Mechanical Questions Thread

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Completed 24 ChallengesSUPEROUMAN wrote:
Does the Gladiator's bleed explosion work with minions?
That stat applies to Bleeding enemies you kill. If your minions kill them, then they would need to have that stat to cause the explosion, and I don't believe that's currently possible.
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Completed 24 ChallengesSUPEROUMAN wrote:
Do both the Gladiator's bleed explosion and montregul's explosion happen?
In a hyppothetical case where you manage to get a Zombie that has the Gladiator stat, they would both occur, yes.

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Completed 12 ChallengesJintoboy wrote:
How does melee damage on full life interact with the ancestral totems?
Does the damage bonus depend on the character's life or the totems' life?
The character's. The support is granting your skill a bonus which is based on your life. The totems are using your skill - they don't have their own skill, which would have a bonus based on their life.

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Completed 25 ChallengesSaltizard wrote:
If you have 95% crit chance and use a blasphemy Assassin's Mark, does it allow you to bypass the 95% cap and reach 100% or will it still be caped at 95% chance anyway?
Your critical strike chance is capped to 95%, but since the modifier on Assassin's Mark doesn't modify your critical strike chance, it is seperate to that. An enemy can end up having 100% total chance to be critically struck in this case.

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Completed 24 ChallengesFelix35071 wrote:
Do strongboxes (explosion, ice nova, caustic cloud, etc) or totems in maps benefit from "monsters have X% increased AoE" mods?
Yes.
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Completed 24 ChallengesFelix35071 wrote:
Similarly, what are the differences in strongbox mods as you level? Ice Nova appears to get increased AoE the higher the monster level, are other mods affected as well?
The monsters summoned and skills used will all match the mosnter level of the area. What that scaling changes about a skill depnds on the skill, but any skill that deals damage probably deals more of it at higher levels.
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Completed 24 ChallengesFelix35071 wrote:
What percentage of the monster pool is made up of guest monsters?
It currently depends on difficulty, and I can't say yet what exactly will change with that in 3.0.0. Maps are 80% guest monsters, unless they have the "increased monster variety" mod.
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Completed 24 ChallengesFelix35071 wrote:
What is the least used combat mechanic? (or is this too broad a question?)
That's both too broad, and not really a mechanical question. I don't know much about usage data.
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Completed 24 ChallengesFelix35071 wrote:
Line of sight is required for many AoE skills to deal damage... This seems disjointed to me when a skill visually impacts an enemy but deals no damage. Is this required mechanically or is it a design decision?
It's mechanically necessary in order to meet the basic design requirement that you can't freely murder things on the other side of walls which have no way to get back at you.

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Completed 36 Challengessherkhan wrote:
Does Atziri's Promise add chaos damage to the fuse/fire secondary damage from the Explosive Arrow skill?
Technically it does not "add" damage, but the "Gain x% of Elemental Damage as Extra Chaos Damage during effect" mod will apply to the explosion, yes.
Path of Exploits is dead :) Long live Path of Exploits!! - Skräcken
Facebreaker only apply to Attack type damage ? It can't be converted to elemental damage?
Last edited by TeddieJohan on May 18, 2017 3:05:45 AM
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Based on some testing I did in dried lakes, it appears that Shield Charge's "200% more damage at max charge distance" multiplier does not affect poison/bleed damage. Based on the wording, it sounds like it's an unrestricted "more" modifier on all damage dealt by shield charge. Compare that to Earthquake's "more" damage effect on aftershock, which is also an unrestricted "more" modifier and yet EQ double dips on poison/bleed while Shield Charge doesn't. Similarly, supporting shield charge with conc effect allows conc effect's "more" modifier to double dip on poison/bleed as well.

It seems like shield charge's actual effect is either 200% more melee damage or 200% more attack damage considering it does not double dip poison/bleed. If that's intentional, I feel like that should be specified in the tooltip.
You are incorrect about Earthquake. Aftershock Damage modifier does not apply to any DoT created by the aftershock hit - it works the same way as shield charge. Damage over Time is not an Aftershock, nor does it have a meaningful value of "charge distance" that could let it benefit from that modifier.

In 3.0.0, all such modifiers are being reviewed, and some will change to apply to DoT aplied by their hits as well, since their application to the hit no longer has a knock-on effect on ailment damage. In addition, all such stat descriptions will be being reviewed, so any modifiers like this which do not apply to Damage over Time will be more clearly described in 3.0.0.

As such, the above answer is only valid for the current state of the game, and will no longer be accurate in 3.0.0.

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Completed 5 Challengescezar_sl wrote:
If I have Fireball with 100% chance to ignite, linked with Less Duration, Increased Duration and Rapid Decay, do either of the support gems affect the Fireball or the ignite?
No. Fireball cannot be supported by those support gems (at least, not without including other supports as well), and skill effect duration modfiers do not apply to ailments such as ignite.

