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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RoyZto wrote:
Hi Mark,

I have queries regarding watcher's eye "critical strike penetrate 10% of enemy elemental resistance while affected by zealotry" buff.

The increased in damage its not shown anywhere in POB or in-game stats. so was wondering if it works for spells.

i feel kinda insecure if its not showing buff anywhere in POB and in-game stats. hopefully you can look into it and confirm that it works with my arc spell
If the modifier doesn't specify that it affects attacks or spells, it affects both.
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oudinm wrote:
Hello,

I am wondering if deafening essence of scorn 25% crit multi can stack with the natural explicit affix on elder ring "+20 % crit multi" for a total of 45% crit multi.

I know some affixes are mutually exclussive and some are not. Can these two crit multi sources combine or are they mutually exclussive?

Thank you!
Modifiers to Critical Strike Multiplier stack additively; the two combined would give you a total CSM of 195% (including your base 150%).
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dlruddlr1 wrote:
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.
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.
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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If the modifier doesn't specify that it affects attacks or spells, it affects both.


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
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.

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The Guardian does not share your max amount of curses you can apply to enemies, and therefore functions as a player with the default curse limit when applying curses (through corrupted gloves, for example).


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Only the last player to curse has their maximum number of curses used.
Player A has a curse limit of two and Player B has a curse limit of one. Every time Player B casts a curse on an enemy after Player A, he replaces both curses because he reduces the limit from two to one.
Increasing the curse limit does not stack across players.
If Players A and B both have a curse limit of two and both run two double blasphemy auras, the enemy will only suffer from the two last applied curses.


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

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Mokihiki wrote:
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SasquatchBrah wrote:
Do the curse spectre's count towards your curse limit? If you have only 1 curse, will your blasphemy overwrite spectre curses?

Spectre's use their own curse limit, which in all cases is 1, which is a bit awkward with spectre's that cast more than 1 curse. They also follow the same curse limit rules as players.

So yeah, if you have a limit of 1 curse and run blasphemy then you'll overwrite your spectres' curse with your own.


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
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?
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.
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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DLuGii wrote:
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?
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.
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jlh165 wrote:
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.
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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ekaye wrote:
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.
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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