Mechanical Questions Thread

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Sjanna wrote:
Does Curse effectiveness increase the "Other effects on Cursed enemies expire 40% slower" from Temporal Chains or the "2% of damage leeched as life" from Warlords Mark?
Yes, it increases any numerical quality of the curse.
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Sjanna wrote:
Does Flask effectiveness increase the 2% life leech from Chaos Damage on Atziri's Promise, the Onslaught from Silver Flask or the Increased Critical Strike Chance from Diamond Flask?
As above - yes, except for Onslaught, which is not a numerical property, but a boolean state. A character either does or does not have Onslaught, and 20% increased "having Onslaught" is still having it.

EDIT: As has been pointed out, this is incorrect. The question said their Diamond Flask was giving increased critical strike chance (which would be affected by this modifier), but Diamond Flasks do not increase critical strike chance, they make it Lucky, which like Onslaught, is boolean, and cannot be increased.

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Sjanna wrote:
When I use Freezing Pulse linked with spell echo and have the Trickster node Weave the Arcane which gives me "20% chance to Recover Mana on Skill use" will that chance roll once per spell echo or twice?
You only used the skill once, and it repeated. It rolls once per skill use.
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Sjanna wrote:
Why does the pierce support gem work with skills that have 100% base pierce chance? Freezing Pulse for example.
Because it's a projectile support, and those are projectile skills. Making this specific interaction more detailed by implementing a specific new skill type for things that inherently pierce is both more trouble than it's worth and less futureproof.

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DT020 wrote:
How does Saboteur's "Chain reaction" and "Bomb Specialist" interact?
Suppose that I have 10 traps on ground and one trap triggers, which causes all traps to trigger. Do all traps get the 10*8% damage bonus?
This depends on the traps. The traps don't stop existing until they've finished using their skill. If the skill is one that calcualtes damage at that point, such as Ice Nova, then the traps will be there at the time damage is calcualted, and apply. If they fire projectiles which don't hit anything until after the trap has already gone, then they won't be there when that projectile hits something and calculates it's damage.

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Dmillz wrote:
The new unique Breath of the Council, does the "Increased duration of chaos damage skills" apply to poison applied by those skills?
Poison is modified by skill duration modifiers, so yes.

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Heikss wrote:
Why does the aftershock from earthquake not give endurance charges on kill when you are using blasphemy warlords mark.
It does give charges. However, if you move on and leave the aftershock to kill things, those might not still be in the aura when they're killed. It also doesn't get around the only one-charge-per-skill restriction, so if you kill something with the initial hit and get the charge, you won't get a second charge from the aftershock.

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how exactly does weapon flat dmg interact with passives? does it calculate from the total weapon dmg or from the affix and base weapon dmg, and then gets amplified by the weapon mod?
All local modifiers on a weapon contribute to that weapon's damage, which can be seen on the item. This total is what you get as base damage for equipping the weapon, to which your modifiers apply.

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torand wrote:
What all affects shield charge movement speed? Movement speed modifiers, and attack speed modifiers (At least from the faster attacks support gem) seem to. What about base attack time of weapon, attack speed on gear or tree?
Movement speed modifiers and Attack Speed modifiers. Where they come from is irrelevant.

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Swongs wrote:
Why are all guardian scendancy skills considered auras but not actually affected by aura radius (this is important) and effectiveness (makes sense for balancing purposes)?
They are Auras, and would be affected by increased Aura radius, and increased Effect of Auras.
However, you do not have those modifiers. They are not Aura Skills, nor are they Auras you Cast. Thus they can't be affected by
increased radius of Aura Skills, or
increased effect of non-Curse Auras you Cast.

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Tk42OnE wrote:
If I use "summon skeletons" on a spell totem, I'm assuming the damage those skeletons inflict is reduced by the spell totems (35 to 26% less damage) penalty.
Yes. The penalty is "less Damage", and the skeletons are dealing damage, so are affected.
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Tk42OnE wrote:
If I choose the Shamanistic Fury passive node (24% increased Totem Damage) does that help to counteract that penalty?
No. The bonus is "increased Totem Damage", and the skeletons are not dealing Totem Damage.

