Mechanical Questions Thread
"When calculating a hit of damage against you, if it would deal fire damage, you have a chance to not have that damage happen. "It's quite dissimilar to dodge - dodge prevents hits, avoiding damage stops some of the damage of a hit. You still will be hit (even if only for 0 damage). They apply in different ways, at different times. It applies to any hit. "I don't know what you mean by this. "Support names are indicative in general of what they do. They are explicitly not supposed to be full descriptions of exactly how they work. That's what the stat descriptions on the support are for. "Yes. "Not really. That depends on all kinds of factors. If I tried to list armour values for every monster at each level they could spawn at, the list would be out of date before I finished it. "Not inherently, no. "No. Monsters do not have passives. "Monster's skills may have such damage modifiers. In addtion, monsters get increased life and damage (among other modifiers) for being magic/rare/unique, and get increased life based on the number of players in the party. "Yes. "Only the hit. Modifiers that are conditional on some state of the enemy cannot affect damage over time. | |
"The radius of the Sigularity item aura is 25 "You seem to be confused. This item does not grant Phase Run. Phasing and Phase Run are different things. Phasing is the state of being able to pass through enemies. It's granted by lots of things, including the Quartz Flask effect, the buff from the Phase Run skill, and several passive skills. Some of those things also grant visual effects (such as the flask effect and the buff from Phase Run, which each have their own different visual effect). Phase Run is a specific skill, which adds a buff to the player. This buff grants multiple bonuses, one of which is Phasing, and also applies a visual effect to the character. "They do. They won't affect cast speed as shown on your character screen, because that can only show the speed your character would use the skill at. "Only character level and difficulty matter. "No. The chance to pierce cannot be higher than 100%. "Yes. "No. "No. Auras should not be triggerable. This will likely be fixed in future, but is not high priority. "Yes. Whenever a skill creates degen, it stores the relevant IIQ/IIR modifiers in that degen so they can be used if that degen gets assigned the kill. "Because they are different gems with different balance. Last edited by Mark_GGG on Jun 28, 2016, 8:42:10 PM
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"Because that projectile is not affected by projectile speed modifiers, so that support can't apply. "I would need to know in what context to answer this conclusively, but probably yes. "It will trigger on the second hit, and then reset the skill's damage count. Note that each skill tracks damage separately (and does not count damage recieved while on cooldown) so it's not technically correct to say the CwDT setup has a damage threshold. The support is separately supporting each individual skill by giving that skill it's own threshold. "Yes. "No, it's very different from assassin's mark - it's an increase to your critical strike chance, just like it says. Assassin's mark is an addition to the enemy's chance to be critically struck. "No. See this post for more details. "Mines (and traps) do not cast things instantly. All cast speed modifiers still apply. "Yours. It's casting your lightning warp skill, so uses your speed. "Correct. Reflected damage is spearate from you, it isn't calculated with your stats, so isn't affected by them. "No. Reflected damage does not have your offensive stats, so cannot be affected by them. "Reflected damage cannot cause on-hit effects. "The base range is 12. Since it originates from the totem, not you, and is not part of your skill being used by the totem, it will only be affected by the totem's modifiers to area, not yours - currently I don't believe there's any way to give them any such modifiers. | |
"No. The daily mod only does what it says. It doesn't apply a league. "From the "Gameplay Help and Discussion" subforum, click on the "GGG" Icon beside this thread to see only posts from GGG staff. This works on any thread with GGG posts. Note that because of my very large reply which encompassed several pages of questions, this may take some time to load - I'm making one replay per page for now to reduce this effect. "They both say "increased damage", not "increased damage taken", and that's what they apply to. Anything affecting the damage taken by an entity, rather than damage dealt, says "taken" or "take". "Yes. The auras are granting that bonus as part of their effect, so it's affected by things that modify the effect of the auras. "This is not a bug. After a trap's duration is up, it can't persist, so it can't last long enough to re-arm and wait to trigger again - You only reach the end of your duration once, and then your duration is up and you can't do more. This was discussed in the past and the wording on Unstable Payload is likely to be improved at some point to make it more clear how it works. "Because of a known issue where degen kills from temporary objects need to be assigned to you since the traps/mines/totems might not exist at the time the kill occurs. This will be fixed in the long term. "The first is affecting your skills, and your totems use your skills, not their own. The second is checking state about your character (whether you've killed recently or not). On-kill and on-hit descriptions are planned for a rework to make them more clear in the medium term, but other things have more priority at the moment. "It is a Spell, Movement, Duration, Cold, and Area skill. | |
