Mechanical Questions Thread

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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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Does the Projectile Weakness more dmg modifier also affect poison dmg applied by Kinetic Blast explosions?
Increased projectile dmg from gear/tree does it, but i'm not sure about the curse.
Last edited by Velgor#1241 on Jul 9, 2016, 7:25:52 PM
Was wondering if we could get numbers on shockwave totem health. The only information I could find on the topic is severely outdated. Trying to figure out the relative value of tukohama and % totem life nodes.

Also, can tukohama's 'reflect' mechanic be scaled with increases to area of effect?
Last edited by nasirabtw#4349 on Jul 9, 2016, 11:03:27 PM
bump

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sesquipedalias wrote:
I'm not convinced. It's about when calculations happen. Moster snappshotting vs flasks is all about [something] being calculated when the monster starts an attack, and the calculated values being applied IF it hits you. So if that something reaches all the way to how much damage you take, then mitigation such as ToH won't help if you pop the flask too late. On the other hand, if that something is just monster damage, and you *taking* that damage is something that gets further calculated after the hit lands, then ToH will help even if you pop it at the last minute - unlike e.g. a granite or a basalt. So I'd still like to see a dev answer...


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Freeeeez wrote:
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sesquipedalias wrote:
Does monster damage get snapshotted if I pop Taste of Hate between them attaking/casting and scoring the hit on me? Or, since it's me modifying how I take my damage, can I use ToH to mitigate damage even after monsters start an action against me (e.g. rhoa charge)?

Thanks!! Awesome thread!!

ToH has nothing to do with the monster damage, it alters how you take damage.




p.s. how do I get notified about responses to a post I made within a thread? mmmmmmmmmmmm...?
Scenario:

I have a relatively small amount of unreserved mana and a sapping life flask is active, keeping my mana at 0.

I also have MoM and "% of damage taken gained as mana when hit".

I get hit for some damage.

My understanding is that "% of damage taken gained as mana when hit" happens *before* I take the damage from the hit, and that the damage being taken happens "instantaneously after" that, so I should get full mitigation from my MoM despite the life flask continuously draining my mana.

Pls confirm or correct :D

Thank you
IIQ

In 1.0.0

40% of the item quantity bonus for additional party members is now shifted towards item rarity. Gems and currency items still receive the old item quantity bonus.

So there is 40% IIQ to currecy from a party member? (It wasn't canceled... or was?)

Also:
We need new actual manual about IIQ and IIR, plz GGG!
"Отрастил скилл - имеешь право ногибать" СерБ
How does the less duration support gem interact with bleed/poison caused by the supported skill?

Does the helmet enchant which reduces earthquake skill effect duration also reduce the poison/bleed duration caused by earthquake?
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sesquipedalias wrote:
My understanding is that "% of damage taken gained as mana when hit" happens *before* I take the damage from the hit, and that the damage being taken happens "instantaneously after" that, so I should get full mitigation from my MoM despite the life flask continuously draining my mana.

From the wiki: "If the character gains mana when hit with the x% of Damage taken Gained as Mana when Hit modifier, that mana is gained before any damage is absorbed by mana"

So yes, it will help. You won't get full mitigation from your MoM if you don't have 30% or more of Damage Taken gained as Mana when Hit.

Let's say you have 10% of Damage Taken gained as Mana when Hit:
The hit does 1000 damage, you have 0 mana.

You take the hit, you get 100 mana.

100 mana is taken away from MoM, and you take the remaining 900 damage as life.

For more info, go to the wiki: http://pathofexile.gamepedia.com/Mind_Over_Matter
Hi !

Have a video with a hacker ( auto attack hack ) , where can i posted him ?
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damajer wrote:
How does the less duration support gem interact with bleed/poison caused by the supported skill?


Bleed and Poison are skill effects. If Less Duration is capable of affecting an active skill, it will shorten the duration and provide a damage multiplier to bleed and poison as well.

Less Duration is able to support Earthquake because Earthquake has a duration.

Based on a thread claiming this information is wrong in Feedback and Suggestions, there is likely a bug right now causing you to gain the benefits of Less Duration Support while not having to suffer the drawbacks. That is, your Bleeding and Poison damage is being multiplied, but their duration remains constant.

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Does the helmet enchant which reduces earthquake skill effect duration also reduce the poison/bleed duration caused by earthquake?


This one would likely need Mark_GGG for official confirmation, but I would bet my exalts on "No." Here's my reasoning why. 3 durations are involved:
1. Earthquake's aftershock duration
2. Bleed duration
3. Poison duration
The only one that counts as earthquake duration would be 1 in my eyes, but like I alluded to, poison and bleed are skill effects, so I wouldn't be too surprised if I were wrong.

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MegaDedys wrote:
Have a video with a hacker ( auto attack hack ) , where can i posted him ?


Email support@grindinggear.com with an explanation and evidence attached! They will look into it.
Need game info? Check out the Wiki at: https://www.poewiki.net/

Contact support@grindinggear.com for account issues. Check out How to Report Bugs + Post Images at: https://www.pathofexile.com/forum/view-thread/18347
Last edited by adghar#1824 on Jul 10, 2016, 2:12:40 PM

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