Mechanical Questions Thread
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Does projectile weakness buff the bleeds/poisons caused by the assassin ascendancy nodes?
"Life is like the sea; tides and currents sometimes take a man to distant shores that he never dreamed existed."
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Hello Mark, thanks for answering our questions. Two quick ones for you...
1. 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. 2. 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. Is this intentional or a bug? If it's intentional, would Zealot's Oath bypass this limitation? |
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" EDIT: If you're applying the bleed/poison with a projectile, it will increase the initial hit which will increase the bleed/poison. It does not double dip however. IGN: TsuruyaNyro Last edited by Suzumiyaharuhi on Jun 21, 2016, 10:25:57 AM
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" 1. According to this thread, the nodes do apply to bows. 2. It's intentional. If you have zealots Oath, and you're es regen > bloodrage degen or you just have an es buffer for bloodrage to use, then yes, full life would work. IGN: TsuruyaNyro Last edited by Suzumiyaharuhi on Jun 21, 2016, 10:11:17 AM
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hi there.
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 | |
"Global "Distinguishing between whether a mod is local or global is done by whether that mod could affect the base properties of the item, not other mods it has. Weapons don't have a base value of lightning damage to increase, they do have a value of physical damage to increase. "Yes. "No. The aftershock is a specific part of the skill that hits things. Degens are inherently not the aftershock. "Correct. "Minion Damage" modifiers work by giving the minion the eqiuvalent "Damage" modifier as a base property. "It is the same as case 2, but your description of case 2 was wrong. It only applies to the hit. "This is hit-only, like all conditional damage modifiers. Degen can't check those. "Only the hit has a charge distance. This only applies to the hit. "Correct. "Leech first, then reflect. "If it happened in that order, that would not be possible - you'd die. That's why it doesn't happen in that order. "No, because you're moving at the time it deals damage. "No. Flameblast will go off when you start casting Rallying Cry, not when Rallying Cry takes effect, which is later. "No. "Base damage is worked out by taking the base damage of the skill, plus any relevant additional damage. Conversion (extra X damage as Y is a form of conversion) all happens before modifiers. Converted damage will continue to be converted to new types if you have more conversion stats - if you have some physical as cold and some cold as fire, you'll have some of your physical damage as fire (via cold). Damage can be affected by any modifiers which could apply to any of the types it was converted through. So that fire damage that was cold damage that was physical damage, is affected by any modifiers which would apply to physical damage, or to cold damage, or to fire damage. No modifier can apply to the same damage twice. "Technically this would fall under your "something unique about this mod" category, in that this mod is bugged. It's applying multiplicatively, rather than correctly as an additive modifier. This has been fixed locally and will be in a future patch. "Because Vaal Rain of Arrows removes your movement speed. Cyclone moves you at your movement speed, Whirling Blades ignores movement speed and moves you based on your attack time. "Taking 10 damage and healing 10 damage each frame is inherently different from taking no damage. Each needs to be processed and can trigger different things (ES recharge inhibition, for example). The functions that apply degen can't apply regen, and vice versa. "The Most Delicious Passive Skill applies elemental proliferation to your hits. This is inherently affected by area modifiers. | |
"When calculating a hit of damage against you, if it would deal fire damage, you have a chance to not have that damage happen. "It's quite dissimilar to dodge - dodge prevents hits, avoiding damage stops some of the damage of a hit. You still will be hit (even if only for 0 damage). They apply in different ways, at different times. It applies to any hit. "I don't know what you mean by this. "Support names are indicative in general of what they do. They are explicitly not supposed to be full descriptions of exactly how they work. That's what the stat descriptions on the support are for. "Yes. "Not really. That depends on all kinds of factors. If I tried to list armour values for every monster at each level they could spawn at, the list would be out of date before I finished it. "Not inherently, no. "No. Monsters do not have passives. "Monster's skills may have such damage modifiers. In addtion, monsters get increased life and damage (among other modifiers) for being magic/rare/unique, and get increased life based on the number of players in the party. "Yes. "Only the hit. Modifiers that are conditional on some state of the enemy cannot affect damage over time. | |
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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 ?
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" DoT won't be converted. It currently can't. Edit: Actually, a Question: Will multipliers apply before or after applicable limits? If I have, f.Ex., high block, and I pick Acrobatics, will it lessen the block after I hit the block limit, or before, aka, could I sort of "overcap" block rate to keep more than 51% with Acrobatics? How about Spell-Block when generated from regular Block rate, like with Reckless Defense or Gladiator, in interaction with the above? Thank you. Zaanus: Global chat: Mechanics for A work one way, B for another, C for a third but also with A, B uses C but not A, and D uses A&B but not C ___ Isn't a "no" better than an ignore? Last edited by UnDeaD_CyBorG on Jun 22, 2016, 8:38:56 AM
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" Lets say you have 100% block. Normally you'd be capped at 75%(78% with anvil) With acrobatics, you'd have 70% block. I'm not sure if the reduction to block "Double dips" but I think it doesn't. If you have 100% block, and from that get 100% spell block, i think you end up with 70% block and 70% spell block. Testing insufficient. IGN: TsuruyaNyro Last edited by Suzumiyaharuhi on Jun 23, 2016, 6:17:04 AM
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