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Completed 19 ChallengesSteKrz wrote:
Lets say I use Earthquake linked to Rapid Decay and Hypothermia, and I wear Voidheart ring. Would those supports scale poison and bleed?
Rapid Decay would. Hypothermia would not, because conditional effects on the enemy do not apply to damage over time. The stat descriptions of such effects will be reworked in 3.0.0 to make it more clear they do not apply.

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Completed 38 ChallengesDaimonidlo wrote:
I was faced with such a problem - I wear Cospri's Will and use 2 skills supported by Item Rarity Support (Essence Drain + ... + IR and Abyssal Cry + ... + Void Manipulation + IR) at one point I realized that I have no idea how it works/interact.

I read from Bex_GGG posts

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There is no way to decide which degeneration effect killed an enemy, so it picks the one that has been on the monster the longest. If an enemy is affected by Essence Drain, Contagion and Righteous Fire, it will pick whichever one was applied first and check the Rarity of that skill. In other words, if you want to link a degen skill with Item Rarity, ensure you use that skill first.

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The effects of the skill will be modified by all of the supports on the attack. It is affected by the relevant supports on the skill, it isn't supported by them. The only things that can be supported are active skills and poison is not a skill.


From this I can conclude that:
If i kill enemy via Abyssal Cry explosion, loot from him will affected by IR gem, right?
Yes, it will be affected by the Item Rarity support that is supporting the Abyssal Cry skill.
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Completed 38 ChallengesDaimonidlo wrote:
If i kill enemy via poison (sorce of poison - Cospri's Will) from Abyssal Cry explosion, loot from him will affected only by IR from my gear, right?
No, it will still be affected by the gem, since the poison was from that skill, provided the poison is the degen that is considered to get the kill.
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Completed 38 ChallengesDaimonidlo wrote:
If I replace in Abyssal Cry setup Void Manipulation to Poison gem but still wear Cospri's Will will it whether it will be fix scenario (IR gem not apply) described above? Or i must use another chest in order to achieve the desired effect?
This makes no difference. What matters is that Abyssal Cry caused the poison, not why it did that.
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Completed 38 ChallengesDaimonidlo wrote:
If i kill enemy via Essence Drain (not hit but degen) before poison expire (sorce of poison - Cospri's Will) will be loot affected by IR gem?
In the situation you describe, you didn't kill the enemy "via Essence Drain", but via poison, and so the modifier applies. If the poison from Abyssal Cry had run out, and the only poison left was a newer one applied by Essence Drain, then Essence Drain would be the degen that killed the enemy, and the gem would need to support it to apply.
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Completed 38 ChallengesDaimonidlo wrote:
If monster cursed by Enfeeble whether it will doing less damage from Abyssal Cry explosion?
No, the monster is not dealing the damage.

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Completed 19 ChallengesSteKrz wrote:
I've seen two instances where someone say that Mark once confirmed, that support gems don't scale effects (like poison) added by items/ascendancies.
That is definitely not the case. If a skill applies poison, that poison was applied by that skill. Where the stat came from that allowed it to do so has no bearing on that.
Path of Exploits is dead :) Long live Path of Exploits!! - Skräcken
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I want to know how spawn weight does work in PoE:
i have 2 thoughts about it:
1) you have different pools with different mods in it. So for instance to get like T1 life you should roll firstly pool of lifes, then roll T1.
2) those weights are all mapped to very big number like each mod multiplied by its weight takes some space within this number and you do something like Random(0,THAT_LARGE_NUMBER) and then check within what range it lays.
Any of those ideas is for at least correct, and if which one?

And also please does it works with sextants like the same way?
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did those selections because the next 2 posts is pointless but taking space
Last edited by Xloctis on May 18, 2017 10:46:02 AM
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Completed 4 ChallengesMark_GGG wrote:
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Completed 24 ChallengesSUPEROUMAN wrote:
Do both the Gladiator's bleed explosion and montregul's explosion happen?
In a hyppothetical case where you manage to get a Zombie that has the Gladiator stat, they would both occur, yes.


Wait a minute, so if I have Gladiator's Gratuitous Violence and use Infernal Blow I get both explosions? I always assumed you'd just get either one.
IGN Hardcore: Muppman
IGN Beyond: TheTrueAuraBitch or BlixtarOchDunder
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Completed 30 Challengeskeyarchan wrote:
Wait a minute, so if I have Gladiator's Gratuitous Violence and use Infernal Blow I get both explosions? I always assumed you'd just get either one.

