Mechanical Questions Thread

Hello, I was just experimenting today with using Mirror Arrow/Blink Arrow linked with Trap Support + Cluster Traps.
I know that this functionality used to work as expected a few leagues ago, and it made for a fun build.

But now, both Blink Arrow and Mirror Arrow will only allow you to throw 1 (one) trap at a time. Multiple Traps and Cluster Traps now have no effect when linked to Blink Arrow or Mirror Arrow, and you only throw one trap at a time.

I quickly tested this trap setup today in Softcore Legion with multiple other attack skills and spells, and they all throw three traps at a time when linked with Cluster Traps. (Spark, Arc, Ice Shot, Caustic Arrow, etc.) But as soon as you put Blink Arrow or Mirror Arrow back in, you can only throw one trap at a time, which effectively breaks the Blink/Mirror Trapper build. Oddly enough, the tooltip descriptions still say "Throws up to three traps which use this skill" when linked with Blink Arrow or Mirror Arrow, but in actual gameplay, you can only throw one trap at a time with these skills.

Was this “Blink/Mirror Arrow + Trap Support + Multiple Traps/Cluster Traps” functionality removed from the game at some point and the tooltip description just wasn't updated? Or should this functionality still work, and maybe it is broken or bugged right now? Thank you!
"
Greyhawk31 wrote:
Hello, I was just experimenting today with using Mirror Arrow/Blink Arrow linked with Trap Support + Cluster Traps.
I know that this functionality used to work as expected a few leagues ago, and it made for a fun build.

But now, both Blink Arrow and Mirror Arrow will only allow you to throw 1 (one) trap at a time. Multiple Traps and Cluster Traps now have no effect when linked to Blink Arrow or Mirror Arrow, and you only throw one trap at a time.

I quickly tested this trap setup today in Softcore Legion with multiple other attack skills and spells, and they all throw three traps at a time when linked with Cluster Traps. (Spark, Arc, Ice Shot, Caustic Arrow, etc.) But as soon as you put Blink Arrow or Mirror Arrow back in, you can only throw one trap at a time, which effectively breaks the Blink/Mirror Trapper build. Oddly enough, the tooltip descriptions still say "Throws up to three traps which use this skill" when linked with Blink Arrow or Mirror Arrow, but in actual gameplay, you can only throw one trap at a time with these skills.

Was this “Blink/Mirror Arrow + Trap Support + Multiple Traps/Cluster Traps” functionality removed from the game at some point and the tooltip description just wasn't updated? Or should this functionality still work, and maybe it is broken or bugged right now? Thank you!
As of 3.3.0, throwing multiple traps with cooldowns requires and consumes as many skill uses as you throw traps. Blink and Mirror Arrow store one use each, so you can never throw more than one Blink or Mirror Arrow trap at a time.
Hello,

I'm currently doing a bleed build and need some help understanding how it scales. Does it scale off the base damage of the weapon and added flat physical damage only or does it scale with %increase to weapon / projectile damage as well? Is puncture affected the same way or does the "debuff" have different scaling?
Last edited by Kylemtrix#0716 on Jul 11, 2019, 2:39:47 AM
I am wondering the interaction between BV and intensify. If I cast BV multiple times, will I get both area effect buff and damage buff?

When I cast the first time, 0 stack of intensify, I will gain 54% area effect and 0% more damage

When I cast the second time, 1 stack of intensify, I will gain less area effect and 16% more damage.

After I have cast the third time, 2 stacks of intensify, I will have even less area effect but 32% more damage.

My question is, while my first blade is still remaining (the one casted with 0 stack of intensify), will the area effect from first blade still remain, and dealing damage with the third blade (less area effect, 32% more damage)?

I have checked on poe wiki, reddit and google it and still have no answer for it. I am sorry to bother you but I really want to know if these mechanics work. Also I have a similar question between BV and pledge of hands (greater spell echo), and also unleash support.
2 questions:

ive noticed tawhoa, Forest's strength does not work with scorching ray is this intentional? and if so why?

why is it so hard to make elder spawn in red maps for every ma i take in red another gets taken by shaper its rather annoying
Hi all!

how does Shock work when you get shocked by a Monster? The same way as we are shocking a Monster:

"The base duration of shock is 2 seconds and the damage increase scales relative to the amount of Lightning damage dealt to the enemy's maximum life. Increased damage from shock is capped at 50% at 10% of the target's maximum life dealt by Lightning damage, scaling down to 0% at no damage. "

As we don't have so much life compared to the Shaper we always get 50%? Or is that calculated differently?

