Mechanical Questions Thread

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Completed 10 ChallengesThisIsZardox wrote:
How does Assassin's Ambush interact with spells like Firestorm that roll crit when you cast them? Do spells like these just not benefit from this keystone?
All skills, with very few exceptions, roll crit once, when the skill is used. Firestorm isn't special in this respect, that's just how crit works.
The critical strike chance against some enemies can be higher than against others - in cases such as these, if the skill's crit roll falls between the two, it will crit some enemies but not others.

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MuCephei wrote:
If a weapon has a mod "Adds #-# Fire Damage to Spells", do all spell and fire damage modifiers apply to that added damage?
And, in case the spell is projectile-based, would that damage be added to each projectile?

For example if my Incinerate spell gets 30-50 added fire damage from my equipped weapon and I am running with 100% increased spell damage, would each projectile deal now 60-100 extra fire damage?
Yes.

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frenchpunk wrote:
Hi, I have some questions about LA.
What does represent the DPS shown on the skill stats ? Is it DPS per projectile or total DPS if you hit every arrow on the same target ?
DPS of a skill always is shown against a single enemy, meaning it's assuming one arrow will hit that enemy once.
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frenchpunk wrote:
And finally, how does the AoE works ? Is it inculded in the DPS, or is there an additional damage to calculate ?
Lightning Arrow does not deal AoE damage - it sends out lightning to individually hit a set number of enemies within an area. This cannot include the target hit by the arrow. The damage dealt is the same as on the arrow hit.
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frenchpunk wrote:
Does the AoE proc on every target it pierces, or does it only proc on the last hit
The lightning hits nearby enemies every time the arrow hits an enemy.

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Cephyros wrote:
I have two question to Elemental Conflux and the interaction with Traps. Is it right that when I have the buff the trap will apply the shock, ignite and chill, is this how it suppose to work?
Yes. The trap is using your skill, which has your stats.
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Cephyros wrote:
And secondly, when I kill something with degen, so like the southbound gloves trick, you have a skill that poisons and you use the gloves, now the degen will kill it and you receive the conflux buff, is this suppose to work like it is now?
I'm not sure what part of this you're asking about. Southbond specifically says it prevents your hits from killing enemies, so damage over time, which doesn't hit, can still kill things.

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Completed 10 Challengeskylegetsspam wrote:
Say I cast it far enough away that my character's going to spin 5 times for 10 total hits. Is the crit check of the first hit going to determine whether or not the next 9 hits crit?
Cyclone, like almost all skills, makes the crit roll once, when the skill is used. However, that does not mean the same as what you've written here. The crit roll is made before anything is hit, and it is compared to the chance to crit against each enemy that's hit with that use of the skill. If the chance to crit against all the enemies hit is the same, then they'll either all be crits or all not, since they're compared against the same roll. As noted above, if something means that the chance to crit some enemies is different, they might not be.

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Completed 15 ChallengesBoomdog83 wrote:
I posted a question (bug?) about Ancestral Warchief's mechanics when dual wielding here: https://www.pathofexile.com/forum/view-thread/1687709/. Could you check it out?
Please ask specific questions in this thread. This thread is not here to draw my attention to things, and will not work well for that purpose.

Regarding the content of that thread, Ancestral Warchief definitely only cares about main-hand attack speed. It's possible that it used to be bugged, but it is working correctly now.

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Kyrone wrote:
I have a few questions about Lightning Arrow mechanics.
I've started a Deadeye, using lightning arrow with 100% pierce chance.
LA does not have the projectile tag - but it benefits from stuff like Drillneck as well as from projectile damage nodes on the tree and LMP/GMP. Therefore I assumed it might be considered a projectile but simply missing the projectile tag.
It is not missing the tag - bow attacks don't get a seperate projectile tag, because the "bow" tag is considered to include it. the arows are indeed projectiles.
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Kyrone wrote:
Thus I went for Powerful Precision as my 8th ascendancy, expecting this to work with LA as well. However, the part of "Attack Projectiles return to you after hitting targets" does not trigger. I do however gain 100% increased crit chance from this node.
If the arrow always pierces, it never finishes hitting targets, so can't return. A given projectile can only continue after hitting a target in one way at a time - yours will always pierce, so will never be able to return to you instead.
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Kyrone wrote:
And in case I did, what would happen if I respec'd into Ricochet, gaining +1 chain together with my 100% pierce chance? Would that even work?
Again, no. A projectile cannot both pierce and chain - since yours will always pierce, they never get to chain.
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Completed 5 Challengesvaiur wrote:
Does projectile weakness buff the bleeds/poisons caused by the assassin ascendancy nodes?
No.

