Mechanical Questions Thread
I am currently using the "physical damage" option and "gain% of physical magic as ~ damage" at the same time.
If I want to amplify "physical damage" by using "impale nodes and items", I would like to know whether the "gain% of physical magage as ~ damage" option applies to the result amplified by impale. I wonder if the gain option only applies to pure physical damage before impale amplification. The ultimate goal of this question is whether the impale option is still the right choice, even if you use the "physical damage" option and the "gain% of physical mag magic as ~ damage" at the same time. |
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"If the modifier doesn't specify that it affects attacks or spells, it affects both. "Modifiers to Critical Strike Multiplier stack additively; the two combined would give you a total CSM of 195% (including your base 150%). "Impale damage is Reflected damage, and so it can't be scaled by modifiers to damage dealt, such as gaining Physical damage as extra Elemental/Chaos damage. I believe it can be scaled by modifiers to damage taken, such as Vulnerability. Only Physical damage dealt contributes to Impale, so if a large amount of your damage dealt is non-physical, Impale may not be optimal for you. |
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Some questions about increasing Herald damage (ice and lightning mainly):
Will the additional lightning damage from innervate buff apply to herad damage? And second question: Apparently the mod "Adds 1 to 10 Lightning Damage for each Shocked Enemy you've Killed Recently" from Esh's Mirror unique thorium spirit shield, is added to herald damage. But generic "adds x-y elemental damage" is not. Is this intentional? Shouldn't both of them either work or not work? Edit: Oh, and one more thing. I recently noticed there is a weapon craft: 73-80% increased cold damage, 21-23% chance to freeze. Will the increased cold damage from this craft be a global modifier or local to the weapon? What about the chance to freeze? Last edited by Magebanana#7801 on Aug 6, 2019, 12:57:40 PM
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" i understand but it is not shown in in-game stats or even POB itself or anywhere. if its just fire/lightning/cold penetration then it is shown in POB damage calculation but not this. thats why i doubt it works |
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hello, i need some answer about animated guardian
- if the item got things like "you" , for ex:(20–25)% increased Effect of Auras on you, or you gain sth, u do sth. - if the item got mod minion like minion deal % increase damage if i equip my EG with those, how those mods work. " " is this mean if i can do 2 curse, and my AG can apply 1 curse we got 3 curse on mod or just 1. since it say "player", not minion on the quote same with spectre that apply curses " got any where give information about level and quality of curses used by monster - spectre my build : [3.8] ice golem 7m+ UE dps - https://www.pathofexile.com/forum/view-thread/2615681/page/1#p22292507 [3.8] ZOMBIE AND THE BOIS https://www.pathofexile.com/forum/view-thread/2628455/page/1#p22347490 Last edited by meomeomeo1991#7922 on Aug 15, 2019, 7:53:44 AM
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Question about Cast when damage taken. If I link it to:
- Summon Lightning Golem - Cold Snap - Projectile Weakness then if I understand correctly the skill will switch/cast them on alternately? |
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When Delve just appeared, it followed intuitive rules, mostly. Well, it was very annoying that every my death means loss of any progress (and double annoying when it happened mid-reward stage), but I could live with it.
Then I didn't touch Delve for some time, because simply hadn't enough free time for that. Now I am trying to check it again, and found interesting mechanics change: - Initially every time when map re-generated (i.e. almost every delve), it regenerated random minor rewards too. Lost caches, flares, etc. - Now when map re-generated, all random rewards forever lost. Game is not generate anything along lighted way, except monsters, and only barricaded/breached walls remained. Is it intended change? And why, if it is? It wasn't too much anyway, but was a nice way to replenish flares or get one-two currency caches without spending azurite. Aside of anything, it also made most exploring of dark places useless - it's guaranteed nothing into it, if you went here after map re-generated. |
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Generosity only affects aura skills where "allies have" and ignores "enemies take." Both banner skills have both associated to them. I assume you can increase the effectiveness only of the "allies have" portion, but I don't know if this is the case. It may be that due to the dual nature, the entire aura gets ignored.
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"Each skill supported by CWDT tracks damage independently, so normally they'll all trigger at the same time when you meet the damage threshold. However, Cold Snap and Summon Lightning Golem have their own cooldowns, and can't trigger again while on cooldown (except for Cold Snap consuming a charge to bypass its cooldown). So it's possible for the skills to get out of sync with each other depending on how much damage you take. "Generosity's exact wording is "Cannot support curse auras, or other auras that only affect enemies." Banners don't affect only enemies, so they should be affected. If Generosity didn't work with Banners at all, you'd expect it to say something like "cannot support Banner skills". Also, Banners show the red G icon and cease to affect you when supported by Generosity, so they almost certainly work with it to some degree. Path of Building indicates that both Banner effects are scaled by Generosity, for what it's worth. |
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"Yes, thank you. I missed where it reads "only effect enemies." With that clarification I'll operate under the assumption it intends to effect everything with banners. |
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