That is what Mark just said, yes. :P
With the es nerf came the removal of es mod for rings. What will happen to those rings that already have that mod? Will they stay or will that mod just disappear from the ring?
Question about Self-Inflicted Damage:

Is damage from Scold's Bridle and Heartbound Loop affected by damage type conversions and Chance to apply status ailments from the tree and items?

More generally, is self-inflicted damage considered a "hit"? If so, is it considered "your hit"? If so, is it affected by modifiers from the tree and items?

For example, can I use "Winter Spirit" to convert some of the physical damage to cold? Can I use "Reckless Defense" jewel to give it a chance to crit? Can I use "Fingers of Frost" to give it freeze chance?
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Completed 24 ChallengesKatasi wrote:
Does the "Deals 50% of Base Damage" on Shield Charge affect bleed or poison damage? I know it affects the initial hit, but does it double dip onto the bleed/poison?
Currently no. As discussed in the manifesto posts on the subject, in 3.0.0 this modifier will apply to the base damage, which means it will affect the damage over time, but this will not cause double-dipping.

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Completed 28 Challengeseffovex wrote:
With proliferation type effects, does the elemental status get affected by modifiers as it spreads, or does it proliferate with the exact same stats. For instance, with emberwake, would the burn damage that proliferates be 80% less than the initial burn damage?
Proliferation does not create more ignites that could be modified. There is still only one ignite, it just applies to multiple enemies. Since there is only one ignite, it can't be created with a different calculation to itself, so the answer to your question is no.
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Completed 28 Challengeseffovex wrote:
I assume beacon of destruction and the prolif gem work the same way?
Correct.
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Completed 28 Challengeseffovex wrote:
Can multistrike ignite on each hit, or is there a limit of one ignite per use of the skill per monster.
Yes, it can.

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Actually im testing some gladiator build and i noticed my melee totems blow up thing with my Gratuitout Violence gladiator ascendancy node. But it specifically says "Bleeding enemies "you" kill explode" i don't even need touch enemy just when my totems kill them they blow up.
This is a known bug with assignment of kills from damage over time. If your totem's damage over time kills an enemy, then it counts as you killing the enemy, not the totem. This is necessary to avoid problems in the case where the totem doesn't exist any more, and the kill can't be assigned. It will be fixed in the long term.

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Completed 36 Challengesremusik wrote:
Say I decide to use Elemental Hit with Avatar of Fire.

Presuming (for simplicity) that the hits of Ele Hit are in order Fire -> Cold -> Light, what damage and how much will each hit deal?

Will it be:

1) First hits deals fire; the same base dmg as the gem says, nothing more. Second hit does fire (former cold) at half the value of the cold dmg listed on the gem. Third hit does fire (former light) at half the value of the light dmg listed on the gem.

OR

2) First hit does fire dmg as listed on the gem PLUS half the cold PLUS half the light; and all subsequent hits follow the same logic, dealing the full fire plus half and half of the other elements as fire.
The first one. Elemental Hit only adds one type of damage to each hit, not all three.
Path of Exploits is dead :) Long live Path of Exploits!! - Skräcken
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Hello, I was considering making a character centered around the Doomfletch and Doomfletch’s Prism unique bow. The wording of the latter unique’s effect reads “Gain 110% of bow physical damage as extra damage of each element.” My question is, does this gained damage based on physical damage happen before or after elemental conversions?
No, it does not. "Gain X as extra Y" is a conversion - it just also leaves the converted thing there rather than removing it. So it's simultanious with other conversion, not before or after it.
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For example, if I were to use the skill Lightning Arrow, which converts 50% of my physical damage to lightning damage, would I still gain the same amount of damage as if I were using Split Arrow which has no elemental conversion via this mechanic?
Yes.

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Completed 13 ChallengesLammy wrote:
When shield charging directly on top of a stationary enemy, which damage applies first: the travel damage, the impact damage or both added together?
If you mean you're already on top of this enemy and charge no distance to reach them, then you never deal damage while travelling, because you don't travel.

If you just mean charging onto an enemies exact location from a distance away, then I can't answer that question. It depends on your speed and AoE, and the enemy's size. At the point you hit them and deal damage at the end of the skill, then your previous instance of dealing area damage while charging either did or did not reach that enemy's location, and thus hit them first.

