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DER_PSYCHOPATH wrote:
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mypoorwitness wrote:
On my watchers eye i have a mod that says "Gain a Flask Charge when you deal a Critical Strike while affected by Precision", so im affected by precision, deal a bunch of critical strikes (because of my CoC build) but I dont get flask charges at all when im bossing. How is that mod supposed to work?
Unfortunately this is not reflected properly in the tooltip, but it has a cooldown of 0.2 seconds and it only grants one flask charge to one flask. So you probably are gaining flask charges from it, just not anywhere near as many as you would expect.
no no what i mean is: precision chek, watechers eye with the mod chek, go to elder, empty all my flask, CoC goes off and I sit on 0 flask charges no income at all.
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Posted bymypoorwitness#7004on Aug 30, 2020, 1:56:09 PM
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mypoorwitness wrote:
no no what i mean is: precision chek, watechers eye with the mod chek, go to elder, empty all my flask, CoC goes off and I sit on 0 flask charges no income at all.
If you are really affected by Precision and really gain zero flask charges, then it would have to be a bug. I would not even expect 1 charge per second (for all flasks), but after 20-30 seconds you should have enough charges to use a flask again.
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It is kinda sanity check. According to myself I can get a Vixen's Entrapment (Embroidered Gloves, 36) drop from Dried Lake (34) rare and unique mobs (+2 levels). Am I still a sane exile?
Switched to Grand arena(38) triple unique mob pack lately, for more unique mobs per hour. How much more of a Unique Items probable drop pool I face here (so I can compare more clear speed vs lesser probablity)?
I'm SSF, so trying all the small things I can to finally get there.
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Posted byGravolt#4507on Sep 1, 2020, 9:16:31 AM
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How will heist and the alert meter work with minion builds?
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Posted byminamo99#5423on Sep 2, 2020, 8:32:11 AM
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minamo99 wrote:
How will heist and the alert meter work with minion builds?
It will rise slightly when you kill guards and minion builds will have a higher chance to get the attention of those guards, but most of the alert level will come from opening chests other than the final one.
Using the skills of the rogues to open doors and whatnot will also raise the alert level.
My understanding is that you can just kill your way through and maybe open 1-3 fewer chests in exchange.
The facility starts its lockdown procedures either when the alert level reaches its maximum or when you pick up the final item, so if you're close to the final item anyway, you can just pick up the last few chests. Once the alert level reaches maximum, you have a timer to pick up the final item of the Heist and loot chests, after which they will be locked down.
This is not the escape timer, though there will be guards streaming in. A good build will probably not have any issues with that.
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Gravolt wrote:
It is kinda sanity check. According to myself I can get a Vixen's Entrapment (Embroidered Gloves, 36) drop from Dried Lake (34) rare and unique mobs (+2 levels). Am I still a sane exile?
Yes.
PLEASE QUOTE ME IF YOU ARE EXPECTING A REPLY
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Posted byxhul#1978on Sep 3, 2020, 5:12:14 PM
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Not exactly gameplay, but how many total instances are opened per league, on average? A good approximation is sufficient, I don't need an exact answer.
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Posted byMidocelli#6238on Sep 4, 2020, 5:45:07 PM
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[quote][spoiler][/spoiler][/quote]
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Mark_GGG wrote:
Hi
I'm Mark_GGG, and I know how PoE works. If you'd also like to, this thread is for you.
We're trying out something new as a way for people with mechanical questions to get answers. People can post mechanical questions in this thread, and every few days I'll come by and answer as many as I can. This is specifically for questions about game mechanics - I can't tell you why a balance change was made, whether something will get nerfed, or what option is "best" for a given build. So if you have questions like "Does X support Y?", "What order do A, B, and C happen in when I get hit?", or "Why do the calculations come out this way when I take this passive?", I can help. Questions like "What will the next league be?", "How do people level so fast?", or "What were you thinking when you nerfed X?" are off topic for this thread, and I'm not going to be answering them.
I'm not perfect, and some things I'll have to look up. It might take me longer to get an answer to your question than someone else's - please be patient in this case. I will be doing my best to answer every mechanical question asked in the thread, although this is on top of my other work, so again, please be patient in waiting for me to get to things. If you ask about announced, but unreleased content (such as unique items shown in previews before the patch that adds them to the game), please understand such things are not always final when shown, and not all the answers might exist yet.
This doesn't mean I won't still be replying in other parts of the forum, so don't feel you have to ask things here to get answers.
That's pretty much all I have to say, so let's get the questions rolling!
---
Here's a link to just the GGG posts in this thread, for people who just want to see answers.
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Does increased effect of elemental ailments work on base ailments?
so does a 15% basechill from skitterbots or the stormrider cluster node become 20% chill when i have 33% increased effect of non-damaging ailments?
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Posted bytobiremobi#5850on Sep 7, 2020, 9:33:35 AM
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tobiremobi wrote:
Does increased effect of elemental ailments work on base ailments?
so does a 15% basechill from skitterbots or the stormrider cluster node become 20% chill when i have 33% increased effect of non-damaging ailments?
If by "base ailments" you mean fixed effects such as chilled ground, then yes, increased effect does scale them. However, Skitterbots are minions, so they don't benefit from your modifiers.
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Posted byekaye#4336on Sep 7, 2020, 11:24:55 AM
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