"Ignite (and other burning) always deal fire damage. "Damage over time does not "tick" in the way you describe. It's constantly occuring. A poison dealing 100 damage per second for 0.69 seconds will deal 69 total damage, just like a car driving at 100km per hour for 0.69 hours will end up 69km from where it started. "Yes. I will look into making this clearer in the stat description when I get time. "Exactly the same as the initial hit, but with different sets of modifiers applying to the same base damage, such as none of them being affected by melee-specific modifiers, and the fire/cold ones being affected by area/projectile damage respectively. "Each effect is equally likely. "The same as any other skill "If you're certain you're not using Herald of Ash or some other igniting effect, please make a post in the bug reports forum including which character this occurs on and your reproduction steps so we can look into this. "The tooltip accounts only for the initial melee hit. "Yes. "Flameblast calculates it's damage when it explodes. It couldn't possibly do it sooner since it needs to know the number of stages you channel it to to know it's damage. "It's just the same as any other modifier to damage taken - it affects damage taken by the character, after all mitigation (resitances, etc). Since it's reduced, it will be additive with other increased/reduced damage taken modfiers, such as Fortify or Shock. | |
"No. The buff is only granted to things they hit with melee attacks. "Elemental Conflux is boolean. Damage either does or does not count towards applying a status ailment - you can't increase "does" by 10%. Similarly, it makes all hits apply each status ailment, and you can't increase "applies". It's already having as much effect as it can. "Yes, as they are both "increased" modifiers applying to the same value (the effect of the buff). "No. Onslaught is not itself a buff, it's a bonus that can be granted by a buff (or by other things). A buff granting onslaught is saying "you have onslaught", and this is a boolean thing which cannot be increased. Having the onslaught property grants your character some numerical bonuses, which are what Avatar of the Chase is affecting. "Yes, those are buffs, and one of their effects is dealing damage to the player. "Yes. "increased" modifiers to the same value stack additively. "Rounding is done as is standard in this game, by truncating values to just the integer part. Whether this is favourable or unfavourable depends on what's being rounded and how much of it there is. "Totems are using your skills. Your skills benefit from the bonus when you do. "I don't know what you mean by "acquisition distance". Increasing weapon range will increase the range he can target at. Increasing AoE will increase the size of the AoE slam, and the range it can be targeted at, since the slam is restricted such that the edge of the area must be in range, not the centre. "No. The point of "X damage taken as Y" modifiers is to change what things scale that damage. Increased physical damage taken will only apply to the physical damage you take, not damage of any other type. "Area modifiers affec radius. The volleys are effectively sections along the edge of a large circle. Increasing radius makes them "longer" (more distance from closest to furthest area covered from player). Increasing the "width" is effectivly changing the angle along that circle that's covered, which is not available as a modifier. "Both the spacing and the "length" are increased the same, so the overlapping area is increased as well (but not as much if only the "length" was increased and they kept the same spacing). "Damage taken modifiers affect all damage taken, including from damage over time. However, that damage is not secondary damage. "You are wrong. Damage conversion does not and cannot occur after mitigation. It applies to the damage stats of the item, before they're used to calculate damage for a hit. Armour has no effect on the elemental damage dealt. "It is not random, but due to the way it works, it also cannot be determined that way in advance. This may be possible in future if it gets refactored. "A hit can only apply one instance of each status ailment, and all damage that can contribute to that status ailment does so. "Yes. "No, Icestorm cannot apply status ailments while supported by Elemental Focus. | |
