Mechanical Questions Thread

Why does the 25% chance to make consecrated ground on kill from the Inquisitor note Sanctify, not work with totems?

If i spec out of ancestral bond i can make consecrated ground all over the place, but with totems, nothing :/

Not sure if this has been mentioned (Checked the last 13/14 pages and nothing) about Overwhelming Odds jewel, but I got a question about one if its features.


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With at least 40 Strength in Radius, Cleave has 3% increased Area of
Effect per Nearby Enemy




On what is bolded and underlined, how is this determined by? By almost touching my character or by my weapon's range? I am not too sure, so I am wondering when does the AoE increase takes into effect when the enemy(ies) is nearby? Thank you.
Sometimes you can take the game out of the garage but you can't take the garage out of the game.
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Last edited by JohnNamikaze on Mar 17, 2017 4:21:20 PM
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Completed 12 ChallengesLucifaxx wrote:
Why does the 25% chance to make consecrated ground on kill from the Inquisitor note Sanctify, not work with totems?

If i spec out of ancestral bond i can make consecrated ground all over the place, but with totems, nothing :/



If we take everything the game developers have ever said for face value, then on-kill effects are not considered offensive stats for some reason. My guess is that it is a technical limitation.

Funny enough, there's a very old bug you could use to get around the rule; if enemies are killed by Damage over Time your player character always gets the kill credit, so presumably that will let your totems spread consecrated ground as well. Maybe you can give it a try with Southbound unique gloves plus some way of igniting enemies.
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Will shock chance be applied to non-crits while using the Starforge (your physical damage can shock) and conductivity's "10-15% chance to shock with lightning damage"?
Edit: I need to add more info to make this question valid...
Starforge does not allow you to deal elemental damage with attacks. There would be no lightning damage present to shock with. But the Starforge allows for shocking with its physical. I also cannot crit because of resolute technique. So will conductivity's shock chance apply to the starforge's "can shock with physical"? No crits, no elemental damage in the equasion
Last edited by BodyBreaker on Mar 17, 2017 11:56:20 PM
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Will shock chance be applied to non-crits while using the Starforge (your physical damage can shock) and conductivity's "10-15% chance to shock with lightning damage"?


Yes

The only special thing about crits and status ailments is that they are granted 100% "Chance to X;" otherwise, they just give their extra damage + visual/audio effect, and are otherwise treated like non-crits (which means Chance to X stat is pointless on crits anyways :P, so they are necessarily either useless or applied to non-crit damage)
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Hello, i fine old topic with this question, but i dont find the answer.

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Spark base speed? (units/s) and optimal projectile speed?
Is there any way to find out what spark's base speed is in units/sec?

I'd like to know what the optimal projectile speed is considering two things:
1) Sparks die after 150 units
2) Sparks duraiton is 1.5 seconds

this means it needs to travel 150 units in 1.5 seconds (100units/sec) for the most efficient use. I'd like to know how much increased projectile speed I need to reach that.


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newSprow wrote:
I'd like to know what the optimal projectile speed is considering two things:
1) Sparks die after 150 units
2) Sparks duraiton is 1.5 seconds

This isn't entirely true, they don't disappear after traveling 150 units but after reaching 150 units of distance from the place they started from, they might cover two or three times the distance to reach that point or they might never get there at all. Meaning that a calculation like that would have little practical use because it would depend too much on the tileset you use it in.

It's approximately 50 units per second if you want to know it anyway.
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What is the "nearby" radius of Aberrath's Hooves ignite spread effect?
How does "crit chance" in the skill tree work? Is it work for attacks and spells, or for spells only "crit chance for spells" work?
Last edited by KonstantOut on Mar 19, 2017 8:48:18 AM
Hi !

I'm a Templar Inquisitor i casting Glacial Cascade this is a spell but it's also have physical damage and elemental damage as spell damage .

My questions ;

1. I made a Bandit choice and this is Alira % cast speed . Do I need Oak % physical damage for my Glacial Cascade spell , does it work on this spell and worth it ? Becouse it's a spell it's not a physical attack i guess .

2. How can i leech % life and % mana as damage from monsters ? Which mods are can spawn my items rings , amulet , gloves etc. and does it work ? Gem will be a huge loss if i use for main skill .

I'll be very glad if you could help me in this questions ! Thanks :)

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