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xaitv wrote:
If I have the boots enchant "adds x-x fire if you've killed recently", will it affect the Explosive Arrow explosion?
Yes. The damage is not limited to attacks and/or spells, so will apply to all hits of damage.
Last edited by Mark_GGG on Jun 28, 2016, 8:31:32 PM
I'm curious about an interaction with the saboteur node "Born in the Shadows". Does the 30% increased damage against blinded enemies work like vulnerability? http://pathofexile.gamepedia.com/Vulnerability where "Cursed enemies take increased damage: Because these modifiers are an increase to the target's damage taken, they are multiplicative with your damage dealt and additive with any other increased damage taken effects on the target."

So does that mean this node Born in the Shadows does a 30% more damage increase or just 30% additive to your own damage like a 30% increased trap damage node for example?
how does lightning strike with 0 chance to pierce and chain support work with frostwall?
does every hit that hit the frostwall also chains to nearby enemies?
can i hit single mob with this metod multiple times?
(same question to other projectiles as well )
my builds:
- COLB (Cast On Last Breath) first ever build: https://www.pathofexile.com/forum/view-thread/1632595
- the Flash: https://www.pathofexile.com/forum/view-thread/1367774
- the oro's bridle build: https://www.pathofexile.com/forum/view-thread/1409823
Last edited by The_x_ile on Jun 14, 2016, 2:01:35 AM
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How amount of bonus damage of "Unholy Damage" (Cata's minions' aura) buff is calculated?
I'm not sure what you're referring to, sorry.

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Serleth wrote:
I'd like a clarification on the damage calculation for skills. The wiki appears to have either removed or buried the information.

Am I understanding it correctly that it goes like:

Net Damage = ([Base Damage * Sum of Increased Damage Modifiers] * Product of More Damage Modifiers)
This part is roughly correct, yes.
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Serleth wrote:
* Sum of Debuff Modifiers

Debuff example would be Shocked Ground from Vaal Lit Trap, Vulnerability Curse, Wither Stacks.
This part is not. What you're referring to are modifiers to damage taken, and are entirely separate to modifiers to damage dealt. They are inherently not part of the same calculation.
The result of the first calculation is your damage, this is then mitigated by resistances/armour/etc, to obtain the base damage dealt. These modifiers apply to that value.
They follow the same rules as all modifiers - increased/reduced modifiers of this type are additive, more/less modifiers are multiplicative.

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yop42 wrote:
If I use poisoning minions, is the duration of their poison affected by my increased duration passive nodes ? (I would guess no)
and by an increased duration gem linked to them ? (I would guess yes)
Correct on both counts.

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yop42 wrote:
I've seen a lot of different info about whether reflected damage is
affected or not by monster stats/mods and/or map mods, as I understand it I would
guess that it counts as if you hit yourself with all your own stats (accuracy, crit, RT,
penetration, etc) with the reflect percentage applied, and that the enemy you hit
(or any map mod) has no effect in any way. Is that correct ?
Reflected damage cannot crit. But you are correct that you're hitting yourself, so it's your own accuracy, etc. Reflected damage cannot be modified by damage modifiers, and cannot cause on-hit effects, including penetration.

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is the Slayer's Headsman passive supposed to prevent on kill effects from curses like Poachers mark, Assassins mark, and Warlord's mark?
No. It does not do this and is not intended to. I don't understand why you think it would be?
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Why can't on-block effects be triggered by blocking reflect?
Reflect can't trigger anything. It does not trigger any on-hit effects, of which on-block effects are a subset.

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Mishima_jp wrote:
Necromancer-Spirit Eater say "2% increased Attack and Cast Speed for each Corpse consumed Recently".
1. Only offering skills do "consume"? Detonate Dead or Raise Zombie didn't increase speed. What they do?
2. Additional offering done in 4 sec didn't increase speed. Is this intended?
This is currently bugged, thank you for bringing it to my attention. It will be fixed in the future.