"The base Trap Trigger radius is 10. The base Mine targeting radius is 60. "Not unless you convert all the damage to elemental. "It's a Clone, working the same as ones from Blink/Mirror arrow. Exact stats depend on the level of the skill and are too much detail for me to list here. "Before. If you're on very low life values, you'll gain the life in time for it to be a buffer against Scold's damage. "Correct. Dead traps can't trigger. "Yes. You're using the skill. "No. That was not a Bleed you inflicted on a Maimed enemy - you inflicted it on a non-maimed enemy. More generally, DoT cannot update to account for changes in state. "It's one chance to cast all the socketed lightning spells. "Yes "Tar is not a slow, it's reduced movement speed. There is no cap on Slow (if there was, Freeze wouldn't work - it's a 100% slow). There is a specific cap on the effect of Temporal Chains, at 75%, but this does not affect other slows. "Yes. It doubles the amount of armour the item grants, which is then modified by your global modifiers to armour. "The projectiles have a small amount of variance in where they aim, so they'll spread more the further out they fly. This makes hitting closer entities easier than further ones. Additional projectiles are fired one at a time after the bse projectiles - Bararge already has the additional projectiles stat to fire more than one. adding to it just adds to the number if fires. "All skills that the mine targets enemies with are affected by the mine trigger radius. Note that this is a maximum - it won't let the mine target an enemy that's within the mine trigger radius but outside the range of the skill (the same is true of trap trigger radius). "I'm answering all the questions myself, save those that are off-topic for the thread or I've already answered in previous posts, so while you're free to do it, it's somewhat wasted work. "You took 100 damage, the stun was calculated on the damage you took. MoM does nothing at all to modify how much damage you take, just where it's taken from. "Vortex (the skill) will not chill with it's cold damage while affected by this support. The ground effect it leaves behind is a spearate thing that happens to apply chill, but is not the skill applying chill. | |
" This is both backwards and incomplete. If you critically strike either A or B, then you count as having crit with the skill (not the other way around). The crit roll being the same for the whole skill means that if your chance to crit against both A and B is the same, you'll crit both or niether, but Assassin's Mark is not the only thing that could cause such a difference. Any conditional or enemy-specific crit chance modifier could do this. "Yes. In this case, you still count as having crit with the skill. "Yes. "Each critical strike you get has a 35% chance to generate a power charge, but you can't gain more than one. In theory this should be a 35% chance to gain a charge if you get a crit (i.e. if you get at least one critical strike on A or B), but if you fail that roll, the skill doesn't know it tried, so will re-roll on each subsequent hit - the knowledge that you've already tried to gain a power charge for the crit is only possible if you have the charge. So it will currently keep rolling on each hit. "As above. "Each hit has a 15% chance to ignite the monster being hit. That ignite will be based on that hit, and will proliferate to other enemies within a small radius. It's highly unlikely that one ignite will hit an entire pack unless you've gone to effort to compact them in, and even if it can, elemental proliferation is still not useless, as every hit proliferates, and since the strongest ignite applies, more individual hits igniting means some will roll more fire damage, and thus a stronger ignite, than others. Igniting each monster individually without proliferation is less good than igniting each monster idividually with proliferation, because if one of them rolls high, all of the enemies wi proliferation range take that higher damage. "Each hit has it's own chance, but you'll only be able to get one, just like the charges. "They are not incompatable. However, Herald of Thunder has the same restriction as any normal skill that it can only gain one charge per skill use, so once you've got that one charge, you'd need to refresh the Herald to get another. This is likely to be changed in a future patch. "Each bolt has it's own crit roll. They are independant. "When you kill a shocked enemy, it creates a set of lightning bolts. This is not an effect on you or a status ailment. Each set of bolts is independant (and has it's own location). "Just like the above charge-gainging cases, it will roll on eahc time the event occurs, until you get the charge. "Most things. They are very different skills, and trying to list all the differences here is beyond the scope of this thread. I need to know what in particular you want to know about the functionality of the skills. "Yes. Vaal Righteous Fire cannot be totemified. It's fundamental to the design of the skill that it's drawback apply to the player. "Technically, yes. I'm not aware of any way in which this could matter. "Because the skill you used that was linked to Curse on Hit and a Curse threw a trap but never hit anything, and the skill the trap was the trap's only skill, and had no curses to apply. Traps do not have sockets. when you trappify a skill, you're changing that skill to create a trap that will have only that skill, and none of your other ones. "Outside of their item classes, which are just jewels and flasks, they're items. There isn't any other category. "As discussed previously in the thread, conditional modifiers to damage can't apply to damage over time. "As mentioned previously in the thread, Blast Rain was bugged and incorrectly checking spell dodge rather than regular evasion+dodge. "Not at all. The bug only applied to the initial hit check. "There is no "attacks can't miss" mod. There's a "hits can't be evaded" mod, and it means evasion does nothing against those hits, including when