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Completed 8 ChallengesD623932883 wrote:
Are bows considered "Two Handed Weapons"? For example do the Slayer's bonuses to "Two Handed Weapons" apply to them? I'm assuming yes, but I ask because Heavy Strike states it works with "Two Handed Weapons" but doesn't work with bows.
Yes, bows are two-handed weapons. They are not two-handed melee weapons, which is a more common thing to see referenced in the passive tree, but as you point out, the Slayer's bonuses are more generic, and thus will apply to bows.

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Completed 8 ChallengesD623932883 wrote:
I've noticed that it is not possible to regenerate to full life when Blood Rage is active, and therefore not possible to gain full-life bonuses or use Melee Damage on Full Life with it.
While you will not actually be consistantly on absolutely full life because you will degen a bit every frame before regening it, it is possible to benefit from those bonuses. The "full life" condition was changed a while ago so that if the amount of life you're recoverying per second is higher than the amount you're losing per second, such that you are hitting full and falling back again each frame, you count as on full life the whole time.

If you regen ES so that your life is never touched, then yes, that also keeps your life full (unless you take some chaos damage).

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Completed 5 ChallengesXamhung wrote:
I'm using the Ascendant Hierophant node and the 20% chance to gain power charge on totemcast seems a bit off? I spam summon totem constantly and rarely get a charge - it seems to be like 1/10 rather than 1/5. I'm just curious if it's working correctly or not, because if it is.. I've made a huge mistake ;D
That chance has been changed to 50% since your post, but at both values, it does what it says. It is in the nature of random events that they appear streaky (or rather, it's in the nature of humans that we percieve streakiness and patterns in random events).

Note that if you have a trap or mine summon the totem for you, the trap would get the charge, not you, which would fail because the trap cannot have charges.

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Completed 10 ChallengesNightMareeee wrote:
Hi, i made my RF vortex (not blade vortex! That new vortex) build. I choose pyre ring to convert all cold dmg from vortex to fire. After putting that ring, i still does not see any changes in tooltip (in damage over time, that normal dmg is converting normaly). Is that a bug ? And second think, if it will convert that dot cold dmg into fire, will burning dmg affect that dot ?
Damage over time cannot be converted.
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UnDeaD_CyBorG wrote:
Will multipliers apply before or after applicable limits?
If I have, f.Ex., high block, and I pick Acrobatics, will it lessen the block after I hit the block limit, or before, aka, could I sort of "overcap" block rate to keep more than 51% with Acrobatics?
Before. If modifiers could modify the value after the cap was applied, they could raise the value above the cap, which would be silly. The cap can only work by being the last step in working out the value of the stat.
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UnDeaD_CyBorG wrote:
How about Spell-Block when generated from regular Block rate, like with Reckless Defense or Gladiator, in interaction with the above?
Applying the cap is the last step in working out the value of the stat, but it is part of that process, not separate to it. Your Block Chance is a capped value, so anything that gets the value of your block chance will get the value after it's fully calculated, including applying the cap. Thus "overcapping" block chance will not cause you to get more spell block chance from it, because the value of your block chance doesn't change.

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Completed 8 Challengesheiderhof wrote:
does hatred aura and added fire support gem double dip on stats like trap damage, minion damage, projectile damage, meaning that those stats increase both the physical portion of the hit and the % added cold / fire?
They will apply to the extra damage, but this does not cause double-dipping. The modifier only applies once to each part of the damage.

Also, that damage is not added damage (this matters for things like "Effectiveness of Added Damage" on gems).

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Completed 3 ChallengesKatasi wrote:
Last league, I was playing a sunblast trapper (100% reduced trap duration), and I wasn't sure if I needed clever construction, so I specced out of it and threw some traps on burning ground. They still exploded, so I assumed that I didn't need clever construction, and left myself specced out of it. I never had any other problems on that character, but I didn't play him for very much longer.

This league, I'm playing another sunblast trapper, and I can VERY clearly see my traps dying to almost any ground effect. Was a change made? Was my testing last league done incorrectly?
In 3.0.0, traps were changed to be invulnerable to all damage while arming and while using their skill. This means if they have no duration, they have no point at which they are vulnerable, and they will be unable to die.

