Mechanical Questions Thread

Hi everyone
do u know: if i use "necromantic aegis" node and if i equip The Surrendershield - reckoning will be able to my minions?
Hi Mark, hope you get around to answering this:

My understanding up to now has always been that a spell like Ball Lightning is either a crit or not on the moment you cast it. So each ball is either a crit ball or a non crit ball. This does not make sense with effects like Bottled Faith though where you have extra crit chance depending on what the enemies do, since which is the enemy at the time of cast?

This is super important in min maxing many builds since if each zap has a separate chance to be a crit vs each ball having a chance to be a crit makes a huge difference in how important crit chance is to the build.
When the GGG will solve the problem of interaction of trap + essence drain? I thought the patch 2.3.0 would be solved. Or the mechanical this skill was intentionally designed to not work with traps (sometimes I suspect it because of slow cast speed of essence drain against fast throw traps)?
How does the "+1% more rare monsters" watchstone mod works?
Let's say an area has 10 rare mobs. 1% more will mean +0.1 rare monster. How would game handle that? Will I have 10% chance to spawn another rare or something?
Handmade cursors for PoE: https://www.pathofexile.com/forum/view-thread/2740991
If lightning damage can poison AND lightning damage is lucky (supercharge notable for example), does it increase poison damage? In path of building it does not increase, but lucky is rolled before hit and poison is calculated from dealt hit. Thanks.
Is there still somebody from GGG answering the questions here ? It does not seem that anybody answered for quite a lot of time.
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eirc wrote:
Hi Mark, hope you get around to answering this:

My understanding up to now has always been that a spell like Ball Lightning is either a crit or not on the moment you cast it. So each ball is either a crit ball or a non crit ball. This does not make sense with effects like Bottled Faith though where you have extra crit chance depending on what the enemies do, since which is the enemy at the time of cast?

This is super important in min maxing many builds since if each zap has a separate chance to be a crit vs each ball having a chance to be a crit makes a huge difference in how important crit chance is to the build.


Short answer: A single projectile may always crit; never crit; or always crit against debuffed enemies and never against non-debuffed.

Long answer:

When you use a skill, it rolls a number that will be used for all its crit checks. Difficulty of these checks may be different for different enemies.

Let's say you have 40% chance to crit against normal enemies, and 60% against debuffed.

One ball lightning rolls 10 at cast time. It will always crit, because 10 < 40 and 10 < 60.
Another one rolls 90. It will never crit because 90 > 40 and 90 > 60.
Another rolls 50. It won't crit against normal enemies, because 50 > 40, but will always crit against debuffed enemies, because 50 < 60.

Of course, if you added more conditional effects, like Assassin's Mark, it would complicate that further.
Last edited by TarrasqueSorcerer#3538 on Mar 26, 2021, 6:02:41 AM
Is +30% minion damage bonus from Commander of Darkness (Necro ascendancy) multiplicative or additive? Like if I have +400% minion damage from other sources will my minions do 500 + 30 = 530% or 500 * 1,3 = 650% of their damage?
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Vulkar_POE wrote:
Is +30% minion damage bonus from Commander of Darkness (Necro ascendancy) multiplicative or additive? Like if I have +400% minion damage from other sources will my minions do 500 + 30 = 530% or 500 * 1,3 = 650% of their damage?

It's 30% increased damage. "Increased" bonuses are additive with other "increased". "More" are multiplicative.
I want to know if Awakened Vicious Projectiles Support works on Phantasmal Summon Skeletons.

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