Questions On: CI, crits w/ traps, and traps in general
I will update this OP as I think of more questions and as they are answered. Bolded text is the answer to the prior unbolded question(s).
1. If a trap scores a critical hit, will that crit count as one of the player's and thereby recharge Surgeon flasks? Crits scored by traps will not refill Surgeon flasks. 2. If I use Multiple Traps, will all three traps from that use have the same crit roll, or separate rolls? Traps used with Multiple Traps will either all crit or not crit. All three share the same roll. 3. According to the wiki, the delay time to begin recharging ES is 600 divided by 100 + modifiers. If I have 135% increased recharge, would that correctly come to ~2.55 second delay and would this be sufficient as a method to restore ES? Assume 7+k ES, no leech, no regeneration, but excellent character control. 4. Would two Ungil's Gauches be a good method to level up, as it provides up to 55% base block chance and 180% increased crit chance. I'm well aware they provide no spell damage. Or are there better alternatives that are about the same price? 5. Does enemy evasion have any impact on spell/trap crit chance? Or does evasion only work on negating attack critical strikes? Evasion only affects attack crits. Spell crits will crit if the initial roll is successful. 6. I noticed in one of Hegemony's videos that some of the Grandmasters in the unique map would be stopped and even killed by a trap while using Leap Slam. Is Lightning Warp the only mobility skill that doesn't actually move you across the distance and set off traps? Lightning Warp and Blink Arrow are the only current mobility skills that don't actually traverse you over terrain, thereby bypassing any ground effects or traps. 7. Would the Incandescent Heart be a good chest? Assume that I have physical immunity due to Immortal Call and high ES/res values on other gear. Would the 25% "free" mitigation due to Chaos Inoculation be worth a lower ES value chest? One good reason being Atziri. If I have 79% fire resistance (due to Purity of Fire), wouldn't this make it much easier to take damage from her? Last edited by Natharias#4684 on Mar 5, 2015, 7:10:50 PM
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1. No, you're not the one scoring the crit.
2. Same roll. 3. Yeah, it's 2,55s. Depends on how excellent your character control is, but you should be prepared to die now and then. Natural ES regen isn't out of favor for no reason, the game is much different from back when it used to work, enemies are faster, skills are harder to avoid... 4. I'd prefer a caster wand/shield for faster levelling. 5. Only attacks have crit confirmation roll. 6. Blink arrow too. Wish the armchair developers would go back to developing armchairs.
◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► |
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3. your calculation is correct and i found 100%+ increase to be sufficient for most cases so 135% seems good. The only problem are boss fights where it is very hard to avoid taking damage at all like the 70 Merveil, 76 Megaera and Atziri (certainly possible to do but not that easy).
5. evasion only affects attacks so the specific traps are unaffected. If, however, you link an attack with the trap suport gem, it should be influenced by accuracy/evasion i think. 6. Blink Arrow should not trigger them as well. 11.02.2013 - 11.02.2017: four year PoE anniversary!
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" Well the thing is getting crit chance and spell damage on a wand and shield is a lot harder, plus two Ungil's (legacy due to already having them) will give 55% block chance. That's a huge benefit against attacks, both melee and projectile. Then add in 180% crit chance and that can help score crits. Don't forget the dex mods they grant :D As for avoiding damage, I'm planning on using CWDT + Frost Wall (level 1, to proc asap) and CWS + Frost Wall. It won't stop the damage but it prevents some melee enemies and most projectiles and spells from dealing further damage. This will buy 1-2 seconds, depending on the situation. |
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Be aware that burning ground and being ignited stops your ES recharge, it's not easy to avoid.
The new Leo master can craft recharge mods on rings, you might wanna look into that later. A Cold Snap-Ele Prolif trap can also help let you recharge your ES. | |
" Yeah I'm looking at those rings. 10-20% increased recharge delay is far superior to 20% increased ES for rings. I have 175% raw from the tree, with 340 intelligence before gear. With 2k base ES and minimum 243% increased ES (340 int and 175% raw) I'd have: 6,860 after increases. 7,889 after 15% more from Infused Shield If I get 2x 20% increased ES rings, I'd only have: 7,660 after increases. Difference of 800. 8,809 after Infused Shield. Difference of 920. A maximum difference of 920 ES. But with 2x 20% recharge rings I'd go from a 2.55 second delay to 2.18. This is far, far more valuable to me but way out of my reach. I'm already at Elreon 7 but have nothing for Leo, since I don't have any reliable PvP characters. Edit: As for ground effects, that's why I brought up things like Lightning Warp. Last edited by Natharias#4684 on Mar 5, 2015, 7:08:00 PM
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4. Crit won't be HUGE while leveling. They're a good option but life sprigs or Searing Touch would be superior IMO.
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" Searing Touch would be a horrible choice. It's only really good for burn builds and that would drastically lower trap options. As previously noted by Zed_, you can use Cold Snap + Ele Prolif or Freeze Mine + Ele Prolif to permafreeze all lower level trash mobs quite easily. It'll become a good source of damage with proper wand/shield or crit. What little I did meddle in traps I found that Arc, Flame Surge, Firestorm, Ball Lightning, and even Lightning Trap are quite viable. The only GMP variants that are viable are Freezing Pulse, Arctic Breath, and Fireball, though not as much as other traps. Most of those aren't fire. Fewer still don't ignite or cause burn (Flame Surge, and Firestorm's low damage nullifies any burns you can do, and then Fireball + GMP removes the desire to do burns) I'd take Trap + Multiple Traps + Reduced Duration + Fireball + Arctic Breath + GMP any day over Fireball + Chance to Ignite + Increased Burning Damage. But I wouldn't do dual Ungil's just because of crit. I did mention the 55% block chance. That's very desirable when you rely on not taking damage to recover lost hit points. Last edited by Natharias#4684 on Mar 5, 2015, 10:32:56 PM
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I think ST is good because of the + gem levels. I tend to not bother using many linked items while leveling and care purely for stats, a 4L+ on a unique staff is quite nice. I'd also only level a trapper with one trap (fire trap) to save links -> currency.
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" ST is not a trap nor can be supported by Trap. |
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