Prior to 3.0.0, this depended on how much fire damage per second the burning ground is dealing. If it dealt enough to total 1 damage in the time it takes the trap to arm and start using the skill - which is a small but nonzero amount of time - it would die, and otherwise it would not (or at least not until after the skill has "gone off"). It's possible the burning ground you tested on was weaker than that you faced in practice.

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Completed 12 ChallengesSonto wrote:
If a kill with an AOE skill linked to poison procs Profane Bloom's or Oblieration's chaos explosion, can the chaos explosion proc poison also?
The explosion is not from the skill, so cannot benefit from the skill's poison chance. The damage from the explosion will only be able to apply poison if you have poison chance in your stats (e.g. from gear or passives), not in the specific skill that got the kill.

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VillainGuy wrote:
I was wondering, since Commander of Darkness is worded as
"Auras you Cast grant 10% increased Damage to you and Allies
Auras you Cast grant 5% increased Attack and Cast Speed to you and Allies
You and Allies affected by your Auras have +20% to all Elemental Resistances", shouldn't the bonus affect a spell totem twice if the aura is defensive?

I thought that theoretically a totem would receive double the bonus, because they are considered allies. For example if I have Discipline on (defense aura), I would receive 5% increased cast speed which would be applied to my totem, and then since my aura also affects my totem it would receive 5% cast speed for a total of 10% increased cast speed.
However, at least based upon the tooltip, this doesn't appear to be the case. When I cast an aura, I receive the buffs, but when I place the totem the tooltip doesn't change even though I'd assumed it would.

Is this intended, or should I be able to "double-dip" with the aura bonuses of Commander of Darkness?
This is correct. The whole reason that "offensive" auras don't apply to Totems in the first place is because they wouldn't benefit from having those stats. The totem is not using it's own skills, it's using your skills, which inherently use your stats - not the totem's stats. Granting increased Damage or Attack Speed to a Totem means it's skills will have those bonuses. But it doesn't have any such skills, and is using your skills, which aren't in any way affected by bonuses on the totems.

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Speedkin wrote:
Two questions about the Sanctify node in the Inquisitor tree and its interactions with spell totem.

1) Does the 25% chance to create consecrated ground on kill proc on spell totem kills or just player kills?
You need to get the kill to create the ground.

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Speedkin wrote:
2) Since totems count as allies, If both you and your spell totem were on consecrated ground, would it effectively be an 80% increased damage bonus or just 40 %.
As noted above, only the bonus on you applies to your skills, regardless of whether you or the totems use them. The totem being in the consecrated ground is of no benefit to it.
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Completed 7 ChallengesRabidMonk wrote:
Why does Controlled Destruction work with Essence Drain, but NOT Contagion?
This support was bugged for a bit with certain skills. It now applies correctly.
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Completed 7 ChallengesRabidMonk wrote:
PSS: Why doesn't concentrated effect work with abyssal cry?
It does.

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Completed 15 Challenges5tr1k3r wrote:
If I'm using Arc (a non-aoe skill) as an Elementalist, do "% increased radius of area skills" nodes on the tree affect Beacon of Ruin radius?
Yes, although the description of those stats has since changed, in part to make interactions like this more clear.

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Demonlition wrote:
Hi, I was wondering how earthquake interacts with melee damage on full life, specifically when using blood magic. As I understand it, the life cost is taken before the damage is calculated, so you won't get the increased damage on the initial hit, but if you return to full life before the aftershock goes off, would you gain the bonus to it, or is the instance of damage determined with the initial hit and delayed, thus you wouldn't gain the benefit?
The damage is the aftershock is calculated at the point it starts to go off. If you're at full life

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Completed 8 Challengesofdia wrote:
hi i was wondering if rapid decay gem would work with poison and bleed comes from void heart ring?

when i use gem setup like Eearthqueake- meele physical damage- less duration- rapid decay- increased area of effect - fortify
Yes. Note that this support gem has been renamed to Swift Affliction Support.

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Completed 9 Challengessushicide wrote:
How do multiple on-kill explosions work? For example if I cast Abyssal Cry on a monster then kill it using Infernal Blow, would both explosions occur or only one effect can take place?
Each will apply separately.

