Mechanical Questions Thread

Hello, a question on game mechanic I would like to clear through some examples: The Damage over Time stacking of Chaos damage of Essence drain and Bane

I understand from the wiki that Damage over time does not stack, but I would like to have the mechanic more precisely described.
The figures are not realistic but that's for the sake of simplicity. Let's say my character has:

> For Essence drain 10 Chaos DoT per second during 3 seconds (total damage 30)
> For Bane 5 Chaos Dot per second during 4 seconds (total damage 20)

Example A/ If I cast and touch a mob with ED twice with a 1 second difference, am I going to make :

1- 10 dot/second during 3 seconds, total 30 damage (= the second touch does not have any impact as long as the first is still "active")

2- 10 dot/second during 4 seconds, total 40 damage (= the second touch refreshes the duration but does not "stack" the damage)

3- 10 damage the first second, 20 the second and third, and 10 the fourth for a total of 60 damage (the two touches are stacked each according to its own characteristics)

Example B/ Same question with Bane (=is the solution to example 1 dependent on the skill or not)? the figures would be:

1- 5 dot/second during 4 seconds, total 20
2- 5 dot/second during 5 seconds, total 25
3- 5 damage second 1, 10 seconds 2,3 and 4, 5 second 5 for a total of 40 damage.

Example C/ Same question with ED+Bane : What happens if I use ED and Bane 1 sec later? Are they treated independently (and therefore stack) or not? The figures would be:

1- 10 dot/second during 3 seconds, total 30 damage (= Bane is not taken into account as it arrives when ED is still active)

2- 10 dot/second during 3 seconds, then 5 damage during 1 second, total 35 (=Bane counts only when ED is "over")

3- 15 dot/second during 3 seconds, then 5 damage during 1 second, total 50 (=ED and Bane are treated independently and therefore "stack" damage.

Would you have the answer (1/2/3 or something else) for the 3 examples and can confirm the explanations? That would be helpful in understanding the game mechanics.
Hello guys,

I am testing "cast when damage taken" and i have a question. I have linked to it immortal call and molten shell. I noticed that immortal call got triggered a lot, meanwhile molten shell almost never pop up. Both of these spell should be triggered after 2184 damage taken, so i am not sure about what is going on.

Can someone explain to me how could I have both the spells been triggered regularly?

Many Thanks.
Does using 2 new spreading rot jewels apply 2 withered per blight hit?
Or what is the benefit of going for 2 jewels instead of just 1 other than for the slow (trivial).

Does using multiple totems and 2/3 totems spamming blight apply it (withered) twice / thrice as fast?

thanks
At mangiacadaveri83

"I am testing "cast when damage taken" and i have a question. I have linked to it immortal call and molten shell. I noticed that immortal call got triggered a lot, meanwhile molten shell almost never pop up. Both of these spell should be triggered after 2184 damage taken, so i am not sure about what is going on."

Several possible things I can see:
- the level limit: did it happen that, at the time you were leveling the gems, the molten shell was too high a level for CWDT to trigger it?
- Are you refering to the detonation of molten shell or to the buff? The detonation has its own counter after it is cast.
- Molten strike lasts, but immortal call does not. Could it be that immortal call was triggered at a time molten strke could not (buff still up)

Hope this might help.
@Stil21

Several possible things I can see:
- the level limit: did it happen that, at the time you were leveling the gems, the molten shell was too high a level for CWDT to trigger it?
- Are you refering to the detonation of molten shell or to the buff? The detonation has its own counter after it is cast.
- Molten strike lasts, but immortal call does not. Could it be that immortal call was triggered at a time molten strke could not (buff still up)

Thank you for the reply,

- no, both the skills are way lower level than CWDT;
- I am referring to the buff itself, the "armor" and not to the detonation;
- Neither this, because IC got usually triggered first, while MS is not triggered at all.

I expected to see them both triggered together but as posted earlier, usually MS got triggered less than IC.
I may try some other Spell just to see if i have a different outcome.
I feel so stupid for not finding this thread sooner!

I have a few questions regarding Poison and Minions.

My first question is if you link a minion with a source of poison does that poison damage get increased by sources of increased minion damage? I know this isn't the case at all for players but does it still work for minions?

My next question is a bit more mechanically complex. The pathfinder node Nature's Reprisal states "When you kill a Poisoned Enemy during any Flask Effect, nearby Enemies are Poisoned."
Well, by using Speaker's Wreath I've discovered that if a minion causes a kill via it's poison it counts as you killing the mob via poison and triggers this ascendancy (which counts a virulence as well.) Does this poison that has newly been spread gain any of the player's bonuses to poison or is it just a copy of the previous poison?

Lastly, the Pathfinder node Master Toxicist causes "Poisons you inflict during any Flask Effect have 40% chance to deal 100% more Damage." Is this determined at the moment a poison is applied or is it a tick by tick basis? Also would it be considered when Poisons spread by Nature's Reprisal are inflicted?

I ask all this because I'm trying to make a build out of the interactions between Nature's Reprisal and minion poisons for something interesting. Was seriously considering combining it with Herald of Agony and a Dancing dervish to really spread the love.

I know it's not going to be great but I love to try to get the most out of weird builds before I start and having some clear knowledge on how all this works would really help me a lot.
Hello, i wanted improve quality more than 20% in my weapon claw, and there https://pathofexile.gamepedia.com/Quality
i wrote that "A resonator with Perfect Fossil socketed, increasing quality up to 30%", i buy this fossil in market and when i used it my weapon stats change and now its trash weapon. Can u please bring me back my last weapon with that stats, i really didnt know about it, cuz in site i saw this message and thought that i could improve my quality more than 20%.
Help me please.
The Occultist Ascendency Malediction provides the Malediction debuff to cursed enemies. Is Malediction affected by curse resistance, or will it always provide -10% damage dealt, +10% damage received?
Last edited by jlh165 on Mar 16, 2019, 9:58:52 AM
The 3.6 patch notes stated that Delve depths 'below 58' have had their fossil spawn rate lowered, but after several hours farming depths 60-80, I found around 1/10 the number of fossils I did in previous leagues. Definitely well beyond bad rng, so I figure the 58 stated was an error or something was changed since the patch notes were posted. I'd just like to know some details on this, at what depths do fossils start appearing in numbers similar to last league at depths 40-60? Thanks!
If I place down my dread banner with 50 stacks, does the increased fortify effect last the whole 50 seconds or just 2.5 seconds. Also how much increased fortify effect do i end up with, 100% or 150%?

Report Forum Post

Report Account:

Report Type

Additional Info