confirming the crit. "The projectiles move at an average speed of close to 120 units/s for roughly 0.25 seconds of travel before they stop colliding with things, putting their effective range at somewhere around 30ish units. Then inherently have a variation of +/-40% base speed, but the average will be around 30. "Similar calculation of around 165ish speed and 0.375s travel time suggests 60ish units. "No. "Nearby" is specifically (and only) meant to indicate that there is a range on an effect, not anything about what that range is. "25 units. "100%. Pierce chance can never be more than 100%. "Yes. "Yes. "No. You haev the Herald buff, but didn't shatter the enemy, and the mine did shatter the enemy, but does not have the Herald buff. "There's a valid concern here, but I'm fine filtering out such "noise" manually, and not including it in my responses (with this exception, because this is worth discussing). I've updated the OP to include a link to the thread filtered to just my posts, so people can just get answers (with their associated questions) that way. There may be more on the way to help people sort through and find the answers they're interested in, but I can't say anything for sure yet. "Those skills are both attacks, which are performed with your weapons. "Not for any time, no, but Commandment Of Frost happens during the killing hit - as an on-kill triggered effect, it is part of the process of the monster dying, so the monster hasn't finished dying when the enchantment skill hits it again. This is on the list to improve long-term, but since it's rare and doesn't cause any real problems, is fairly low priority. "No. Ball Lightning does no pulse, it sends bolts of lightning at specific targets independantly. The "of Winter" skills have a projectile that periodically deals area damage around it as it travels. This is the same mechanic as the pulsing projectiles used by the "Maelstom" monsters. "The skill does not have an specific limit. Projectiles are limited to 150 units by the game, though. "0.2 seconds "2 units radius, although this is only relevant for terrain, since the projectile always pierces. "Roughly 30ish units per second. "This information is available from looking at the skill popup in game. "It doesn't override this value. " "All projectiles originate from the edge of the player object, roughly 3 units from the player's centre (but varying with angle, as units measurements can only be integer, so rounding occurs). "All projectiles (and other game entities) are squares, defined by a radius (the squares are circles defined by using manhatten distance). Spectral Throw's radius is half of the weapon's base range (rounded down). "No. The aura is a property of the item, not your character. "Yes "Yes "Yes, currently. So, basically is it possible to be ignited or shocked before and take burn damage over time or extra damage from the shock while having Elemental Status Ailments immunity? Does that immunity mean immunity to 'on hit effect' only?[/quote]Yes, currently. We are currently changing descriptions to better distinguish between granting "immunity to X" and "cannot be affected by X" (shortened to "cannot be Xed" where applicable). Once this change is finished and made live (currently planned as part of 2.4.0, but that could change), gaining immunity to something will remove instances of that thing, in addition to preventing new instances, while "cannot be affected by" will prevent new effects applying, but not remove existing ones. You'll see this in patch notes when it makes it to live. "Arbitrary and with no mechanical consequence. "Yes, but only if the enemy was already bleeding and poisoned. Noxious Strike cannot apply poison unless you hit a bleeding enemy. If you hit a non-bleeding enemy, and caused them to bleed, you still hit a non-bleeding enemy. "See above. "Yes, it's random. "10 and 60 respectively. "10 "20 "22 "Reflected damage cannot be affected by damage modifiers. "Yes, if the triggering damage was dodgeable/blockable. "Yes. "No. There is one modifier, with a value of -15%, that applies to one set of things - enemies you've cursed. Something either is an enemy you've cursed or is not. "They are providing the same thing - you get a total 30% chance. "Base duration is 150ms per % of enemy max life dealt as damage, to a maximum of 1/3 of max life. "20 "Yes "Technically, the exact targeted location. If you're not reducing the radius of the Blasts, then a 3-unit circle around that location. "Yes "Knockback speed is constant, and is 37.5 units/s. "Knockback does not involve any animations at all. In addition, Hinder and Maim only affect movement speed, they are not slow effects like Temporal Chains. "This can be worked out from the above info for a "perfect" case if you want, but in practice will vary because things have to be placed at an integer position, so angles change how far exactly things actually move (And thus how long they're moving for, since speed is constant). "20% of life + 12% of ES (if ES is protecting life) "It can be mitigated, but not avoided. "Physical. "24. "Entities that are too far from any player are "asleep" and take no actions. Entities that are outside this sleep range of your player specifically, do not exist on your client (but may still be awake if in range of a different player. The exception to this is other players, who are always awake. If another player fires a projectile while outside your sleep range, it may not be able to create the projectile on your client. This is unlikely to cause any actual mechanical effect, due to projectiles being unable to travel as far as the sleep range. "Chilled ground applies Chill, so yes. | |
