Mechanical Questions Thread

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ThisIsZardox wrote:
How does Assassin's Ambush interact with spells like Firestorm that roll crit when you cast them? Do spells like these just not benefit from this keystone?
All skills, with very few exceptions, roll crit once, when the skill is used. Firestorm isn't special in this respect, that's just how crit works.
The critical strike chance against some enemies can be higher than against others - in cases such as these, if the skill's crit roll falls between the two, it will crit some enemies but not others.

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MuCephei wrote:
If a weapon has a mod "Adds #-# Fire Damage to Spells", do all spell and fire damage modifiers apply to that added damage?
And, in case the spell is projectile-based, would that damage be added to each projectile?

For example if my Incinerate spell gets 30-50 added fire damage from my equipped weapon and I am running with 100% increased spell damage, would each projectile deal now 60-100 extra fire damage?
Yes.

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frenchpunk wrote:
Hi, I have some questions about LA.
What does represent the DPS shown on the skill stats ? Is it DPS per projectile or total DPS if you hit every arrow on the same target ?
DPS of a skill always is shown against a single enemy, meaning it's assuming one arrow will hit that enemy once.
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frenchpunk wrote:
And finally, how does the AoE works ? Is it inculded in the DPS, or is there an additional damage to calculate ?
Lightning Arrow does not deal AoE damage - it sends out lightning to individually hit a set number of enemies within an area. This cannot include the target hit by the arrow. The damage dealt is the same as on the arrow hit.
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frenchpunk wrote:
Does the AoE proc on every target it pierces, or does it only proc on the last hit
The lightning hits nearby enemies every time the arrow hits an enemy.

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Cephyros wrote:
I have two question to Elemental Conflux and the interaction with Traps. Is it right that when I have the buff the trap will apply the shock, ignite and chill, is this how it suppose to work?
Yes. The trap is using your skill, which has your stats.
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Cephyros wrote:
And secondly, when I kill something with degen, so like the southbound gloves trick, you have a skill that poisons and you use the gloves, now the degen will kill it and you receive the conflux buff, is this suppose to work like it is now?
I'm not sure what part of this you're asking about. Southbond specifically says it prevents your hits from killing enemies, so damage over time, which doesn't hit, can still kill things.

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Say I cast it far enough away that my character's going to spin 5 times for 10 total hits. Is the crit check of the first hit going to determine whether or not the next 9 hits crit?
Cyclone, like almost all skills, makes the crit roll once, when the skill is used. However, that does not mean the same as what you've written here. The crit roll is made before anything is hit, and it is compared to the chance to crit against each enemy that's hit with that use of the skill. If the chance to crit against all the enemies hit is the same, then they'll either all be crits or all not, since they're compared against the same roll. As noted above, if something means that the chance to crit some enemies is different, they might not be.

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Boomdog83 wrote:
I posted a question (bug?) about Ancestral Warchief's mechanics when dual wielding here: https://www.pathofexile.com/forum/view-thread/1687709/. Could you check it out?
Please ask specific questions in this thread. This thread is not here to draw my attention to things, and will not work well for that purpose.

Regarding the content of that thread, Ancestral Warchief definitely only cares about main-hand attack speed. It's possible that it used to be bugged, but it is working correctly now.

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Kyrone wrote:
I have a few questions about Lightning Arrow mechanics.
I've started a Deadeye, using lightning arrow with 100% pierce chance.
LA does not have the projectile tag - but it benefits from stuff like Drillneck as well as from projectile damage nodes on the tree and LMP/GMP. Therefore I assumed it might be considered a projectile but simply missing the projectile tag.
It is not missing the tag - bow attacks don't get a seperate projectile tag, because the "bow" tag is considered to include it. the arows are indeed projectiles.
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Kyrone wrote:
Thus I went for Powerful Precision as my 8th ascendancy, expecting this to work with LA as well. However, the part of "Attack Projectiles return to you after hitting targets" does not trigger. I do however gain 100% increased crit chance from this node.
If the arrow always pierces, it never finishes hitting targets, so can't return. A given projectile can only continue after hitting a target in one way at a time - yours will always pierce, so will never be able to return to you instead.
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Kyrone wrote:
And in case I did, what would happen if I respec'd into Ricochet, gaining +1 chain together with my 100% pierce chance? Would that even work?
Again, no. A projectile cannot both pierce and chain - since yours will always pierce, they never get to chain.
If you give vendor 3 same maps (for example 3x Crystal Ore Map), you get 1 Factory Map.

