Mechanical Questions Thread

Hi Mark,

I was wondering how to do the rampage challenge with 1000 killstreask with my summoner and i saw there is a pair of gloves to be on rampage (Wyrmsign) and thinking how get a maximum endurance charge. So by reducing my maximum capacity the endurance charge, i'll be at the maximum!

However, it doesn't seem to work. Is it me that i don't understand the maximum endurance charge while at 0/0 or it's a bug?

Thank you.
With Forsaken Masters release we were given info on the chance to find masters - 20% in the wild and 50% in maps iirc. So what about map trials? I've finally managed to get 6/6 but only because of global 820. The chance seems to be 5-10% maximum with the number of maps I've ran.

Also, does the tier of map have any effect on the chance to find them? Or the size of the map? I ran many, many dunes because they're the smallest map to explore and try to find a trial in. I however most notably remember finding them in higher tier maps, or zana areas.
IGN: swampassking, yellingman, pisswailer, screamingasshole, crabass, funman, shittingtodeath, hirasawayui
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From an older thread several years ago, you said that the 'Trap' support gem works on Minions, like from Mirror Arrow, but that trap passives do not buff the resulting minions' damage. However, does the 'Trap and Mine Damage' support gem work with minions supported by 'Trap'?

On that same note, in this case where you are summoning minions with Trap, would frenzy charges on your character at the time of throwing the trap buff the minions' damage?


Minions were decoupled from trap/mine/totem damage long ago. So long as the damage type is specified, ie trap/mine, then it will not apply to minions as only the damage of the trap/mine is effected and the trap/mine is not dealing damage, it instead summons a minion that then deals its own damage. When a trap/mine is linked to a damaging spell or attack it applies because the trap/mine is the one casting/attacking and causing the damage, it just also happens to immediately be destroyed once doing so.
Totems work in all the same ways, though specifically say "less damage" instead of "less totem damage", which DOES apply to minions as the damage modifier is generic and effects any damage of the linked skill. This is intentional to lower minion damage as you are not the one having to cast them, saving you time (SRS and skeles would be pretty easy to build for otherwise).

As for frenzy charges, mark would have to clarify, but I'd say no. Player stats shouldn't apply to a minion even if it's summoned via trap/mine for the reason I explained above.
IGN: swampassking, yellingman, pisswailer, screamingasshole, crabass, funman, shittingtodeath, hirasawayui
Last edited by Wooser69 on Jun 13, 2016 6:28:21 PM
working with the hypothermia cold support and elemental focus support gem on vortex.

i am using ice golem(if that even matters), and vortex is linked to elemental focus support however i am noticing that monsters that get hit by vortex still "appear" to be getting "chilled"

my question is are these monsters actually chilled? and will hypothermia support gem along with the elemental focus support work?

edit: im also using herald of ice
edit2: im now using arctic armour till this is sorted out
@TeaProphecy
Last edited by hq78 on Jun 15, 2016 5:36:11 PM
I am an Assassin and I am using Noxious Strike and Toxic Delivery. Will the bleeding and poison damage over time still take affect if an enemy is chilled or frozen?
IGN: ButterTime
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Completed 13 ChallengesSjanna 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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Completed 13 ChallengesSjanna 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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Completed 13 ChallengesSjanna 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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Completed 13 ChallengesSjanna 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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Completed 3 ChallengesDT020 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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Completed 18 ChallengesDmillz 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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Completed 12 ChallengesHeikss 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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Completed 11 ChallengesEtzlo wrote:
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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Completed 14 Challengestorand 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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Completed 30 ChallengesSwongs 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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Completed 10 ChallengesTk42OnE 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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Completed 10 ChallengesTk42OnE 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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Completed 22 Challengesxaitv 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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Completed 38 ChallengesSerleth 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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Completed 38 ChallengesSerleth 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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Completed 23 Challengesyop42 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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Completed 23 Challengesyop42 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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Completed 28 ChallengesMishima_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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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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Completed 17 ChallengesSamOnion wrote:
When in Merciless, does it matter from which act you purchase Prophecies
No.

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Completed 14 Challengesuberhasu 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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Completed 3 ChallengesReddoHoku 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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Completed 3 ChallengesReddoHoku 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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Completed 31 ChallengesAntdood 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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Completed 7 ChallengesTinyCamera 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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Completed 7 ChallengesTinyCamera 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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Completed 7 ChallengesTinyCamera 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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Completed 8 ChallengesSnailic 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)?
...
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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Completed 21 ChallengesMagickage 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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Completed 21 ChallengesMagickage 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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Completed 21 ChallengesMagickage 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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Completed 21 ChallengesMagickage 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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