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DrunkenMimes wrote:
Why do summon raging spirits not have a tool tip DPS? This makes it extremely difficult to judge how much damage you are doing with different passives and support gems.
You aren't doing any damage. This is the basic reason - that skill cannot possibly deal damage. It summons a minion, which, once it's been summoned and thus has it's own entirely separate set of stats that aren't part of that skill or directly calculatable from that skill, that minion uses an attack that does damage.
This is inherently not DPS of the Summon Raging Spirit skill, and cannot be displayed as such.
The calculation of damage accounts for well over 6000 lines of code. Duplicating all of that with different inputs in order to attempt to predict the damage output of a monster that doesn't exist yet and thus has no stats is infeasible and would lead to massive problems with having to maintain the two sets of calculations in parallel.
There are improvements planned for the character screen in the long term, but for now the fundamental fact that the minion's damage is not the skill's damage, and has nothing to do with the skill's damage, makes this effectively impossible.
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SamOnion wrote:
When in Merciless, does it matter from which act you purchase Prophecies
No.

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uberhasu wrote:
I have taken the Ascendancy Skill node Outmatch and Outlast which grants :
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25% chance to gain a Frenzy Charge on Kill with Main Hand
25% chance to gain an Endurance Charge on Kill with Off Hand

I am playing an Obliterate wander that scales Chaos damage to get most of my kills, which as a result leads to most of my kills coming by way of either the poison DoT or the Obliteration on death proc. It would seem as though neither of these types of kills result in the kill being credited to my character and thus I do not reliably generate charges.
You are incorrect - those kills are credited to your character. They are, however, inherently not main-hand, nor off-hand kills, which means that passive cannot apply to them.

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ReddoHoku wrote:
Does the taunt from other sources besides players (Stone Golem, for example) also apply the less damage taken? Meaning that if my Golem taunts a mob, I'll take 10% less damage from that mob?
Yes.

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ReddoHoku wrote:
Does the taunt from other sources besides players (Stone Golem, for example) also apply the less damage taken? Meaning that if my Golem taunts a mob, I'll take 10% less damage from that mob?


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Antdood wrote:
Let's say I'm using blade vortex with hatred on. I pop atziri's promise. I get extra chaos scaling off my physical on blade vortex. Do I get extra chaos scaling off my cold from hatred?
Yes.

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TinyCamera wrote:
If I link Abyssal cry with poison and I have 100% increased Warcry duration from War bringer, will the poison inflicted have the extra duration?
No. Poison is not a Warcry.

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TinyCamera wrote:
Similar question, if I have "increased Chaos skill duration" from the new unique mace, how will that interact with Heavy Strike(a non chaos skill) linked with poison
Not at all
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TinyCamera wrote:
and Essence Drain(a chaos skill) linked with poison.
Essence Drain will have "increased Skill Effect Duration", which is a stat that applies to poison (among other things).

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XCodesLIVE wrote:
1) What methods of mitigation apply to Thorns damage? Is it similar to Reflect where anything that mitigates your own attack will also mitigate it's reflected damage, or is that magical damage type that can't be blocked or dodged?

2) Reflect surely counts as a Hit for purposes of Armor, but does Thorns count for that as well?
I have no idea what you're talking about, sorry. There is no "Thorns" damage in PoE.
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XCodesLIVE wrote:
More confirmation than anything else on this one: do Headsman (Slayer Ability)/Paragon of Calamity (Elementalist Ability), Sibyl's Lament (in the appropriate slot), and Fortify all stack additively? Would that result in Physical or Elemental Reflect immunity?
Yes.
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XCodesLIVE wrote:
Also, an unrelated question: What's the official name for Ascendancy abilities such as Headsman and Paragon of Calamity? They don't seem like Keystones, but they are also more significant than Notables.
Technically, they are Notables, although since you can't socket an Inspired Learning jewel near them, this doesn't matter mechanically. I'm not aware of any other specific name for them.

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Snailic wrote:
How does Increased Attack Damage (from something such as Crown of Eyes) work with The Goddess Unleashed and the new 'Fated' Doomfletch, specifically the mod: Add X% Bow/Sword as Y Element(s)?
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If it applies at the end of all the conversions, wouldn't that effectively make it a 'MORE' multiplier?But if it applies to the Physical and then the Fire, wouldn't the effect of Increased Attack Damage be doubled for the Fire and not for the Physical?
These are, as you've correctly noted, conversions. Converted damage (or converted anything) is the thing it's converted to, and is affected by modifiers to it, but it is also affected by modifiers to the thing it used to be. So the fire damage that was converted to physical is affected by increased fire damage, increased physical damage, and increased attack damage, and all of these stack additively, since they're increases.

