this with Cast While Channeling, or with Self-cast? It works fine for me on CWC, but Self-Casting is the problem, and I'd definitely check some mouse settings.
I was testing with self-cast.
Need game info? Check out the Wiki at: https://www.poewiki.net/

Contact support@grindinggear.com for account issues. Check out How to Report Bugs + Post Images at: https://www.pathofexile.com/forum/view-thread/18347
Did some more testing. If I click the ground then immediately swipe over monsters like I usually do, it will catch a name and lock. If I let the first cast finish then start moving around, it stays ground-target. If I run out of mana and it pauses a sec then starts casting again, it similarly locks. I'll have to change my pacing, and make sure to not run oom.
Thanks a ton for testing this. Much appreciated.
I'm having some issues with self-chill, where I feel like hits that should chill me are not. For context, I made a video in my hideout demonstrating two things: 1) at 77% resistance, sometimes Vortex will not apply a chill on-cast - I recorded until it missed the chill twice, despite nothing changing as far as I know; and 2) at 78% resistance, Vortex will never apply a chill. https://imgur.com/DWLSl0A

Here's a fresh Path of Building import of the character, if it helps supply more context: https://pastebin.com/wjJepFxd

So, according to PoB my vortex costs 24 mana but the ingame tooltip says it costs 25; I'm not sure which is to be believed but I'll assume 25 is the number for easier math? At 25 mana, Scold's Bridle does 100 physical damage to me, and I looked at the https://pathofexile.gamepedia.com/Receiving_damage wiki page to confirm that Physical Damage Reduction is not being applied before Damage Shift, and thus not affecting the calculation.
I have 8% of Physical Damage Taken as Cold (from Watcher's Eye), so from that 100 physical damage I should be taking 8 cold damage. At 77% cold resistance, that's 1.84 cold damage, and at 78% cold resistance that's 1.76 cold damage taken per cast of vortex.
The only other step in Receiving Damage that may modify the cold damage I take is having 48% of Damage taken from Mana before life. Assuming that's relevant, with 77% resist I'm receiving 0.9568 cold damage on life, and with 78% resist I'm receiving 0.9152 cold damage on life.

Auxium is causing chills to be based on 100% of my Energy Shield instead of Life, and The Agnostic is setting my maximum energy shield to 0, so I have been assuming that even 1 point of cold damage would chill me - and most of the time it does!

I don't know what's causing the missed chills and I don't know where in the chain of calculations it's occurring - my best guess is the mana cost? But mana cost feels pretty static - I fail to see how that would cause vortex to sometimes not chill me. I also don't understand why the tiny difference in numbers between different resists causes the chill to fail, when it seems to me that they would be rounded the same. Any insight would be appreciated!


EDIT: Still working on pinning this one down, and now I'm very confused. I wanted to confirm that I wasn't going crazy and somehow messing up The Wise Oak specifically, nor that I had any other "avoid chill during flask effect modifiers", so I swapped out my ring to cap my cold resist at 78% always.
Not only do I still chill myself at 78% with the new ring, I also can chill myself with The Wise Oak active. I feel like nothing has changed, but the problem is different now? I lost a bit of health, mana, fire resist, and lightning resist, and suddenly the chills work despite being at 78% resist with/without The Wise Oak active.
https://imgur.com/uZdQT8T

Is there something going on with Auxium and The Agnostic that I'm not understanding? I feel like Life/Mana should not affect my ability to chill myself based off 100% of my Energy Shield, nor should Fire and Lightning resistance affect the amount of Cold damage that I'm taking to chill myself with. :X
Last edited by IfYouSeeKay#4295 on Jul 10, 2019, 1:54:09 PM
Are Na'em's "physical damage nova projectile" supposed to have 100% chance to hit? They seem to be unavoidable even with evasion/dodge+ spell dodge cap.
Ball lightning
Spell Echo Support's second cast does not share the 150 ms cooldown with the first one. Cool
Is it safe to assume that the Ball Lightning fires an additional Projectile Enchant also does not share the cooldown.
What about unleash and dying sun?
Thank you for your reply.
I have a question regarding the doubles created by vaal double strike,

do they have their own impale counter or do they share one with the player?
Hi, I have a question regarding Unique drops or how Uniques are generated.

If the game decides to drop a Unique on a Basetype with multiple Uniques which are in different raritytiers (for example 2 T3 and 1 T1 Unique) is the chance to get the T1 Unique the same as if there only was the T1 Unique on the Basetype (as in that case the game would not drop a Unique if it didnt roll T1)?

To clarify I´m asking if the game rolls the rarity Tier of the Item before taking other things like ilvl-droprestriction into account.
For example the Checklist for itemdrops:

-Rarity
-Basetype
-If Unique Tier
-If multiple Uniques on the same Tier one of them


I´ll also put it into another Form: does an ilvl 40-43 unique Belt have a better chance to roll Headhunter in the T3 Sacrifice Room in the Temple of Atzoatl than a higher ilvl Belt?

Thanks in Advance.
Heater

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