Mechanical Questions Thread
"That debuff should be a an aura of the mines, and it will be active while the mine is in place, and no longer active after it is gone. If you continuously throw mines while they're detonating and have 5 mines in place at any time (the number should show in your buff bar at the top), enemies near them will take 10% increased damage. I am unsure what modifiers apply to this effect, though the Saboteur's Demolition Specialist node should increase the effect (but not the maximum), which means you would reach 10% even with three mines, or fewer if you have other stats affecting that aura effect. "I do not know any information about this explicitly, but based on the general logic of the game, the detonation speed should only apply to that version of the skill, so detonating mines regularly should not benefit from the quality on the gem. |
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Greetings. I have read all the answers with "Curse" in them, but could not find anything regarding what I am going to ask.
I am wondering about the caps of the actual effects that Curses have. For example, I know that Temporal chains Less Action Speed effect is capped at 75% and all effects of Enfeeble are capped at 75% as well, but I do not know the following caps for the following effects (if they exist): 1. Poacher's Mark: "Cursed enemies have #% less evasion Rating" 2. Warlord's Mark: "Cursed enemies have #% reduced Stun and Block Recovery" and "Cursed enemies have an additional 10% chance to be Stunned" I would be very thankful if you could tell me if there are caps for those effects or if I can could theoretically curse enemies with 100% less evasion Rating, 100% reduced Stun and Block Recovery or an additional 100% chance to be Stunned. For every other Curse skill effect I am assuming that there is no Cap. Please correct me on this if I am wrong there. Thank you very much for taking the time to read and answer my questions. |
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is it normal that sirus
-attack ~5 times as often than the other fights before -do attacks parallel to others -attack faster / more star rain / explosions do more storms and drive longer ways or the map has random hidden mods or is it just a bug? kindly regards |
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Eldritch battery and blastchain toxic rain mines dont seem to be working together.
It is still using mana instead of energy shield to cast the mines. While the mines reserve mana, there seems to be a manacost for the skill aswell that needs to be covered, thats why i tried going for eldritch battery to not have to invest heavily in mana regen to be able to spam the mines. but now even with 50% unreserved mana and spend energy shield before mana, i run out of mana without spending a single point of es. What am i missing? edit: I think reserving mana means spending mana, so even though i can have 15 mines max at a time, once i have 15 and keep casting, it does not increase my reserved mana, but since mana is still being spent, it acts like a manacost? Last edited by tobiremobi on Jun 13, 2020, 4:34:36 AM
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I'm fairly new and I know this information is out there but I don't know where to even begin looking for it:
Let's say I'm setting up a build for Smite. I use a Physical to lightning support to make Smite do 100% lightning damage, so far so good. Now, is it better to spend resources on physical damage or elemental damage? Can they be split evenly and still work? For example; 10% increased lightning + 10% increased physical OR 20% increased physical OR 20% increased lightning? How would I find out what is best and does it really matter? Is it more important to stack one over the other? Last edited by JayCee01_PoE on Jun 13, 2020, 6:56:48 PM
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""Less Evasion rating" is obviously capped at 100%, which would result in the monster having zero Evasion and being hit every time unless you're blind. Other than "natural" caps like this, the only curse I know of with capped effect is Temporal Chains; both the slow and the effect expiry rate reduction are capped at 75%. If you could increase the effect of Warlord's Mark enough, you could indeed reduce Stun and Block Recovery 100% and paralyze monsters, but I don't think the 234% increased Curse Effect you'd need exists in the game. Also keep in mind that bosses have various amounts of less Curse Effect, so you'd need even more increased Curse Effect against them. "Mines don't have a mana cost, only a mana reservation, so Eldritch Battery doesn't interact with them. "See the article on damage conversion for the full story. In short, damage is affected by modifiers to its original type and the type it was converted to (and any types it was converted through, e.g. physical -> lightning -> cold). Your weapon's physical damage converted to lightning is equally affected by all three of those modifiers. However, Smite has a built-in lightning damage component that is not converted from physical, and you can get added lightning damage on your weapon and from various other sources. Since this damage was never physical, physical modifers don't affect it. So the increased lightning damage modifier is the most effective, but it's pretty close, especially if you have a high physical damage weapon. | |
"What happens is that you reserve mana again, but because you have a limit of 15 mines, the oldest one is removed and thus no longer reserves mana. Mana that you reserve is considered to be spent at the time of reserving it, so you have to regenerate it when you stop reserving, thus your mana drops a little whenever you reserve another mine past your limit, despite the fact that the number of active mines and their actual reservation is not increasing. Eldritch Battery specifically does not significantly interact with mines because it states to spend ES instead of mana for "skill costs". Reserved mana is spent, but skills that reserve mana do not have a "mana cost", which is why reservations still work with mana with EB. |
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" Thank you for the info. I guess my confusion/concern is with how PoE does all of its damage calculations. I thought that maybe all the multipliers and modifiers would add up differently for a build with different sources of increased damage versus a build that focused on one. |
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Hello game deves. How exactly does impale effect work? For example, you use one skill that impales an enemy at 1000 dmg. You then attack with another skill that does 1 dmg. But that 1 dmg skill is linked with '49% increased impale effect'.
so does that 1dmg skill do 150 dmg? Or just 100 dmg? Basically im asking if the impale support gem needs to be linked to the impaling skill? or is the impale just plain old 10% until hit with a skill that has impale effect mods on it? thanks. Last edited by id_rather_be_single on Jun 15, 2020, 9:57:51 PM
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Hello,
I have a question about self cursing. So now that we know that stealing a "Hexproof" mod from a rare through HH or inspired learning will remove the curses on the player, I was curious about the interaction with Cospri's Will and that new mechanic, cause the item describtion states that you can apply curses to "Hexproof" enemies. Does that work on the player if he reflects the curses he applys or does it only work on enemies? |