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Completed 9 Challengessushicide wrote:
What's the difference between helm enchants "30% increase Spectral Throw Projectile Speed" and "30% reduced Spectral Throw Projectile Deceleration", especially when used with the Slower Projectile Support gem? Which one would travel farther?
The difference is that one of them affects speed (making the projectile start at a higher speed), while one affects deceleration (meaning the projectile slows down less quickly). Which one makes it get firther before it turns around depends on both the magnitudes of these stats, and what other bonuses you have to the speed of the projectile. There isn't a simple answer.
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Kleintje wrote:
Freeze duration is based on the amount of damage versus amount of life the target has.
If the duration is below a certain threshold it will not freeze.

Does this imply that increased freeze duration effectively lowers the amount of damage needed to freeze?
Yes.

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Completed 1 Challengesherkhan wrote:
Does Izaro's mortar skill (green globs) bypass the taunt mechanism?
No, but in practice, sort of. Izaro does not have a mortar skill. The Goddess of Judgement has a mortar skill. She is a different monster to Izaro, and tauntint Izaro thus does not affect her. She Herself cannot be damaged, targeted, or thus taunted.
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Completed 1 Challengesherkhan wrote:
Do "when hit" effects (e.g. Punishment) apply when the character blocks?
In general, blocking suppresses the attacker's on-hit effects, but lets the blocker's on-get-hit effects fire normally - this is because blocking is supposed to be a good thing. While a Punished enemy applying a buff to things they hit is technically an on-hit effect on the attacker, it is beneficial to, and (usually) ultimately caused by, the defender, so it still occurs for blocked hits.
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Completed 1 Challengesherkhan wrote:
Does AOE radius only increase in integer increments? I.e. if a dagger cyclone has +10% AOE, will the resultant radius be 7 or 7.7?
The radius used for AoE effects will always be an integer value. Note that modifiers to area affect the actual area, rather than directly applying to the radius.
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Completed 1 Challengesherkhan wrote:
How does Powerful Precision interact with Tornado Shot? If the initial projectile lands 120 units away, do the secondary projectiles start off with zero chance to pierce or 100% chance to pierce?
The secondary projectiles are all continuations of the original projectile, they have already traveled that distance.

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Completed 6 ChallengesRmpz wrote:
Question about the new unique Hiltless
The unique have the following line on it "Enemies you attack reflect 100 physical damage to you"

How exactly is that handled, I'm assuming having high armor reduces the damage since its physical and if we take increased damage like the berserker with Aspect of Carnage the 100 physical dmg will also increase.
Correct.
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Completed 6 ChallengesRmpz wrote:
However what about dodge/evasion can we dodge the damage completely or is it guaranteed to hit us?
Reflected damage from attacks can be dodged or evaded.
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Completed 6 ChallengesRmpz wrote:
what if we have Lightning Coil the physical part will also be converted to lightning, just like any normal physical attack damage would?
The modifier that makes you take physical damage as lightning would apply, but that is not conversion.
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Completed 6 ChallengesRmpz wrote:
What if we convert some physical damage to lightning with our gear is that affected by it at all since it isn't really our own attack or is it?
No. This isn't coming from your physical damage, it's a set amount.

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adghar wrote:
I was wondering if the new Taunt mechanic (10% less damage taken part) + Decoy Totem helps against Porcupine death needles. My guess is no, with justification as the combination of these two facts, the 1st my guess, and the 2nd one you have confirmed:

1. One effect of the Taunt debuff is the granting of a stat that essentially reads "Deal 10% less Damage to Targets-that-are-not-X"
2. Damage can only be calculated at time of Hit
Conclusion. At time of Hit, porcupine is dead and cannot have Taunt debuff, and thus cannot have a deal-less-damage stat. Taunt 10% mitigation is not applied against Porcupine death needles.
Correct. The damage occurs after the death, and the monster is no longer taunted at that time.

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adghar wrote:
Similarly, wondering if Taunt mechanic would reduce Volatile Xblood and similar modifiers.

My guess would be yes, with justification of same fact 1 above, plus fact 3, which I think you have confirmed:

3. Damage calculation for Volatile Xblood and other on-Death effects is completed before the entity is removed from the game world
Conclusion. Having an entity that is not You taunt an enemy with Volatile Xblood will help you take 10% less damage from the explosion if you're near it
(EDITED) This is correct at the time you asked, but the Volatile nemesis mods have changed. The damage is now not dealt until later, by which point the monster is no longer taunted.
Last edited by Mark_GGG on Apr 1, 2018, 10:48:28 PM
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Completed 6 ChallengesAbdiel_Kavash wrote:
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Mark_GGG wrote:
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adghar wrote:
Similarly, wondering if Taunt mechanic would reduce Volatile Xblood and similar modifiers.