"Yes, Contagion spreads itself and Essence Drain within it's area of effect when an aflicted enemy dies. "While your weapon is disabled, you are unarmed, and do not have a current weapon. Skills that require a weapon, such as the "of War" skills, cannot be used while unarmed. "It will summon a Clone, but be unable to give it (a copy of) your weapon. The Clone does not have any of your other gear, so will be unarmed and deal it's base unarmed damage. "Yes. Energy Shield is still Energy Shield, regardless of what it's protecting. "Yes. "Those are the same thing. "That depoends on what other modifiers to damage taken are on the monster, and what it's resistances are. "Yes. Eldritch Battery does not say anything at all about removing your ES. It just changes what ES protects. You still have exactly as much ES as you had before taking Eldritch Battery, it's just doing something else now. "Yes, the explosions deal projectile damage. "No. Only character level and difficulty affect which prophecies can be generated for a character. "Yes "Yes "No. Abyssal Cry does not deal spell damage, so additional spell damage can't apply. The explosion is secondary (non-spell, non-attack) damage. "They are the same - the explosions are secondary damage, not spell or attack damage. "This is also the same. "Any that hit something for damage. This includes, but is not limited to, all attack skill gems. "You really seem to be overthinking this. There is no reason to call this the 'cast time', as Barrage is an attack, and is not cast. Attacks do not have a cast time, they have an attack time. The base attack time is defined by the weapon, and is modified by attack speed modifiers. Barrage is exactly the same as a normal attack in this respect. It's not doing anything special at all, just acting like any other attack. "As mentioned above, there is no cast time, nor anything like it. Barrage has an attack time in exactly the same way as any other attack - the base comes from the weapon and it's modified by attack speed modifiers. Just like (almost) every other attack. "Yes. There's no equivalent in spells, but there is in attacks, which Barrage is. | |
Well, after the crunch for the 2.4.0 patch, a trip to Christchurch, and some time putting out fires and fixing horrible crashes in the wake of the release, I've scrounged enough time to answer another page of questions.
" Daresso himself uses 6 skills (technically 8, but 3 are are strafe/jump moves in different directions that deal no damage, so we can safely ignore those three for this discussion).
In addition to the above, there's one skill that isn't used by Daresso himself, but happens around him (similar to the skills that can cast around the player from shrines), which is the Sword Clouds. These are a spell that repeatedly hits anything in their area for physical damage. This spell cannot stun. So only one spell (Sword Clouds) deals damage (which avoids evasion due to being a spell), one attack (reave) always hits (but can be dodged) via RT, and one attack (triple strike) is bugged and currently ignores evasion/dodge as a result of that bug. This is a lot of information that took a lot of time to compile. I may have to skip questions in future that are too broad and ask the questioner to be more specific, in order to be able to get to other people's questions faster. "By default, all monsters have a maximum of 3 for each charge type, and the following stats: 15% increased Attack Speed per Frenzy Charge 15% increased Cast Speed per Frenzy Charge 5% increased Movement Speed per Frenzy Charge 4% more Damage per Frenzy Charge 15% additional Physical Damage Reduction per Endurance Charge +15% to all Elemental Resistances per Endurance Charge 200% increased Critical Strike Chance per Power Charge "Traps and mines, just like totems, are using your skills, not their own. This means those skills use your stats, inlcuding your currently equipped weapon in the case of attacks. "Herald of Fire is not an aura, it's a buff skill. This buff is on you, so it's stat modifications are applying to your skills, including the one used by the trap. However, Heralds have additional effects when the thing with the buff kills something under specific circumstances, and since the trap doesn't have the actual buff, it can't trigger those. Hatred is similar - if it's affecting your stats, your skill as used by the trap is affected. The trap itself can't be affected by the aura, and it wouldn't be useful if it could, since that would affect the Trap's offensive stats, that would affect it's own skills (which is doesn't have). "Trap can leech, but the leech goes back to the trap, because they're the thing that dealt the leeching hit. Life on hit is the same. "No, reflected damage is unaffected by any modifiers (except a few rare modifiers specifically to reflected damage). "Yes. "Those are all reduced modifiers to damage taken, they stack additively. This totals 100% reduced physical reflected damage taken (which will still be additive with other reduced or increased modifiers to damage taken, such as Shock). |