Mechanical Questions Thread
HI, noticed in Character sheet that movement speed is either bugged visualy or just not working properly or Champion Inspirational Ascendancy dont show up on tooltip
Movespeed shows 38% while it should show 50% here is why: Boots: 30% + 5% while having fortify + 3% shield + 12% Inspirational = 50% I do have Art of Gladiator allocated aswell so there should be no penalty from armour. |
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if i put plague bearer into crest of desire. will PB get double damage bonus?
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Hi! If I anoint an amulet with the Golem Commander passive, and I allocate it in the skill tree as well, do I get +2 Golems or does it not stack?
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" Doesn't stack. |
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Hi i have a question about game mechanics
I need to clarify interactions of flame wall with magma orb. Lets say i use magma orb with inevitability and cast flame wall near me, so its add damage to projectile. Then it chains will inevitability multiply added damage of flamewall? |
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Hi,
I was just asking myself if I have both the cluster jewel notable Cult-leader and the notable Spiritual Aid allocated, while also having a herald active. Will I also gain the 35% increased damage, or is that cluster jewel notable not affected by Spiritual Aid? Thanks! |
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Hello. I've got a few in-depth questions....that might seem silly since I've just started.
Channelling skills. If I understand it correctly, the cast time is actually time between separate instances of the spell that each apply damage and triggers. I've noticed that there are passives with specific modifier for channeling speed, so I assume that they cut down this time. Is it also affected by generic cast speed modifiers? Little bit about damage modifiers. Do different modifiers stack additively or multiplicatively, e.g. having +100% cold damage, +100% elemental damage and +100% spell damage result in damage of cold spell being boosted to 400% or 800%? And about travel spells. Lightning Warp, is the delay between cast and teleport fixed at moment of cast, or is it changed in the interval if user moves, like frostblinking in the opposite direction? Leap Slam, can the flight time itself be modified in any way, and what kind of damage can be avoided while in flight? I noticed I can leap over labyrinth traps, but while I'm not really sure, I think that at least sometimes I was hit by other means while in flight. AoE of non-circular spells, how exactly is it enhanced by modifiers? Say, Incinerate, will the cone be lengthened while maintaining the same width at terminal point, thus narrowing it over most of its length, lengthened while maintaining angle, or increased angle while maintaining or increasing range? Edit: I mean both Incinerate's primary fire stream and the final shockwave. Last edited by ExiledSarin#6541 on Oct 17, 2020, 1:09:24 AM
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If you have Inspiration Charges, does the Inspiration Support apply its elemental damage and critical strike chance multipliers to minion skills? The wording makes me unsure. I know minions cannot gain Inspiration Charges, but the wording makes it seem as though the mods scale with player Inspiration Charges regardless of what it supports.
same name in-game
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Hello,
I tried to research this online, but I didn't find any results (at least for the 1st question), so I thought that I should ask the pros. I have a summoner build with 2 hungry loop rings. My 1st question is: can any catalyst improve the socketed/consumed gems? The 1st ring has: Active gem: Anomalous Raise Zombie Support 1: Impale Support 2: Melee Physical Damage Support 3: Multistrike Support 4: Minion Damage The 2st ring has: Active gem: Anomalous Raise Spectre Support 1: Meatshield Support 2: Blood Magic Support 3: Fortify Support 4: Minion Life My 2nd question is: does Watcher's Eye Pride aura mod "chance to deal double damage" apply to minions, if I have pride linked with generosity? Do any of the Watcher's Eye Pride mods apply to summoner builds? Thank you very much for your time! |
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Hi,
is it intented, that ailments from critical strikes inherent only a + 50% damage over time multiplier and not a 50% MORE damage over time? I always thought crits inherit a MORE damage multiplier for DoTs, but according to PoB and Tooltipp-dps my ignite dps with Elemental Overload is always supiorior to my ignite from crits dps (when EO is unallocated). SO i wondered why and did some testing: In my case the ignite from crits deals about 22% more damage then from non-crits. Later i realized that this damage boost is approximataly the same a "+ 50% damage over time multiplier" modifier would give me. when i cleared all "damage over time multiplier" modifiers from my build, the ignite from crits dealt as expected 50% more damage. In my opinion its fair that EO is the overall supirior choice for elemental dot-builds, but its not fair, that dots from crits deals less damage compared to dots + EO, when you start stacking damage over time multipliers. |
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