Mechanical Questions Thread

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Raviqt wrote:
Is there a reason that the shaper helmet mod "Socketed Spells have +3% to Critical Strike Chance" does work with herald of ice and the gloves corruption "Spells have +0.8% to Critical Strike Chance" doesn't?

If i understand it correctly the only difference is that the helmet mod is local thanks to "Socketed" but everything else is exactly the same wording so both should work if i socket herald of ice in my helmet.

Good question. Both shoudn't work i think bcs "The AoE cold damage inflicted by this skill is not affected by modifiers to spell damage." Things like "increased Critical Strike Chance for Spells" dosnt work with HoI.

Maybe it is only tooltip and PoB problem somehow.
Last edited by loadinggood#1993 on Nov 1, 2019, 8:22:46 AM
Is it possible to make "shaped" Crown of Eye unique helmet by chance orb-ing shaped hubris circlet (ilvl 75, 81, 85)?

I've tried more than 10000 orbs but did not come out. Just want to check before I do it again.
Last edited by bluewelkin#7586 on Nov 1, 2019, 9:11:46 AM
Mark,

My question is about the interaction between Necromancer's "Corpse Pact" passive node and its interaction with "Aukuna's Will". Specifically this question may be whether "raised" and "spawned" are mechanically the same in conjunction with the unique modifier "Your raised zombies count as corpses".

My guess is that, given Aukuna's other modifier removing the requirement for corpses, a new body must be spawned and so would be considered spawned for the purposes of Corpse Pact. Using Path of Building doesn't reflect the 50% increase in "corpse" life that the zombies should have though when pairing the unique and passive node as I feel it should. This would of course also mean shock/chill when you spawned a zombie next to mobs, a useful modifier to plan on.

I'm not confident I could accurately test this, so the confirmation that it would work would be a deal maker.
Will a Fireball projectile with fork explodes on first impact (and then explodes a second time with the forked projectile) ?

The wiki seems to be contradictory on this question:
Here (https://pathofexile.gamepedia.com/Fireball) it says :
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Fork: Fork creates new projectiles on impact, and fireball explodes on impact, regardless of whether it is a first-generation projectile or a forked, second-generation projectile. Thus, the initial fireball projectile causes an explosion on impact, this impact spawns forked projectiles; the forked projectiles will also explode when making impact with a valid target.


But here (https://pathofexile.gamepedia.com/Fork) it says :
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The explosion behavior of some projectiles, such as Fireball and Arctic Breath,is not an on-hit effect and occurs only when a projectile ceases to exist.


So which one is correct ? Thanks !
Will a Fireball projectile with fork explodes on first impact (and then explodes a second time with the forked projectile) ?

The wiki seems to be contradictory on this question:
Here (https://pathofexile.gamepedia.com/Fireball) it says :
"
Fork: Fork creates new projectiles on impact, and fireball explodes on impact, regardless of whether it is a first-generation projectile or a forked, second-generation projectile. Thus, the initial fireball projectile causes an explosion on impact, this impact spawns forked projectiles; the forked projectiles will also explode when making impact with a valid target.


But here (https://pathofexile.gamepedia.com/Fork) it says :
"
The explosion behavior of some projectiles, such as Fireball and Arctic Breath,is not an on-hit effect and occurs only when a projectile ceases to exist.


So which one is correct ? Thanks !
Sorry for the double post,

also same question for Elemental Hit which has quite a similar effect
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bluewelkin wrote:
Is it possible to make "shaped" Crown of Eye unique helmet by chance orb-ing shaped hubris circlet (ilvl 75, 81, 85)?

I've tried more than 10000 orbs but did not come out. Just want to check before I do it again.
Yes, it's possible, but it could take quite a lot of tries. The prophecy Trash to Treasure, which guarantees this result, costs 8.7 exalts ~= 1,500 chaos ~= 10,000 chance orbs, so figure your odds. Remember that each chancing is an independent event, you're never "due" for success.
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Leekoi wrote:
im using -spell totem support- together with flameblast and -divinarius imperial skean dagger-


crit after kill from divinarius is not showen if i press C and click on the skill, even if i click on a other skill.
now im askin: is that dagger working for/with totems ?
The bonus is conditional on you having killed recently. The convention is that traps, mines, and totems use "your skills" but are not "you". You'd have to kill something with skills you used yourself in order to get the bonus. So no, Divinarius isn't a good choice for a totem build.

edit: I just realized the crit multi is if you haven't killed recently. If that's more important to you than the crit chance, then Divinarius is a good choice for totems (and traps and mines), but if you want crit chance, you want a different weapon.
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Rovvvv wrote:
Will a Fireball projectile with fork explodes on first impact (and then explodes a second time with the forked projectile) ?