If I have a lot of "Physical Damage from Hits taken as ligthning damage" am i at risk of getting Shocked often?
"
Kylemtrix wrote:
Hello,

I'm currently doing a bleed build and need some help understanding how it scales. Does it scale off the base damage of the weapon and added flat physical damage only or does it scale with %increase to weapon / projectile damage as well? Is puncture affected the same way or does the "debuff" have different scaling?
https://pathofexile.gamepedia.com/Ailment#Damage_with_ailments
https://pathofexile.gamepedia.com/Bleed#Damage_modifiers

It's complicated, but the short answer is that Bleed scales from the base damage of your weapon, which includes your weapon's local percent Increased Physical Damage, as well as flat added physical damage from anywhere. Modifiers to Attack Damage (including Melee damage), Projectile damage, Damage with Weapons, and Damage with <your weapon type> don't scale Bleed. Puncture's Bleed is identical except that its duration is scaled with Skill Effect Duration (either from support gems or global); other Bleeds are not.
"
fung132128 wrote:
I am wondering the interaction between BV and intensify. If I cast BV multiple times, will I get both area effect buff and damage buff?

When I cast the first time, 0 stack of intensify, I will gain 54% area effect and 0% more damage

When I cast the second time, 1 stack of intensify, I will gain less area effect and 16% more damage.

After I have cast the third time, 2 stacks of intensify, I will have even less area effect but 32% more damage.

My question is, while my first blade is still remaining (the one casted with 0 stack of intensify), will the area effect from first blade still remain, and dealing damage with the third blade (less area effect, 32% more damage)?

I have checked on poe wiki, reddit and google it and still have no answer for it. I am sorry to bother you but I really want to know if these mechanics work. Also I have a similar question between BV and pledge of hands (greater spell echo), and also unleash support.
Blade Vortex is a little unusual in that you don't deal damage directly by using it; instead you get a buff that repeatedly deals damage around you. Since no individual use of the skill has AoE or Damage, I don't believe the variable effects of Intensify or Greater Spell Echo apply to it, although the consistent effects of e.g. Increased Area of Effect or Concentrated Effect Support should. I'm not 100% sure if this is correct though.
"
lichsdeath wrote:
ive noticed tawhoa, Forest's strength does not work with scorching ray is this intentional? and if so why?
Are you sure it isn't working at all? Tawhoa has a 35% change to grant a charge when you use a Fire skill. You use a channeling skill when you start channeling. Continuing to channel doesn't count as another skill use and won't grant more Endurance charges; you'd have to stop casting Scorching Ray and start again to have another chance. Tawhoa isn't a great choice for channeling builds for this reason; maybe consider taking Ramako and Hinekora instead.
"
Slowdice2 wrote:
Hi all!

how does Shock work when you get shocked by a Monster? The same way as we are shocking a Monster:

"The base duration of shock is 2 seconds and the damage increase scales relative to the amount of Lightning damage dealt to the enemy's maximum life. Increased damage from shock is capped at 50% at 10% of the target's maximum life dealt by Lightning damage, scaling down to 0% at no damage. "

As we don't have so much life compared to the Shaper we always get 50%? Or is that calculated differently?

If I have a lot of "Physical Damage from Hits taken as ligthning damage" am i at risk of getting Shocked often?
Yes, Shock is very dangerous to players for the reason you described, and yes, ailments are a significant hazard of taking physical damage as elemental.
Question how many Engineer's orbs does it take to get 20% max quality on a common strong box? I'm aiming for the challenge achievement so I'm wondering how many orbs I'll need to accomplish this on a white strongbox.

Aukuna's Will + Raise Zombie + Raise Spectre
Currently not working


Unable to pass zombies as Spectre

I made a server comparison, the international server is working properly, but the Taiwan server is not working.


Please correct as soon as possible, which hinders my BD construction, thank you very much
Flicker Strike + Close Combat Support

Flicker Strike says: "Teleports to a nearby monster and attacks with a melee weapon."

Does this mean that Close Combat Support % more damage is evaluated when the skill is initiated (e.g. at the point of starting the teleport) or when the attack is initiated (e.g. at the end of the teleport)?

Also - sorry if this has been clarified before, my searching of google or the forums aren't turning up anything.

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