Mechanical Questions Thread

I'm curious about the "source" of ailments from "Icefang Orbit".
Short and sweet; I want to know how the chill effect is applied to monsters. Am I the source of the chill, or the ring? Are my hits considered causing the chill?

Thanks in advance!
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Aragorn14 wrote:
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Valkaine wrote:
I know getting a conqueror's initial spawn requires running maps at or above the tier displayed on the atlas, but does the tier matter for the second and third spawns? I'm trying to get the Redeemer to spawn a third time in Lira Arthain, but I've run out T14+ maps for that region.



Just remove the watch stones from that zone. Then you can run any tier to get the 2nd and 3rd taunt. At least that's what I do.

Don't forget to resocket them to run Sirus/keep your awakening level where you want/need it.

That worked. Thanks :)
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requin3d wrote:
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jimdawg57 wrote:
Can we get the formulas for effectiveness of brittle, sap, and scorch? Would be very useful for planning builds.


I don't see why it wouldn't work just like chill and shock: effect = 0.5 * (dmg/life)^0.4 (for bosses, "life" is replaced with a smaller value called ailment threshold that is still unknown afaik)
capped at:
shock 50%
chill 30%
scorch 30%
sap 20%
brittle 15%


Thanks for the response. I also believe it should work this way, but it’s impossible to know without being told.

I found a reddit post of someone’s experiment on shaper to apply shock animation, and it appears that the chill/shock point for damage is 100K hit (scale for shock effect). So again having to make assumptions, but I think that they have probably scaled most boss effective life to be at a threshold of 100K damage.

Based on these assumptions, I am planning for an average damage of at least 100K or not using these elements. I just want some GGG confirmation that the formula works the same as for chill and shock.

This double guess work just feels bad.
Hi all,
quick mechanical question as i cant test it out before the league starts.
does the new archmage skill support work with herald modifiers? i figured it wont work with auras as they dont hit, but heralds are classed as spells, hit and dont mismatch with tags. im just kind of curious as you could get some pretty devastating numbers from lightning herald and a max mana build. have i missed something? mainly just interested in the term "and has mana costs" in the archmage support description, and the herald skills "if you kill" being regarded as a trigger or not.

cheers in advance,
Mark.
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marklane0212 wrote:
does the new archmage skill support work with herald modifiers?
Herald skills don't have mana costs, they reserve mana, which is different, so no, Archmage Support won't work with them.
Hi!

I just read the delirium informations and found that the "x% increased energy shield from body armour" suffix will be prefix in the future.
Could you please tell me what hapens if I have a belt with that suffix and I use a divine orb on it?

Many thank's for the ansver!
Daniel
Does Master of Metal apply added physical damage for impales applied by minions?
Does second wind support grant an additional charge to shockwave support?
Last edited by Aviyor on Mar 13, 2020, 3:51:35 PM
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Aviyor wrote:
Does Master of Metal apply added physical damage for impales applied by minions?
MoM doesn't care where the Impale came from.
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Aviyor wrote:
Does second wind support grant an additional charge to shockwave support?
Second Wind can't support triggered skills, so no.
what is gggs stance on macros, i want to set up a few but dont want to break tos

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