In any case where an enemy does get hit by both one of the smaller instances of damage while charging and the final damage, the while-charging damage hits them first, because it happens while charging, where the larger area damage happens when you stop charging.
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Completed 13 ChallengesLammy wrote:
Does increased area of effect apply to shield charge's width while traveling?
It applies to the area of the small area damage that's repeatedly dealt while travelling. It does not apply to the width of the character object.
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Completed 13 ChallengesLammy wrote:
Do generic "melee damage" modifiers apply to poison/bleed applied by melee skills?
No. "melee damage" modifiers are not generic - they are inherently attack damage, because melee is a subset of attack. Non-attack melee damage makes no sense in PoE.
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Completed 13 ChallengesLammy wrote:
Does Shield Charge's 200% more damage apply to poison/bleed inflicted by it?
No. This answer may be different in 3.0.0.
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Completed 13 ChallengesLammy wrote:
Does Earthquake's 70% more damage from the aftershock apply to poison/bleed inflicted by it?
No. This answer may be different in 3.0.0.
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Completed 13 ChallengesLammy wrote:
With a Voidheart equipped, do your melee totems poison/bleed?
Yes (or rather, they have a chance to do so, as of 2.4.0. Whether they actually do technically depends how lucky you are).
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Completed 13 ChallengesLammy wrote:
Is it possible to proc multiple Noxious Strike's triggers (bleed/poison/maim) with a single attack on a previously unaffected enemy? i.e. If I hit a healthy enemy with a regular skill, does it only roll the 30% to bleed and stop, or does it then roll the 40% chance to poison since the enemy is now bleeding.
You did not hit a Bleeding enemy, so that chance to Poison cannot apply.
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Completed 13 ChallengesLammy wrote:
Continuing on from the previous question, If I had a Voidheart equipped and attacked a healthy enemy, does my first hit have a 50% chance to maim?
No. You need to hit a Posoned enemy to have that chance to Maim.

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I was curious about the Gladiator ascendancy node Outmatch and Outlast. It reads:
25% chance to gain a frenzy charge on kill with mainhand
25% chance to gain an endurance charge on kill with offhand
I was curious the relationship between this node and a build that uses a 1H and shield.

Does this node only apply to dual wielding?
The offhand part can only be triggered when dual wielding. The main-hand part can always apply.
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Does it work for an ability such as shield charge, which uses the shield to do damage?
No. Shield charge does not use the shield to deal damage, it uses the main hand. The shield is thematically responsible for the stun/knockback.
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Can the frenzy charge portion proc if you are unarmed?
Yes. Unarmed attacks are always technically main-hand.

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Jojas wrote:
Do two different sources for elemental penetration (like mastermind of discord from elementalist + lightning penetration support gem) stack?
Yes.
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Jojas wrote:
Another question: Is Izaro in his final stage considered "low life"?
He starts the third phase fight at 40% of his maximum life. Low life is defined as being below 35%. Thus he is not on low life for that whole section of the fight, but will likely be for most of it.

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Completed 24 ChallengesRobbatog wrote:
Consider that I am a Juggernaut with Unrelenting, 10 max endurance charges, 0 armor or other mitigation, two Heartbound Loops, Kingsguard, and a lvl 1 cwdt linked to immortal call. I self-cast summon skeletons. In what order do things happen when the skeletons disappear?
I spent some time trying to work out how you intended to gain endurance charges to make any of this matter before working out you have Unflinching as well. In the future, please note that it's really helpful if you explicitly mention everything which matters to the case at hand.

One of your skeletons will expire, dealing you 350 damage, which isn't enough to set off your Immortal Call, which has a threshold of 528 from level 1 CwDT.
You have a chance to gain an endurance charge from Unflinching. If you succeed at that chance, you have a chance to instead gain 10 endurance charges.

The second skeleton expires, later in the same frame unless some really weird shit it happening (i.e. no in-game time has passed).
This deals you another 350 damage, meaning Immortal Call has reached it's damage threshold and triggers.
Depending on the results of the previous chances, at this point you have 0, 1 or 10 Endurance Charges, which will be consumed and modify the duration of Immortal Call.
You gain life from Kingsguard if charges are consumed this was.
You have a chance to gain an endurance charge from Unflinching. If you succeed at that chance, you have a chance to instead gain 10 endurance charges.

You end this process with either 0, 1 or 10 Endurance charges, and an Immortal Call buff. If you have more than zero charges, when they later expire, you'll gain life from Kingsguard.
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Completed 24 ChallengesRobbatog wrote:
Is there any general way of figuring out the order when things happen "at the same time"?
Experiementation or asking.

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Completed 22 Challengesalex5355 wrote:
Hello Mark! Is it possible to play a lacerate build with a stat-stick in off-hand(type dagger)? Or does it force off-hand attack even though the weapon type is not usable? Thanks.
It will not make an off-hand attack with a weapon type it can't use. There was a bug for a while where it would do so in some cases, but this has been fixed.

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Completed 27 ChallengesSlamdancer wrote:
If i hit in Melee Range with LS, do the enemies take 2x damage, once from melee and once from the origin of the projectiles or are they both exclusive to range/melee?
The projectiles cannot hit the melee target. They can hit other enemies that took splash damage from the melee hit.
Path of Exploits is dead :) Long live Path of Exploits!! - Skräcken

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