Mechanical Questions Thread

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Philkingz wrote:
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silumit wrote:

Philkingz, if it is "increased" then it stacks additively. No exceptions to this rule AFAIK.
(although increases to damage taken by monsters - shock, for example - are effectively multiplicative with (sum of)your damage increases, but that's because they are applied to different entities. in scope of single entity, increases are always added, never multiplied)


Thanks for your answer, Silumit. I am still confused.
"Increased damage against Burning/Bleeding enemies" implies that i am debuffing my enemy before getting increased damage. The reasonable conclusion would be that i make it vulnerable to my attacks, hence it would be multiplicatively. The comparison to shock supports that notion. So when do i know if my debuffing does actually just buff myself and when does it really debuff?
So im still not sure if those nodes work on other entites or not.

In this regard i make my question more accurate:

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Are Nodes like

- Ngamahu (Chieftain)
- Unyielding (Juggernaut)
- Gratuious Violence & Blood in the eyes (gladiator)

real debuff mechanics or hidden selfbuffs cloaked as faked-debuff mechanics?


Thanks for having the patience with me.
It is "increased (your)damage against enemies", not "increased damage taken by enemies". So:
1)technically it is a debuff on enemies
2)but it doesn't make them take increased/more damage, it makes you do increased damage against them
3)then, in your wording, it is "hidden selfbuffs cloaked as faked-debuff mechanics"


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hamudra wrote:
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Estroyer wrote:
a) Is it possible to finish the game without attacking or casting, ie relying on "thorns" reflect damage? I'm thinking of trying it out but some of the bosses might be spellcasters only and not melee?

Possible? Most likely, at least if you use Tempest Shield (if you consider that thorns, deals damage when you block) and get max block and spell block (75%). Your damage is going to be incredibly low though, but I assume you already know that.

There are of course some mobs you will most likely not be able to kill, such as high HP + life regen rares because your damage would be lacking.
IIRC Charan made such a build(although it also used counterattacks, idk if they are allowed here) and it was okay.
And worst change is putting almost all bosses in new version of maps into fucking small areas, where you can't kite well or dodge stuff. What a terrible idiot invented that I want say to him: dude flick you, seriously flick you very much.
I have question about ricochet. Does it improve the tornado shot damage(not aoe area). If tornado shot link with GPM, hitting 5 enemies, can each one being hit one more time by the 1 extra chain?
I've got one more, likely simple question regarding crit again. I'm sorry.

Using projectile skills as an example... does each cast have a chance to crit or each projectile? More specifically, what about for something with multiple stages like frost blades? If the initial hit doesn't crit, could the projectiles that follow still crit?
Hello Mark,

I have questions about the Wind and Thunder prophecy. Other than having the prophecy be active (placed in the tab), is there anything else required in order for the rare Galvanic Ribbon that drops Windripper to spawn?

I've run dozens of Temple and Waste Pool maps, including the last three which consecutively spawned Galvanic Ribbons, but have yet to encounter that rare. Have I just been unlucky? Alternatively, if the Wind and Thunder prophecy was obtained before the patch that fixed the Galvanic spawning issue, is it possible that such would prevent the rare from spawning?

Thanks for posting this thread. Cheers
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SteKrz wrote:

What is the difference between Word/Edict/Decree/Commandment of War (and other glove enchants based on your weapon). Looking at full tooltip I can't see any either.

I've looked through 22 pages after my post and I couldn't find any reply.
Hi Mark:

For the prophecy chain, once you complete one of them for example:

When you complete the whole "The Ambitious Bandit" prophecy, will you be able to acquire it again from Navali?
I have a question concerning "Less Duration Support" and "Ignite". Im not sure how it exactly works, but assume it is extremely strong with fire damage and ignite.

Background and Question:
Ignite damage does not stack, hence as long as you are able to procc ignite within 4second
(2seconds with less duration)on an enemy, you would not lose dps even if ignite duration is halved. Instead you would gain gain dps, since LDS increases the hitdamage and burndamage.

Is that correct? Does it doubledip?

Illustration:
Without LDS:
Hitdamage | Ignite
Fire Damage / second + Fire damage*0,2

With LDS:
Hitdamage | Ignite
(Fire Damage / second)*1,29 + (Fire damage 1,29)*1,29*0,2

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SteKrz wrote:
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SteKrz wrote:

What is the difference between Word/Edict/Decree/Commandment of War (and other glove enchants based on your weapon). Looking at full tooltip I can't see any either.