My guess would be yes, with justification of same fact 1 above, plus fact 3, which I think you have confirmed:

3. Damage calculation for Volatile Xblood and other on-Death effects is completed before the entity is removed from the game world
Conclusion. Having an entity that is not You taunt an enemy with Volatile Xblood will help you take 10% less damage from the explosion if you're near it
Correct.


Is this still the case with the reworked Volatile Flameblood, which deals damage (much) later after the monster's death?
Whoops, good catch, thanks. Have edited my post.
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Vipermagi wrote:
I only forgot to ask for three days straight, but: Spark has a re-arm time of 1000 milliseconds. What exactly does this mean?
This isn't really accurate terminology. What spark does is that every 1000 milliseconds, the set of spark projectiles from that firing lose their memory of which things they've hit. This means anything which had previously been hit by one of those sparks can now be hit by one of those sparks again. Previously this happened when one of them bouned and hadn't happened within the past 1000ms, but that's no longer the case (and would not have any effect since it now does it every 1000ms regardless of bouncing).

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Damier wrote:
I have a question concerning shocked status. So in the poewiki discription it is stated that enemies taking "...50% increased damage from all sources". Now i know the difference between increased and more, but i wonder if the "receiving" and "outgoing" increased damage multipiers are applied differently/seperately.
Yes. "increased" and "reduced" modifiers to the same value stack additively. But modifiers to Damage and modifiers to Damage Taken are not applying to the same value, and thus cannot possibly stack addively.

Modifiers to Damage are all calcualted by the attacker to get their total damage value of each type. That total Damage value is then affected by all the defender's damage mitigation, such as resistances (as well as more complicated mitigation stats). The result of that calculation is the Damage taken, and that's what Modifiers to Damage taken apply to. Shock is an effect on the enemy which modifies their damage taken, so the only things it can stack additively are other modifiers which are affecting the damage taken by that enemy, such as the Bear Trap debuff.

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Completed 6 ChallengesSteiner1 wrote:
What does the secondary duration of Frost Bomb do?
The Base duration seems to be the time the Frost Bomb lasts until it detonates from my observation.
Is the secondary duration the time the debuff the Frost Bomb applies lasts?
Yes
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Completed 6 ChallengesSteiner1 wrote:
From my observation the debuff Frost Bomb applies cannot stack - is my observation correct?
Yes

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Completed 9 ChallengesKikubao wrote:
I've noticed that projectile pierce on the tree affects minions. I also remember that Deadeye's +1 projectile worked with minions (I could be wrong on this thought).
Neither of those apply to minions.
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Completed 9 ChallengesKikubao wrote:
What other passives work with minions then? I'm specifically interested in Elementalist's Beacon of Ruin.
The only passives which affect minions are passives which explicitly say they affect minions (or those that apply aura-style effects to nearby allies, since your minions are inherently your allies).

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About
"chance to avoid Fire Damage when Hit"

For example, Monster deals a hit on Me, that bring 10 phys dmg & 10 fire dmg.

I avoid it (with mod above), then:

1. I'll take 10 phys damage;
2. I'll take NO dmg at all.

Which is right?
1. You avoid the fire damage, not the physical damage.

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Completed 4 ChallengesKriegler wrote:
Lets say we wear bramblejack, and we are also a berserker with cloaked in savagery allocated and we just took a savage hit recently. Will we leech %100 of the reflect damage we deal with bramblejack for incoming melee attacks ??
Reflected damage cannot apply on-hit effects, including leech.

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Kenli87 wrote:
Hezmana's bloodlust

The poe item wiki on hezmana's bloodlust states that the highest phys roll is 12-25. I however dont see anyone having higher than 10-25 like in poe trade. Could there be an error in the wiki?
The wiki, while a useful resource, is created by users and is not always correct. Currently it agrees with your values, so it seems likely the information there at the time of your post was incorrect.

Nowdays, if you enable the advanced mod display, you can see the ranges of any mods on your items by holding Alt (or whatever you rebound the item highlight key to).

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