Double vulconus

1/ If I dual wield vulconus, will I be in perma avatar of fire?

2/ The bonus of dreadsurge "ignore fire resit when ignited" is local or global?

3/ If the bonus above is global and I equip Vulconus and dreadsurge and I play an attack skill which altern attack with main hand and off hand, what will happen? The bonus will be applied for every attack I make?

4/ If the bonus is not global but I play with dreadsurge and vulconos and I play with dual strike : will the bonus will only be applied on the hand which carry dreadsurge?

5/ In general manner, how do I know if a passive from an item is global or local?

Thank you =)
Last bumped on Jan 8, 2019, 3:28:51 PM
I'll try my best:

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Jaxisback wrote:
2/ The bonus of dreadsurge "ignore fire resit when ignited" is local or global?


Global. When it's local it says: Hits with this weapon...

"
Jaxisback wrote:
3/ If the bonus above is global and I equip Vulconus and dreadsurge and I play an attack skill which altern attack with main hand and off hand, what will happen? The bonus will be applied for every attack I make?


Yes, it will be applied for attacks from both weapons.

"
Jaxisback wrote:
5/ In general manner, how do I know if a passive from an item is global or local?


It varies quite a lot, like: increase energy shield % prefix on a chest piece is local, but increased life % is global. It takes a bit of knowledge :p

EDIT: just found this super helpful explanation from a dev:

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Mark_GGG wrote:
A local mod affects that property of the item, as opposed to a global one which affects it for your character. Thus a local mod can only occur on an item with that property, and conversely, global mods will not occur on such items.

So, purely for example, "% increased physical damage" on a ring, can't be local, because rings don't have base physical damage. "% increased physical damage" on a weapon is local, and affects the value of the weapon, rather than you. You'll see that the damage values on such a weapon are blue, rather than white, to show they've been modified by local mods.

The global version of a mod will (almost) never spawn as a random on something that it could be local on. You can get global crit mods on weapons, where they could have been local, but only as implicit mods (daggers give global crit chance, and thrusting swords give global crit multiplier). In those cases, to prevent any confusion, the global mod is specifically labelled "Global" so you can see it isn't local.

So, if you see an "% increased armour" mod on a helm, that's local, not global, and the armour value of the helm will be in blue to show that that's a modified value. If you see "% increased armour" on a ring, that's global.
Last edited by jhssf#3557 on Jan 8, 2019, 3:40:45 PM

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