Mechanical Questions Thread

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The base lightning damage affects the damage of the ignite roll, but the ignite roll itself does not depend on the lightning damage roll, and only the lightning damage roll is lucky. Ailment damage has not been based on hit damage since 3.0.
There's no Ignite "roll", the Ignite damage is deterministic based on the damage roll of the hit that applied it. If that roll is Lucky, then the Ignite damage will be higher on average.
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ekaye wrote:
There's no Ignite "roll", the Ignite damage is deterministic based on the damage roll of the hit that applied it. If that roll is Lucky, then the Ignite damage will be higher on average.

From the 3.0 patch notes:
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Skills calculate their Ignite, Poison or Bleed values as a separate damage value, taken straight from the base and added damage of the skill. This gives skills that deal fire damage a minimum and maximum Ignite Damage per Second value that is rolled on Ignites that the skill causes. Poison, Bleed and Ignite damage values are based on the base damage of the skill, and then affected by appropriate damage modifiers. Some damage modifiers affect both the hit and the Ignite, Poison or Bleed, while some only affect one.
It has been like this for over three years now.
Couldn't find anything on Wiki or Google:

Can Curse on hit support several curses? If so, what would be a good skill to apply them?

Say I have a +1 curse chest and apply Assassin's Mark on Hit via ring. I also want to apply Frostbite and Ele Weakness, so I use Orb of Storms + Awakened CoH + Frostbite + Ele Weakness. Will the CoH alternate and will 1 Orb of Storms be enough to apply both curses?
Last edited by Shafirion on Aug 12, 2020, 8:43:25 AM
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Shafirion wrote:
Couldn't find anything on Wiki or Google:

Can Curse on hit support several curses? If so, what would be a good skill to apply them?

Say I have a +1 curse chest and apply Assassin's Mark on Hit via ring. I also want to apply Frostbite and Ele Weakness, so I use Orb of Storms + Awakened CoH + Frostbite + Ele Weakness. Will the CoH alternate and will 1 Orb of Storms be enough to apply both curses?

It can support as many curses as you can fit into the gem slots. How many of them are applied depends on your curse limit.

From what I understand, since ACoH is local, hits from any skill other than OoS will overwrite one of the curses in your ACoH setup, but hits from OoS will apply all three curses.

Depending on the hit rate of the skill you use to do damage, this can make the second curse with OoS either worthwhile or insignificant. E.g. I would not bother with it on Ball Lightning or CoC builds, but if you get your OoS hitrate up to a stable 7.5 you could use it with Blade Vortex (or depending on your curse effect and other stuff it might still be worth it even if you just have the third curse up half the time etc.).
Immortal ambition - when on full life but not on full energy shield, which one is true

1) "Increased recovery rate of life" applies

2) "Increased recovery rate of energy sheild" applies

3) Both 1 and 2 apply.

I'm asking because its still a life leech effect, but it recovers energy shield.

1 implies that life leech is affected by recovery rate of life

2 implies that energy shield is being recovered

3 implies that similarly to damage conversion, both stack additively.
Does Slayer's 20% more Damage against Unique Enemies on the Headsman notable work with damaging ailments? (PoB says no, not sure why, assuming that's accurate.)
Last edited by Seikah on Aug 14, 2020, 7:00:56 AM
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dimmitsaras wrote:
Immortal ambition - when on full life but not on full energy shield, which one is true

1) "Increased recovery rate of life" applies

2) "Increased recovery rate of energy sheild" applies

3) Both 1 and 2 apply.

I'm asking because its still a life leech effect, but it recovers energy shield.

1 implies that life leech is affected by recovery rate of life

2 implies that energy shield is being recovered

3 implies that similarly to damage conversion, both stack additively.

