Explosive Arrow

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Balance & Design
Last bumped on Sep 23, 2021, 12:15:39 AM
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Yes, fire and elemental damage increases will apply (as well as weapon fire damage and weapon elemental damage).

The reason it doesn't show on the tooltip is that damage isn't in the skill, where it would be being increased, until it occurs and gets added based on the number of charges. There is a solution to this which can be implemented, but once it's done it creates extra work every time we make a new things which can affect damage by effectively creating a new place we have to modify, so we haven't done that yet as we're frequently adding more damage stuff, and don't want all that extra hassle.

Elemental hit is the same.

Basically, the tooltip is showing the base damage which will be added. When it's added and is in the skill, it's affected by it, but the tooltip can't show that because it isn't in the skill when you're looking at the tooltip.
All feedback after this point is for 0.9.6.
Balance & Design
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sanddemon wrote:
How does crit actually work with this? I'm assuming crit on the attack makes your initial bow damage do more while there's spell crit on the actual explosion? Is that correct to assuming that there are two separate mechanics (an attack and a spell) and two possible instances of crit (meaning you can crit one without the other)?
There is no spell whatsoever involved in this skill. It is not affected in any way by any spell-specific bonuses.
There is an attack (the arrow), and there is secondary damage (the explosion). The explosion is not spell damage or weapon damage, and is not affected by increases specific to either.
The skill makes a single crit roll, which is used by both the attack and the explosion, but because the explosion is not weapon damage and not affected by weapon-specific modifiers to crit chance, it's possible that the roll is enough to crit with the weapon crit chance but not the explosion, and vis versa.
Never mind, turns out it actually rerolls the crit roll for the explosion. Missed that before.
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sanddemon wrote:
Does temporal chains make the fuse last longer?
Yes.
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sanddemon wrote:
How does added damage affect the fuses? Is it per fuse or once on the explosion? Does it also affect the initial hit?
All the fuses make a single explosion, which is affected once by any relevant added damage
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sanddemon wrote:
How does concentrated area of effect support work on this? Is it your final radius cut by 50% or is it each fuse adds less? What about increased area of effect support?
The fuses add to the base area, which is then increased/reduced by any relevant % modifiers.
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sanddemon wrote:
Are supports usually calculated at the end (like added weapon elem damage)?
No, how a stat affects a calculation has absolutely nothing whatsoever to do with whether it's a support and everything to do with what the actual stat in question is.
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sanddemon wrote:
And this is more about burning, but just to clarify - if I use this and Multi-proj and let's say 5 instances all crit (each get calculated separately?)
The entire attack uses the same one crit roll.
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sanddemon wrote:
I'm assuming there's only one non-stacking burn instance on each mob correct?
If you use multiple projectiles, there will be multiple explosions (at only very slightly different times due to differences in the distance the arrows travel to each target). If they all crit, each will inflict burning separately. Multiple instances of burning on the same target do not stack, but are not ignored either - extra instances of burning will stay disabled until the initial one runs out then burn for whatever time they have left. In this case, you will in practice get very little extra burn time from this because they're all put on so close together, and so run out at very close to the same time.
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sanddemon wrote:
The crit flask....how does it work with this? Would you need to use it right before the fuse wears off?
I believe that is the case for this skill.
Last edited by Mark_GGG on Feb 22, 2012, 6:26:10 PM
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sanddemon wrote:
So because of how the ability "stacks", where you hit someone and add charges, is it the first attack that is the crit roll for the explosion or the last?

Here's the example:

1. You attack, roll and get no crit, attack hits the mob, and place a charge.
2. You attack, roll and land a crit, attack hits the mob, you place another charge.
3. Fuse duration ends and explosion happens.

Is it roll #2 or the roll #1 that is relevant to the explosion? I'm doubting it's roll #2 from what you stated because it seems the 2nd attack just adds fuse charges and nothing else.
Turns out I was wrong, the explosion does in fact make a another crit roll, after the initial hit has been calculated.
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sanddemon wrote:
So then if it is #1 wouldn't you want to use the flask before firing the first shot to guarantee BOTH crit or does turning on the flask right before the explosion change all "returns" at that time? In your suggestion of using it right before the explosion, it would mean that the flask returns to any caluclation "it crit" but then returns the original value later if asked again (like when the explosion goes off). So if I used a flask, crit attack a mob even though I failed the roll, flask ends, explosion happens I might not crit.
There is a crit roll, and a crit chance. If, at the point the damage is calculated, the crit chance is greater than the roll, then it's a crit.

The flask overrides the chance to 100%, meaning it's always grater than the roll. But only while the flask is in effect. It has no effect on the roll.
The roll stays the same from when it was made.
Last edited by Mark_GGG on Feb 22, 2012, 6:29:12 PM
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pathlale wrote:
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Mark_GGG wrote:
Yes, fire and elemental damage increases will apply (as well as weapon fire damage and weapon elemental damage).


After reading this I took the "Catalyze" passive skill in the templar area (40% increased Elemental Damage with Weapons).

This passive does not increase the damage of explosive arrow at all.

Did I understand it wrong ?
The explosion is not weapon damage. Increases to elemental damage on weapons do work with explosive arrow, but only on the initial hit with the weapon, not the explosion.
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UristMcDwarfy wrote:
I don't think the actual explosive arrow attack does any sort of fire damage anymore (it used to do "+% of physical damage added as fire damage" for quality versions, as I recall, but was changed to chance to ignite). So I'm guessing weapon elemental damage isn't really useful on this anymore unless you add your own elemental damage?
Oh, if that's changed, then yeah, you'd need to add elemental damage from some other source.
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sanddemon wrote:
Still hoping Mark sees the last post, since it seemed like he said it did work then didn't.
The post I was responding to in the quote was ambiguous as to which part it was referring to, and I appear to have interpreted it wrong, which has lead to misunderstandings. Weapon elemental damage increases - and for that matter any bonus specific to weapons - will have no effect on the explosion, because that isn't weapon damage.

The arrow hit IS weapon damage, and is affected, but this skill no longer inherently does elemental damage on the hit (it used to).
Feedback after this point is for 0.9.7
Balance & Design
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Shadowstorm wrote:
Is there a maximum amount of fuse charges that can be applied to a single target? UristMcDwarfy said 5 was the maximum, but there wasn't any confirmation that this was true, and it doesn't say there is a maximum anywhere in the skill description.
Five is correct.
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Shadowstorm wrote:
Does the Concentrated Effect Support Gem affect the damage of the explosion?
Yes
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Shadowstorm wrote:
Will the Mana Leech and Life Leech Support Gems provide mana and life for the explosion damage, or only for the initial hit of the arrow?
Both

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