I've looked through 22 pages after my post and I couldn't find any reply.

Word = Normal
Edict = Cruel
Decree = Merciless
Commandment = Endgame/Uber

There should be different scaling on the enchants, with each difficulty having a higher scaling giving more damage. At least that's how it works for the spell enchants, looking at your pictures there might not be any scaling on the attack enchants, or the scaling is so incredibly low that there's no difference for you.


EDIT: Sorry, I read your post wrong, thought you asked about every glove enchant, not just specifically attack enchants. You should try with a character who has more Weapon Damage though, as the low damage you have might cause it to not make a difference (If you haven't already done that)
Last edited by hamudra#4540 on Jul 9, 2016, 10:07:44 AM


So uuuuhm.... I kinda accidently used my mirror on an Offering to the Goddess, is this intented to be able to be mirorred? Since you cant use any other piece of currency on it.

Thanks in advance

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frenzul wrote:
I've got one more, likely simple question regarding crit again. I'm sorry.

Using projectile skills as an example... does each cast have a chance to crit or each projectile? More specifically, what about for something with multiple stages like frost blades? If the initial hit doesn't crit, could the projectiles that follow still crit?


I don't think Mark will answer this because he is a bit of a rules lawyer and so has kind of already answered:

quotation from the Book of Mark_GGG

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Mark_GGG wrote:

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Khornaar wrote:
wrote:
I have a question about Abyssal Cry and its interaction with critical strikes.
When does critical strike check occurs? in a moment of initial cast or in a moment of monster exploding?

Checking whether a hit is a critical strike or not is always done when that specific hit is calculated, and cannot be done at any other time, because your critical strike chance can be different for different hits.
The critical strike roll is only made once, when the skill is cast, just like most skills. All hits from the same action have the same roll, but are potentially checking against different chances to crit, so may or may not crit on different enemies.


However I love talking about crit so I am going to elaborate, in my own words.

Crit is rolled once per skill use. This means that in most cases, when you Press Button Once, either everything that happens as a result of that button press will crit, or none of the results will crit. I.e. in most cases, if the Melee Hit doesn't crit, then neither will the Projectiles, from Frost Blade.

Note that I said "in most cases." The other cases I'm talking about are conditional crits, that is, when critical strike chance depends on one factor or anothwr. The classical example is Assassin's Mark, which adds flat crit chance. Different enemies will have different critical strike chances. How is this resolved?

If you want to understand crit in this game you have to recognize that your Critical Strike Chance stat is not a Chance in the traditional sense. What that stat does in reality is set a threshold which must be passed in order to crit. Your actual random number roll is the same no matter what your Critical Strike Chance stat is.

Here's the math behind it. When you Use a Skill, which usually means one button press, you make a roll between 0 and 99.9. Then, when you Hit an enemy, you compare your roll with your Critical Strike Chance against that target. If your number is less than your Chance stat, you pass the Chance test.

Let's bring this back to the Frost Blades example. You use a Vagan's Rusted Sword with no other gear or passives. Whenever your Melee Hits crit, all your Projectile hits crit as well.

Now suppose you add jewels that make it so your Melee Critical Strike Chance 10% but your Projectile stats are unaffected, leaving ProjectIle Critical Strike Chance at 5%. This means that if you observe a melee crit, there is a 50% chance that your Projectiles crit as well. Why is this?

If your melee hit crit, you know you must have rolled between 0 and 9.9, because those are the only values that are lower than 10.0, your Melee Critical Strike Chance. But in order to get a value below 5.0, your Projectile Critical Strike Chance, you must have rolled 0 to 4.9.

Notice the beauty inherent in this system. Assuming all Hits, your projectiles are still 5%, and your melee is 10%, but you still get clustered crits, i.e. when you crit, it slams into a whole bunch of enemies at once, just like the game developers intended.

Note I had to stipulate Vagan's because Chance to Hit screws it all up a bit. In order for an Attack to crit, it must pass two Chance to Hit checks in total, one entropy based and one fully pseudorandom. The entropy based one is the actual Hit check, while the fully pseudo random one is a "crit confirm," i.e. it is a second roll that must pass in order for a crit to be allowed. This means Evasion is doubly defensive against Critical Strikes.
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