My understanding is that leech "knows" what type of leech it is and what resource it recovers. So with Immortal Ambition, the leech that recovers energy shield will be life leech (unlike with Ghost Reaver), so modifiers to life leech will apply to it and modifiers to energy shield leech will not, but it recovers energy shield and not life, so modifiers to energy shield recovery will apply and modifiers to life recovery will not.
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Seikah wrote:
Does Slayer's 20% more Damage against Unique Enemies on the Headsman notable work with damaging ailments? (PoB says no, not sure why, assuming that's accurate.)

Hello there.
Yes, aiments are supposed to be affected.
3 possibilities why they aren't in POB :
A) You haven't specified a unique target in the configuration section.
B) Mod is currently unsupported (its text appears red if that's the case).
C) Mod is currently bugged.
Cheers.
PLEASE QUOTE ME IF YOU ARE EXPECTING A REPLY
Hello there,

I'm having trouble understanding which damage modifiers apply to bleeding and which don't.

From what Mark_GGG answered on reddit (https://www.reddit.com/r/pathofexile/comments/hb56kp/path_of_exile_harvest_gem_information/fv75ooy?utm_source=share&utm_medium=web2x), the Seismic Cry modifier applies to ailments from attacks, and is worded as "Exerted Attacks deal x% more Damage". So, that means Berserker node "War Bringer" should also apply, right ?

Also, if "Exerted Attacks deal x% more Damage" applies to ailments, then small tree nodes that state "Exerted Attacks deal x% increased Damage" should also apply to ailments, right ?

But then, it makes me wonder : do the nodes worded "x% increased physical attack damage" apply to bleeding ? I mean, everywhere on the wiki & forum posts it's stated that attack modifiers don't apply to ailments, but that would really make sense for those very specific nodes. There are really only a few, and all are located around the duelist starting area, which is notorious for it's bleeding scaling.



If it wasn't the case, I would find it really ambiguous, as "exerted attacks" modifiers would apply to ailments, and "attacks" modifiers wouldn't apply to ailments...

Also, can't really use PoB to find answer about it, the bleeding/ailments mechanics are not really up-to-date...
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Zedodo wrote:
Hello there,

I'm having trouble understanding which damage modifiers apply to bleeding and which don't.

From what Mark_GGG answered on reddit (https://www.reddit.com/r/pathofexile/comments/hb56kp/path_of_exile_harvest_gem_information/fv75ooy?utm_source=share&utm_medium=web2x), the Seismic Cry modifier applies to ailments from attacks, and is worded as "Exerted Attacks deal x% more Damage". So, that means Berserker node "War Bringer" should also apply, right ?

Also, if "Exerted Attacks deal x% more Damage" applies to ailments, then small tree nodes that state "Exerted Attacks deal x% increased Damage" should also apply to ailments, right ?

But then, it makes me wonder : do the nodes worded "x% increased physical attack damage" apply to bleeding ? I mean, everywhere on the wiki & forum posts it's stated that attack modifiers don't apply to ailments, but that would really make sense for those very specific nodes. There are really only a few, and all are located around the duelist starting area, which is notorious for it's bleeding scaling.

If it wasn't the case, I would find it really ambiguous, as "exerted attacks" modifiers would apply to ailments, and "attacks" modifiers wouldn't apply to ailments...

Also, can't really use PoB to find answer about it, the bleeding/ailments mechanics are not really up-to-date...

The wording is a bit confusing if you are not used to it, but the distinction is clearer than you might think.

Bleeding is inflicted with attacks, so causing attacks to deal more (or increased) damage benefits bleeding, but bleeding is not attack damage, so modifiers that specify attack damage do not apply to it.

Damage is generally sorted into four categories:
-Attack
-Spell
-Damage over time
-Secondary

Secondary damage is stuff like reflected damage and corpse explosions for the most part.

Everything that is not damage over time is dealt in hits. Modifiers to attack damage or spell damage only affect hit damage unless specifically stated otherwise (such as non-ailment damage over time spells that include the line "Modifiers to Spell Damage apply to this Skill's Damage Over Time effect" in their tooltip).

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