Mechanical Questions Thread

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Here is a comment of Mark explaining the mechanics for reference.

thank you
that's even more convoluted than I thought, but at least it means that scion's halved maximum recovery per leech can be counteracted by the "total recovery per second" nodes a little bit even with slow hits

I would've expected them to solve this problem by streamlining leech instead of making players spend points, I don't see the point of biasing it this much against slow hits in particular now that they're finally semi-viable. a leftover from coc discharge days maybe
IGN: Torrenz
Nemesis Shop: view-thread/634031
Hello i have a question about crits and ignite. On the crit page of the wiki (https://pathofexile.gamepedia.com/Critical_strike) it says:

"Ailments have a base 150% multiplier when applied by a critical strike. The only way to increase the critical strike multiplier on ailments is with the Perfect Agony keystone."

If I remember correctly that info was also on the ignite page, but it's not anymore. I searched a bit but I couldn't find any source for this (like patch notes, for example). However, on the "Damage Over Time Changes - Part 2" manifesto (https://www.pathofexile.com/forum/view-thread/1894471/page/1) it says:

"Your Critical Damage Multiplier will now not influence Poison, Bleeding and Ignite damage, as a result of these ailments no longer being based on the final damage of your hit. Instead, players and monsters now have a property called Damage Multiplier for Ailments from Critical Strikes, which boosts the damage of Ignite, Poison and Bleed caused by critical strikes."

Which alludes to the existence of this 150% multiplier, but nothing concrete. Also, on the 3.8 patch notes it says:

"Perfect Agony now causes modifiers to Critical Strike Multiplier to apply to Damage over Time Multiplier for Ailments from Critical Strikes at 50% of their value, rather than 30% previously. This is now additive with other sources of Damage over Time multiplier, however."

And that doesn't seem to have changed since. One other thing are the clusters for Searing Heat and Dire Torment, which gives:

"+x% to Damage over Time Multiplier for Ignite/Ailments from Critical Strikes"

Now my questions are: Is there really an inherent multiplier for ignites applied by crits? Then, which of these multipliers (150% from crit, crit multi + Perfect Agony, +x% to Damage over Time Multiplier for Ignite/Ailments from Critical Strikes) are addtive with "+x% to Damage over Time Multiplier" and which (if any) are multiplicative? If more than one is multiplicative, are they additive between themselves?
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Polymila wrote:
Hello i have a question about crits and ignite. On the crit page of the wiki (https://pathofexile.gamepedia.com/Critical_strike) it says:

"Ailments have a base 150% multiplier when applied by a critical strike. The only way to increase the critical strike multiplier on ailments is with the Perfect Agony keystone."

If I remember correctly that info was also on the ignite page, but it's not anymore. I searched a bit but I couldn't find any source for this (like patch notes, for example). However, on the "Damage Over Time Changes - Part 2" manifesto (https://www.pathofexile.com/forum/view-thread/1894471/page/1) it says:

"Your Critical Damage Multiplier will now not influence Poison, Bleeding and Ignite damage, as a result of these ailments no longer being based on the final damage of your hit. Instead, players and monsters now have a property called Damage Multiplier for Ailments from Critical Strikes, which boosts the damage of Ignite, Poison and Bleed caused by critical strikes."

Which alludes to the existence of this 150% multiplier, but nothing concrete. Also, on the 3.8 patch notes it says:

"Perfect Agony now causes modifiers to Critical Strike Multiplier to apply to Damage over Time Multiplier for Ailments from Critical Strikes at 50% of their value, rather than 30% previously. This is now additive with other sources of Damage over Time multiplier, however."

And that doesn't seem to have changed since. One other thing are the clusters for Searing Heat and Dire Torment, which gives:

"+x% to Damage over Time Multiplier for Ignite/Ailments from Critical Strikes"

Now my questions are: Is there really an inherent multiplier for ignites applied by crits? Then, which of these multipliers (150% from crit, crit multi + Perfect Agony, +x% to Damage over Time Multiplier for Ignite/Ailments from Critical Strikes) are addtive with "+x% to Damage over Time Multiplier" and which (if any) are multiplicative? If more than one is multiplicative, are they additive between themselves?

You have an inherent "+50% damage over time multiplier for ailments from critical strikes". This stat stacks additively with other applicable sources of damage over time multiplier. It is not exclusively gained from Perfect Agony either, but is available from the Dire Torment cluster between Witch and Shadow and as well as some cluster jewel notables.
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You have an inherent "+50% damage over time multiplier for ailments from critical strikes". This stat stacks additively with other applicable sources of damage over time multiplier. It is not exclusively gained from Perfect Agony either, but is available from the Dire Torment cluster between Witch and Shadow and as well as some cluster jewel notables.


I see, thank you for the answer. I was hoping that was not the case because then I don't see much point in building crit ignite and I think that's a shame =/.
Is there any way to cancel out the aesthetic effect of bone armour? It does my head in, no point using any MTX.
since the bone nova on uul-netols embrace was changed to come from enemies instead of you, does that mean it won't hit the enemy it triggered from anymore?
IGN: Torrenz
Nemesis Shop: view-thread/634031
Hello there,

I have a question about upcoming Hexblast skill gem.

It was mentioned it deals chaos damage but can also do elemental. If I understand correctly, this elemental damage applies every time according to lowest enemy elemental resistance? Or it is calculated from EVERY resistance, which would mean if enemy has lowest chaos resistance, it deals pure chaos? I would like to make this spell to pure chaos because of elemental reflect.

Thanks in advance.
Hi,

When you do a different damage types, and you have the lucky modifier on (or taking a lot and the enemy is unlucky), are they compared together or one by one?

Example for lucky damage:
Fire rolls: 20, 50
Cold rolls: 50, 30
Do you do 50 fire and 30 cold or 50 fire and 50 cold?

Thanks

Last edited by cserpir on Sep 16, 2020, 11:34:57 AM
Hi,

There is new alternate quality for toxic rain that Fires 2 additional Arrows
20% reduced Debuff Effect.

What is the debuff of toxic rain??

Is it only 'Each Spore Pod applies 10% less Movement Speed to nearby Enemies, to a maximum of 60%'?

Or includes 'Deals (7.9-285.1) Base Chaos Damage per second'?

There is no information about Toxic rain's debuff anywhere.

I really hope that the first one is correct because second one would be so useless.
I am very curious about the mechanics of the new curse skills gems.

When using Impending Doom or HexBlast, do they apply before the curse is consumed/expired such that the effect of the curse applies to their hit or after? For example, if I have cursed an enemy with Despair, will the added damage from despair apply to these hits?

How does HexBlast consume a curse applied via aura? Is Doom required to on the curse to trigger HexBlasts secondary shockwave or just the bonus damage multiplier?

Does a curse supported by Impending Doom gain a Hit attribute? If I support a curse with Impending Doom, could I then support it with added cold damage? What about Archmage or Poison supports?

Thank you.

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