Mechanical Questions Thread

Hi everyone, I have a basic question about curses.

If I have a curse with vulnerability on hit, with 20% increased effect ring, does that increase apply to level 1 gem version of the curse? so enemies would take 30% * 1.2 = 36% increased physical damage?
Why does crit roll per action rather than per target/hit? Is there any reason it's handled differently from (AFAIK) most other on-hit effects?
Last edited by Seikah on Nov 22, 2020, 8:10:16 PM
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iliadrm wrote:
Hi everyone, I have a basic question about curses.

If I have a curse with vulnerability on hit, with 20% increased effect ring, does that increase apply to level 1 gem version of the curse? so enemies would take 30% * 1.2 = 36% increased physical damage?


They are Level 1 versions unless mentioned, similar with Arcane Surge in Hierophant ascendancy. Yes, that is also how we calculate the final increased phys damage.
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Seikah wrote:
Why does crit roll per action rather than per target/hit? Is there any reason it's handled differently from (AFAIK) most other on-hit effects?


This is why only cyclone and assassin class can pull off CoC builds. Barrage CoC feels bad unless you are crit-capped, as in you can go long stretches without casting anything, which gets you mobbed and killed.

This question belongs to Feedback and Suggestion Section.
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jeerinho wrote:
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Seikah wrote:
Why does crit roll per action rather than per target/hit? Is there any reason it's handled differently from (AFAIK) most other on-hit effects?


This is why only cyclone and assassin class can pull off CoC builds. Barrage CoC feels bad unless you are crit-capped, as in you can go long stretches without casting anything, which gets you mobbed and killed.

This question belongs to Feedback and Suggestion Section.


Thank you for the reply, but I think you're reading too much into my question. I've never played cast-on-crit, and I'm not providing feedback or a suggestion; it's a plain question about game mechanics. Namely, is there currently, or was there historically, a mechanical reason the crit roll occurs per action?

Is it just a design decision? Does it have something to do with how targets get an evasion check against crits? Is it significantly less calculation for the server? Am I mistaken about crit being an exception to the rule, and it's actually standard for procs (e.g. chance to bleed, chance to deal double damage) to roll per action?
Last edited by Seikah on Nov 23, 2020, 9:06:47 AM
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Seikah wrote:

Thank you for the reply, but I think you're reading too much into my question. I've never played cast-on-crit, and I'm not providing feedback or a suggestion; it's a plain question about game mechanics. Namely, is there currently, or was there historically, a mechanical reason the crit roll occurs per action?

Is it just a design decision? Does it have something to do with how targets get an evasion check against crits? Is it significantly less calculation for the server? Am I mistaken about crit being an exception to the rule, and it's actually standard for procs (e.g. chance to bleed, chance to deal double damage) to roll per action?


It is not standard, whereby Crit and charge generation are the ones being different. Frenzy and Power Charge on Crit giving just one charge per skill use. However, some items like Voll's Protector can give multiple power charges per skill use. The wording on this chestpiece says it is different than PCoC.
Do Thief's Trinkets affect Grand Heists as well? They say "Heists" which is a bit unintuitive. Like there are Grand Heists(using blueprints) and (simple) Heists (using contracts)
When using cinderswallow alongside the Fulcrum unique staff, reflected ignites appear green on your character model. Is this simple a cosmetic effect or do we also suffer the 10% increased damage the flask causes?

If we do, does spec-ing chieftain “Unaffected by ignite” prevent this?
Last edited by Nervyr on Dec 4, 2020, 6:41:04 PM
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Gravolt wrote:
Do Thief's Trinkets affect Grand Heists as well? They say "Heists" which is a bit unintuitive. Like there are Grand Heists(using blueprints) and (simple) Heists (using contracts)


Yes, they work.
Three questions about Fireball:

If I use Fork, will the "child projectiles" inherit the following things from a "parent projectile":
1. The Flame Wall Buff? (If only the parent projectile before forking had passed through a Flame Wall!)

2. The bonus radius on the Fireball Skill Gem? (I mean: If the parent projectile had moved very far to reach "+9 radius" before Forking, will the forked ones start at +0 radius or at +9 radius each?)

3. Does "Projectile Speed" affect Fireball's maximum (total) range? => I tried it and it seems to be "no", but I'm very surprised by this, because I had expected it to be "yes".

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