Unique Item List - 300 of 419

Onslaught is 20% increased move, attack and cast speed.
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pneuma wrote:
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Uvne wrote:
Gaining two Onslaught mods at the same time don't stack the potency, it stacks the duration.

If it works like every other buff in the game, it should reset the duration, not stack.

This is correct - the duration is refreshed, not added onto.
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Gravethought wrote:
Saw the belt above linked in chat.....

But I'm confused..... I thought Mark said one of the trap uniques gave an ability only monsters could do...... most people thought general gravicious throwing instant detonating fire traps.

This thing WOULD have done that if the trap duration was reduced by 100%.

Did this get nerfed at the last second?
He doesn't do that. He doesn't use traps at all. He casts the spell that fire traps use, with no trap involved. I said it let people do something only monsters could do with traps. In this case, converting them to "bombs" with a short duration that blow up even if not triggered, like the various alchemist monsters.
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Thalandor wrote:
I find that the wording on Ming's Heart ... doesn't follow other PoE wording.
Yes, it does. This is the same wording used on hatred and added fire damage.
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Thalandor wrote:
It should have been:
20% of Physical Damage Added as Chaos Damage
No, it should not. That would be incorrect, as the damage is not "added" damage (which matters for added damage effectiveness). Hence why all similar things were renamed with the damage effectiveness fix to make it clear they did not count as "added" damage.

Yes the "added" fire damage gem needs renamed. I will try to make that happen for release.
correct
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Thalandor wrote:
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Mark_GGG wrote:
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Thalandor wrote:
I find that the wording on Ming's Heart ... doesn't follow other PoE wording.
Yes, it does. This is the same wording used on hatred and added fire damage.


I based my first reply on gem descriptions mostly from the wiki, which uses older descriptions apparently... it seems they changed at some point, my mistake!

I suppose you went this way so that these kind of mods would not have their mechanics confused with "+increased" modifiers. I see it now, just gotta get used to it ;) I think the word "extra" is unnecessary, but heh.

Also you're mistaken for hatred, it uses the old words:
Hatred: You and nearby allies add x% of physical damage as cold damage.
hmm, looks like the aura stats file missed the update. will fix.
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ignarsoll wrote:


Really nice. I wonder which supporter is responsible for this?
No supporter, that's one of ours. We needed something which would interact well with rares/nemesis mods for the Nemesis league, and I suggested that something like this was possible - and then had to live with actually implementing it :P.

Several of us have been waiting for this one to be found, it's something of a favourite at the office. It's why I'll be starting a Nemesis character (I don't usually play hardcore, but I want this belt).

I don't know who did the flavour text for this one, but it's very cool.
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DubSGG wrote:
I hope that if I ever die on my character that its right after killing a Nemesis Rare with Fractured.
I'm afraid Fractured and Soul Conduit don't work for players (yet?). You can't spawn a monster of the type without having a monster type, which players don't.

The "Volatile" series of mods will still blow you up though.
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DubSGG wrote:
On another note, I don't seem to be receiving the nemesis mod when my totems kill a rare (im dual totem). Is this intentional?
That should work so far as I know, but it might not be following up the chain to find you. Will look into it on Monday - after the release crunch I'm not doing any work over the weekend, I need the break. Might be worth sending me a PM to find so that I remember when I get in.
Note that it gives the monster's mods, not just the nemesis mod - all the regular ones are up for grabs as well.

I'll be extremely disappointed if there aren't stories of crazy/cool things people have done with this in a few days :P
Last edited by Mark_GGG on Oct 25, 2013, 8:21:17 AM
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To clarify the "Damage to enemies on Low Life", the "Enemies take x% increased damage" stat is a separate system to the player doing increased damage - If a monster takes 100% more damage and the player deals 100% more damage, they'll multiply to have the monster take four times more damage, rather than being adding to 200% increased damage dealt to the monster. It effectively becomes a 'more' without being described that way on the item. The only thing it currently stacks with is Vulnerability and Shock stacks.



Long story short, the "increased damage" mod on that ring is possibly multiplicative with the rest of your damage. However, the wording is slightly confusing - it doesn't necessarily say "damage to enemies" just "increased damage" - maybe it's like Le Heup and just means increased damage in general (which would not be additive with other "increased" modifiers rather than multiplicative). Would be great to have a dev clarify!


This has changed since the time Blood Dance was implemented. These stats are now additive with your other damage increases rather than increasing damage taken by the enemy.

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