The wiki seems to be contradictory on this question:
Here (https://pathofexile.gamepedia.com/Fireball) it says :

But here (https://pathofexile.gamepedia.com/Fork) it says :

So which one is correct ? Thanks !
They're not contradictory. When a projectile forks, the original projectile ceases to exist and two new ones are created. So the Fireball will explode on the initial impact, and the forked Fireballs will explode as well. Elemental Hit only requires a hit to cause an explosion, so it will explode all three times as well.
Last edited by ekaye#4336 on Nov 4, 2019, 2:25:38 PM
DOes vicious projectile damage work with doomfletch prism? Does it increase p. dmg before it goes to all elements or just increases the phys dmg on the skill ( which is very low (doomfletch build))
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tup4o wrote:
DOes vicious projectile damage work with doomfletch prism? Does it increase p. dmg before it goes to all elements or just increases the phys dmg on the skill ( which is very low (doomfletch build))
"Damage gained as" is a form of damage conversion, and converted damage is affected by modifiers to what it was and what it becomes. So Vicious Projectiles will increase the Elemental damage of Doomfletch's Prism by increasing the Physical damage it was converted from. Keep in mind that DP has very little flat Physical damage of its own, so you'd want a lot of added (not increased) Physical damage to make your build viable.
Hi, i have got a fews questions about some mechanics

Question:

Reflected Damage cap
Holy Flame Totem Cap


Does the Reflected Damage from Torchoak'Steps are capped to a certain limit or number per seconds?

And same for the number of Mobs that Holy Flame Totem can hit?






Assuming 4 Totems, 10 cast per seconds. 100% chance to ignite and, 23'226 HP per totem ( Pob if need ) and lv 27 Holy Flame totem with 241% inc Totem life.

Reflected Damage should be 5'806.5 Fire damage per reflect.
It can only be scaled with inc Damage taken for the monsters, for the sake of simplicity, lets say they resist and only take 50% (even if we have skitter bots shock, Chiftain Pene and some pene in the tree and the more damage taken near your totem and the curses]

When the totems shoot 20 mobs 10 time a second they should do arround 1'161'300 Raw fire damage that translate to 580'650 Damage taken. and even without taking into account the multiplier we could have on the monster, it feel like it doesnt even work.

I also tested in a reflect map and hadded some lightning damage, and where we should have double damage due to reflect, we didnt.

At first i wanted to write a bug reporst but before i wanted to check if that wasnt part of a mechanics or a limit i wasnt aware.

Like for exemple, Bone mortar and bone nova from Bone Husk Specter are capped. Adding more projectile wont add more Bone Mortar nor more Bone Nova.
And like Cold Snap not being able to be used in a CoC build.


The only feeling i have is to compare to a 1.7 Mio Shaper DPS build that kills Blight Bosses in a few seconds and where this setup should be faster and is instead way slower

Sorry for my bad english, its not a rant it s a true asking, i just added matter to help understand the context. I know at the time cold snap had to be prevented for Coc due to a bug bypassing the Cooldown and that it was such a complexe matter it is still not resolved, not due to bad skills or no intention but because its ultra hard and time consumming and that costy dev time is due elsewere [ i totally understand and agree, not arguing or sarcasting at all]

I had the idea to build arround the boots, but il be glad to know before level a build that dont seem to work as intended. i better stop at 79 instead of haveing bad time until 92, there is still plenty of fun thing to do.



oh because i always had something off topic.

Whish list for Lightning Warp to be great Again [Nobody use it]
° adding radius per level
° re enabling Aoe to affect its AOE [got destroyed]
° bringing its detection radius back to pre 3.0 [should be 2.3 good]
° a little more damage or something special to it
° its been 3 year i m dreaming to play a LW miner again :)


Thanks for your time and keep up the good work
You ARE my Bitch of burden!
"Stay Alive exile! Or you'll be the next zombie someone raises off the beach." - Altnaharra
" Be Excellent To Each Other" -MikeP_GGG
"If you die to yourself are you still the victor? " - BEX_GGG
Last edited by WIKARINA#1936 on Nov 5, 2019, 4:35:50 PM

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