Mechanical Questions Thread
"That's the general convention of named bonuses, be they buffs like Onslaught or keystones like Mind over Matter, that you get no further benefit from having them more than once. You'd still get the other effects of both passives, though. "You can get increased cooldown recovery speed from Shaper belts and boots, up to 35% total, which would reduce the cooldown to a little under 3 seconds. Recently is a fixed duration which can't be modified, but I think a few "recently" effects actually use an on-screen timer like e.g. charges or curses. If that's the case, then cursing yourself with Temporal Chains using Shackles of the Wretched should extend the duration. This doesn't work for effects without a timer though. |
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What will we have, if we allocate notable using dyes on a neck (blight league)
but this notable will be changed to another one, using legion jewels? Will it be old notable, or a new one? |
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Does the +7 chain on Wild Strike apply to the cold projectile for purposes of things that care about remaining chains like Deadeye's Ricochet node?
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@Mark
I saw you mention that most of the spectres won't get the benefit of feeding frenzy aggro range increase because a lot of them have base set aggro radius already higher than the one gem provides. I now wonder which spectres could get the aggro increase? Specifically, speaking Slave Drivers, Frost sentinels, Risen Vaal Advocate, Solar Guard or Goatman Fire Raisers? Any of those? |
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It just dawned on me that the new Necro Ascendency Plaguebringer is reading like an aura. Does that mean both the more damage and enemies do less damage will scale with increased aura effect? If so I might want to seriously consider changing my build to get more of those goodies.
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I'm trying to use the following combo - Aukuna's Will (Zombies are corpses), CWDT > Raise Zombie > Detonate Dead
I'm having a problem where the first time this procs, it will not detonate the zombie. I'm guessing that this is due to the fact that there's a hidden cast time in the raise zombie gem that makes there be no corpse for DD to target at the time of cast. I've tried rearranging the gems, so that Raise Zombie is before and after Detonate Dead, but they both had the same effect. I've tried it with other skills too, like bodyswap and cremation, and the only thing that happens still on the first trigger is the zombie raising. Wanted to know if anyone else has experienced this or if it can at least be verified so I know I'm not missing anything. |
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Is infernal legion supposed to not work with summon skitterbots?
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"A guild member claims that it can support the skill, and applies its mana multiplier to the reservation, but the burning aura deals no damage. It's not a matter of the Skitterbots having no life, because the skill does flat burning damage; only the self damage scales to life. I wouldn't be surprised if the Skitterbots have a hidden modifier that makes them do no damage, to cover corner cases like this. |
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" Thats what im experiencing. Everything indicates that it is working, except for the fact that it is dealing no damage. It would be great if someone from GGG could actually clarify this, as apparently their technical support guys, and forum moderators, "are unable to answer this" |
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Can Elemental Equilibrum go down resists below 0 (like a penetration do) ???
I mean e.g. when monster has 30% cold resists and EE make him vulnerable to cold does it mean he has 0% resists or -20%??? I've heard e.g. Ele Weakness cant go down below 0 resists so thats why I ask for EE mechanic. |
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