Mechanics thread
"Avatar of Fire actually converts all unconverted physical damage. It lets set-amount conversions take some of the damage and then converts the rest to fire. "No. You can't get the same bonus twice on the same value. You'll only get the benefit of increased elemental damage once. | |
"750% of maximum mana per minute (12.5% per second). | |
life leech has a higher rate than mana leech, 1200% per minute.
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"It increases that value by X%. If you had 10% increased mana leech rate, it would increase to 750 + 75 = 825% of maximum mana per minute. | |
"100% less damage (i.e. you do no damage). This only occurs at the furthest-out point that it's possible for an arrow to hit (you can shoot things at this distance sometimes in the upper corners, but other than that it's off screen somewhere. | |
"The obvious way? Or perhaps I'm misunderstanding the question. You cause reflection, the amount of damage to reflect back is calculated, and then your physical reduction for that hit is calculated exactly as if a monster had just hit you for that much. I'm not sure how else it could work. | |
"nope, it does exactly the same calculation as though a monster had hit you for that much. Since monsters reflect only 50% of your damage back, and that's capped at 25% or less of you max life + ES, this value may well be small enough compared to actual monster damage that armour (which has more effect on smaller hits) is quite good against reflected damage, but I don't really know how the balance lines up on that point. If you want a special case, physical damage over time, on the other hand, is currently unaffected by armour. Because it's dealt in tiny quantities every few milliseconds and applying armour to that would completely negate it - this is likely to change when we have a nicer solution. | |
Just a heads-up Malice that the stuff we were talking about back on page 15/16 or so about local mods went through with 0.9.7c
Local % increase modifiers to: attack speed critical strike chance critical strike multiplier accuracy on weapons now all apply multiplicatively - effectively increasing the "base" value of the weapon. This brings them in line with all other local mods (damage on weapons already did this, and armour % increases have always been this way). It should still be the case that non-local versions of these can't spawn on weapons - basically if a mod comes in local and non-local versions, then only the local version is available on the item type which could use a local version (i.e. which has some of the thing being increased inherently), and the non-local version can only spawn on other items. EDIT: Forgot to mention the exception: non-local crit multiplier increase cannot spawn on weapons as a magic/rare mod, but is the implicit mod for thrusting swords. non-local crit chance increase cannot sapwn on weapons as a magic/rare mod, but is the implicit mod on daggers. | |
"Yes this was bugged for attack speed. Fixing now. Critical Strike multiplier may also be bugged the same way. Fixed for a future patch. Last edited by Mark_GGG on Mar 21, 2012, 9:49:25 PM
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"Not at work so can't check, but since the extra XP and the other stat increases monsters get for having multiple players are all applied together as one buff on the monster, it seems very likely that the bonus exp is still awarded. |