Mechanics thread
"Weapon elemental damage requires a weapon. | |
Because of this:
"Frenzy Charges are Frenzy Charges. They aren't (anc can't possibly be) any different to any other frenzy charge. One of your frenzy gems has higher quality, and as a result, gains more bonus to attack speed and damage for each charge you have. Your default attack is not that frenzy skill, does not have it's quality bonus, so does not benefit from it. | |
"Not anymore - a few patches ago we changed how on-hit effects apply for blocking and cases of no damage. Dealing 0 damage won't prevent anything from happening - an Ancestral Bond user still gets life gain on hit, and will get flat damage reflection (not % reflection, since it would be a percentage of 0), but blocking will now prevent the attacker's on-hit effects (but not the defender's on-being-hit ones, such as reflection). As a result, Spiked shields no longer prevent their own effect, among other things. Last edited by Mark_GGG on Mar 18, 2013, 6:48:06 PM
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So you convert full 40% to cold, and each of the other 50% effects is scaled down to 30%. Never mind, misread the question and assumed we were talking about conversion on the same damage. Last edited by Mark_GGG on Mar 19, 2013, 12:00:49 AM
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The Ice Shot skill is converting 40% to cold from the skill, and 50% to whatever from the quiver. 10% remains physical.
The Lightning Arrow skill is converting 50% to lightning, and 50% to whatever from the quiver. No damage remains physical. One of these being on a totem is completely irrelevant. These are separate skills. You are never dealing damage that is ice shot damage and lightning arrow damage, so there is never any possible case where both skill conversions are applying together. If you use Lightning arrow, you are not using ice shot, and vis versa. | |
"We didn't -that's not a change. Those stats have never applied to chests. | |
"The answer is in fact in your own post. It's not possible to show the total damage of the explosion because that depends on unknown (and unknowable) factors, so it shows the base damage per target, to which the increases apply. | |
The skill cannot possibly know in advance how many charges will be present in the explosion. It would need that to show the total damage of the explosion, factoring in all modifiers. Since this is clearly impossible, it instead shows the base damage.
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"No. Reflected damage cannot (currently) apply any on-hit effects. | |
"That would only be the true if with 0% IIQ, every mod dropped at least one item, which is not the case. |