Mechanical Questions Thread

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The life cost of the skill is subtracted from your life pool when the skill is used. The damage calculation is done when it hits an enemy. The latter necessarily happens at a later time than the former (well unless your character manages to discover the ancient Vaal secrets of time travel).

For some skills, the delay between the two events is nearly instantaneous (Flicker Strike, Cleave); but for some it might be quite long (Sunder, Earthquake). In either case, if you manage to restore your life back to full before your attack hits an enemy, you will get the "on full life" bonus.

Note that if you rely on "life gained on hit" modifiers from that same attack to restore your life it won't work: the damage is calculated and dealt first, and only then you get your life back.


Interesting, thanks a lot for the explanation.
So I would assume that as Slayer, with overleech and something between 58 and 80ish% life leech per second it should actually work.
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Player089 wrote:
Interesting, thanks a lot for the explanation.
So I would assume that as Slayer, with overleech and something between 58 and 80ish% life leech per second it should actually work.


Keep in mind the maximum leech rate cap, which is 20% of your maximum life per second by default (but can be increased e.g. by the Vitality Void or Vaal Pact passives).

If there is 0.1 seconds between the skill use and the hit, you can leech up to 2% of your max life in that time. Assuming 5000 max life, that is 100 life leeched. With a 6L setup it is quite possible for a skill to cost more than that.

Obviously with increasing your max leech rate and using skills with a longer delay it should be possible to make it work. (I've personally never tried it in practice though.)
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Hello, I'm running blood magic, vaal pact and for the skill its cyclone with one of the supports being damage on full life, my question is if I run a aura that now reserves a % of my life will the damage on full life still function properly?

Thanks for your time :)


I found a Mark_GGG quote for you:

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Mark_GGG wrote:
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Completed 25 Challengeskuddman wrote:
as I recall, on full life effects normally also work with life reserved but I can't really remember.
They do not, and have never done so. Full life you means 100% of life.

This is not a bug.
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HOw those two interact?
Do I get 50% increased damage or not [because of instant leech]?

@Below

I've thought so. Thanks
Last edited by Nishrek on Jan 10, 2018 3:19:38 PM
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Completed 13 ChallengesNishrek wrote:

HOw those two interact?
Do I get 50% increased damage or not [because of instant leech]?


If the leech is instant, there is no point in time at which you "are leeching". Thus the 30% increased damage bonus from the amulet never applies.

The 50% increased life leeched per second has no effect either, since the leech is instant. There is no "life leeched per second" to modify.
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Last edited by Abdiel_Kavash on Jan 10, 2018 2:08:50 AM
Does Dyadus's "Chill enemies for 1 sec on HIT with off hand" effect work with Ancestral bond?
I am making a build and dual wielding these would be awesome for the 200% increased burn.
I have two version of the build (cheiftain and Hiero) in mind but the chief version is reliant on ancestral bond for the extra totem.
Looking information up has proven spotty at best with some claiming it is bugged and others saying it works.
I would assume it would work consedering the only requirement is a "hit while in the offhand".
There is no mention of damage, only a "hit" which would make it like the interaction between Ancestral Bond and Elemental Overload which does work because Elemental Overload only requires a "critical strike" regardless of wether damage is done or not.
Also relating to the build i'm making, does Searing Bond "shotgun"? As in it's damage is done by each "beam" rather than only one applying the DoT damage regardless of the visually "crossed" streams.
I am a relatively new player and all help is appriciated.
Does VP's double leech rate affect my ES leech when I use Soul Tether? While VP was changed to be life leech only, Soul Tether allows that leech to affect ES, so it should still work right?

Does Soul of Arakaali also affect my ES leech/recovery? I don't use blood rage, so as long as I'm not taking damage over time, I should also have an increased leech rate on top of the VP?
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Player089 wrote:
Interesting, thanks a lot for the explanation.
So I would assume that as Slayer, with overleech and something between 58 and 80ish% life leech per second it should actually work.


Keep in mind the maximum leech rate cap, which is 20% of your maximum life per second by default (but can be increased e.g. by the Vitality Void or Vaal Pact passives).

If there is 0.1 seconds between the skill use and the hit, you can leech up to 2% of your max life in that time. Assuming 5000 max life, that is 100 life leeched. With a 6L setup it is quite possible for a skill to cost more than that.

Obviously with increasing your max leech rate and using skills with a longer delay it should be possible to make it work. (I've personally never tried it in practice though.)


Yeah, i considered that - no worries. The 80% were actually the life leech per second, which is what you usually have most of the time as a slayer.
I was wondering if this part of the wiki was still accurate with the current version of the game.


Drop Penalty
There is a penalty to the chance of currency items and Divination cards dropping in areas with a monster level more than two levels lower than your character level. For each additional level that you have compared to the area's monster level+2, the chance of a currency and Divination card item drop is reduced by 2.5%

Currency and Divination card drops are not increased or decreased in this way when fighting in areas above your level.

For the purposes of this penalty, your character level is never considered to be higher than 68. Therefore a level 75 character receives no penalty in a level 66 area.



Mostly I'm curious about the last part, about the character level versus the area level. The last patch notes that mention this are back in Beta I think. As always, thanks for the time!
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Completed 9 Challengesvaiur wrote:
Does projectile weakness buff the bleeds/poisons caused by the assassin ascendancy nodes?
No.

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Completed 29 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 29 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 32 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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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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