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Magickage wrote:
For the longest time people kept saying that a 'bow' tag on a skill meant that it had 'projectile' as an implicit
This is incorrect, but grounded in truth.
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Magickage wrote:
meaning that all projectile modifiers apply.
This is extremely incorrect. Gem tags do not indicate which modifiers apply to something. That's not their purpose, nor could they be adequate for that purpose.
Gem tags exist to classify gems into groups, primarily so we can give "+1 to level of socketed TAG gems" and have that mean something. They also help clarify the types of skill, such as which skills are curses.
Bow skills do not get the "Projectile" tag, because they already have the "Bow" tag, which implies they are projectile skills, and makes having the tag redundant.
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Magickage wrote:
But then there's blast rain. Blast rain benefits from projectile damage modifiers, but somehow doesn't get projectiles added when supported by LMP/GMP. Does this then mean that blast rain doesn't actually shoot projectiles?
Correct. It does not fire any projectiles.
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Magickage wrote:
If not, how is it even possible for projectile damage to apply to it?
By classifying it's damage as "projectile damage", just as was done for Rain of Arrows, because this made intuitive sense.
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SirDragos wrote:
Quick Aside: I understand how it uses the first 40% of the total 'cast time' to wind up and the remaining 60% to evenly shoot the total projectiles, however many there are.

With that said, three questions about attack speed and Barrage:

How is the 'cast time' for Barrage modified by attack speed?
My guess is that this works similarly to how spells work: the time is just shortened by that amount. Thus, Barrages's 1 second base will be reduced to .5 seconds if you have 100% increased attack speed. Is this right?
Does base weapon speed interact at all with Barrage?
I don't understand where this fits into the equation, as there is no equivalent in spells.
If base weapon speed does not factor into the attack, does this mean that slow base speed weapons like a Prophecy Wand (1.2 aps) gets a huge advantage over a faster, less damaging weapon like an Imbued Wand (1.5 aps) while using this skill?
If an Imbued Wand gets to work in its speed advantage, how does it leverage its 25% more base speed into the Barrage damage equation?


Still looking for answers here since last Thursday. No luck on reddit, skill gem feedback page, wiki, etc. Email to support last week directed me here in lieu of answering.
Doomed for Life
Would Rapid Decay increase a DoT damage caused by Ancestral Warchief ?
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Mandrix wrote:
I'm curious about an interaction with the saboteur node "Born in the Shadows". Does the 30% increased damage against blinded enemies work like vulnerability?

No. The Passive would read something in the vein of "Blinded enemies take 30% increased damage."
It's the difference between "Damage" and "Damage Taken" (or 'take Damage'). You deal Damage, enemies take Damage. Born in the Shadows applies to your Damage dealt.

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Mandrix wrote:
So does that mean this node Born in the Shadows does a 30% more damage increase or just 30% additive to your own damage like a 30% increased trap damage node for example?

It's worth noting that Increased Damage Taken is still an additive modifier, so it wouldn't always be a plain 30% More Damage modifier. A Shocked or Vuln'ed enemy for example wouldn't take an additional 30% 'More' Damage.

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AusterlitZ wrote:
Would Rapid Decay increase a DoT damage caused by Ancestral Warchief ?

Yes, that is what More Damage over Time does :p
1. What determines if a projectile hits a Frost Wall? Sometimes it passes through (such as using Explosive Arrow), even though the character has no pierce chance. Are Frost Wall segments capable of evading?

2. When wearing The Retch, allocating the Endless Hunger notable, and using instantaneous life leech, will the Retch's "Life Leech applies to enemies as Chaos Damage" modifier deal instant chaos damage when at full life?

3. When wearing the Retch, if you are leeching from many enemies simultaneously, such that your maximum leech rate is reached, so that the leech from many of those enemies are not actually giving you any further recovery, do those enemies still take chaos damage from the Retch's modifier?

4. When wearing Daresso's Defiance and allocating the Unflinching notable, when you are hit (and assuming both effects trigger), do you first gain an endurance charge and then lose it, gaining at least 1 second of Onslaught, or do you lose all endurance charges, gain Onslaught, and then gain one endurance charge?
Last edited by TheMipchunk on Jun 14, 2016, 6:02:55 AM
Hi Mark, thanks for the awesome thread

Got a simple question

What's lacerate base range ?

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