So, if you want to do the Cartographer's Chisel recipe (3 recipes at the same time), which is 20% Quality Gavel/Rock Breaker + random map, you get Factory Map + 3 Blacksmith's Whetstone.

3x Crystal Ore Map + 3x 20% Gavel = 1x Factory + 3x Blacksmith's Whetstone



I think it should prioritized to be 3x Cartographer's Chisel.
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FCK42 wrote:
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Vipermagi wrote:
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South_North wrote:
Does cyclone "cast" rolls one time for bleed or not, and if it rolls, does it apply bleed until that cast(action) has ended or it rolls change to bleed per hit it does while hitting enemies?
Usually i would go with simple logic that it applies per hit, but this is PoE after all.. :P

All on-Hit effects are rolled... on Hit. :P One roll per Hit you land.


Cyclone isn't very intuitive there, due to how it works with crit.

Speaking of crit, I'm absolutely confused by bear trap. On the one hand it counts as a spell for the sake of gruthkul's pelt, on the other hand it isn't affected by spell crit increases. Which is pretty weird. My question: Are both of these intended or is one of them a bug?

Gem tags that it has are a bug :)

It used to say 'spell' but that was a bit confusing to some players because it doesn't deal spell damage, just like detonate dead or shockwave totem (at the time it didn't). So, the other two got the 'cast' tag instead which means 'spell that doesn't do spell damage' but bear trap couldn't get one because you don't cast it.

Well, the rule of thumb is that anything that isn't an attack or a warcry is implicitly a spell, it might do spell damage, it might not or it might do no damage at all. But if it isn't doing spell damage it won't be affected by spell crit, that part works fine.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Last edited by raics on Aug 10, 2017, 4:42:15 AM
Is there any way to tell when the question was asked? For example, Mark answered just now but when were the questions actually asked?
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syjytg wrote:
Is there any way to tell when the question was asked? For example, Mark answered just now but when were the questions actually asked?

This is one of the questions answered in the last post.
My very auld brain has a question on minefield, and it's interaction with bomb specialist and saboteur. What i'm seeing happen may be perfectly normal, but my brain isn't understanding it.

I use a simple fire nova mine build (Kiko's) and am enjoying it, however:

The basic gist is, if you can drop 5 mines to start with... then add a minefield support (supported skills can have up to 2 additional remote mines placed at a time).... then add saboteur (can have up to 1 additional remote mine placed at a time)... then add bomb specialist (can have up to 2 additional remote mines placed at a time)....

....that's 10 mines.

Minefeild support now causes 3 mines to be placed at one "dropping"... so i assume that the cluster of three counts as three, but i still get the additional 2 as well in my total? That seems to be what's happening, because without the minefield support, i can place 8 single mines.... with the support i'm placing 4 sets (of three, but my eyes aren't good enough to make out if two of the first set vanish when i lay the 4th set).

As i said, this may be exactly how it's supposed to work, but for the life (or sanity) of me, i can't find anything telling me that's how it works.
Gem does not work to reduce mana 2% (wit the winner)After installing the stone and restarting the aura, the amount of mana left does not change, why?
Last edited by wwwwwdddddwwwww on Aug 10, 2017, 9:07:05 AM
How is interacting Melee on full life, cyclone and blood magic.
Is the condition for "melee on full life" checked at the start of cyclone (meaning it won't be applied because of blood magic), or at the moment of each hit?
I have noticed that Dark Pact's life removal is stopping ES recharge. Vipermagi kindly replied that ANY cause of life loss or removal (not limited to damage) will stop ES recharge. My question is - is this actually an intended mechanic? Or should only something classed as damage stop ES recharge?
Oh sorry i found confirmed info.
Last edited by Polopiryn on Aug 10, 2017, 1:23:17 PM

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