Mechanical Questions Thread

"
aylwinns wrote:
Hi

I have a small question about our account contents being merged to standard.

I have progress much further in Delirium league than any previous leagues.

Is it possible to request for my delirium atlas to be brought to standard instead of keeping the current standard one?

Thanks

Regards,
Aylwinns Tan

It seems like the atlas will be rerolled for 3.11, so you will need to set up your standard atlas again either way. Completing a map from an old map series will complete lower tiers as well, so it is easy to catch back up.
1)

"Volatile Mines is a notable passive skill that grants increased mine damage and increased mine detonation speed. It raises the active mine limit. It also grants an effect that allows each mine to apply a debuff to enemies near it that increases the damage they take"

Does debuff mean it has a duration just like corrupting blood, so if i throw 5 mines at the shaper he takes 10% increased damage for like 4 secs, or is it only while the mines are still active?
because with the nature of mines dealing damage while exploding, its not that effective as a mine-aura :/


2)

The detonate mines gem has 1% increased mine detonation speed per 1% quality.
If i have the skillgem equipped, does it matter which hotkey i use to benefit from the mine detonation speed increase?
can i just use the normal D hotkey, or do i have to reassign the hotkey D to the new skillgem detonate mines to benefit from it?
"
rabko wrote:
Hello,
is there any effect of map tier on sextant master missions for example if I run t1 map with jun is it will be same as if I run it at t16?

Hello there.
A "sextanted" master mission is technically the same as a regular mission.
The area level where you got the encounters will define :
jun - area level of corresponding safehouses
alva - area level of complete temple
nikko - amount of collected sulphite
zana - tier of available missions
einhar - not sure, probably the pool of beasts that can spawn
PLEASE QUOTE ME IF YOU ARE EXPECTING A REPLY
Last edited by xhul on Jun 11, 2020, 10:58:07 PM
"
tobiremobi wrote:
1)

"Volatile Mines is a notable passive skill that grants increased mine damage and increased mine detonation speed. It raises the active mine limit. It also grants an effect that allows each mine to apply a debuff to enemies near it that increases the damage they take"

Does debuff mean it has a duration just like corrupting blood, so if i throw 5 mines at the shaper he takes 10% increased damage for like 4 secs, or is it only while the mines are still active?
because with the nature of mines dealing damage while exploding, its not that effective as a mine-aura :/
That debuff should be a an aura of the mines, and it will be active while the mine is in place, and no longer active after it is gone. If you continuously throw mines while they're detonating and have 5 mines in place at any time (the number should show in your buff bar at the top), enemies near them will take 10% increased damage. I am unsure what modifiers apply to this effect, though the Saboteur's Demolition Specialist node should increase the effect (but not the maximum), which means you would reach 10% even with three mines, or fewer if you have other stats affecting that aura effect.

"
tobiremobi wrote:
2)

The detonate mines gem has 1% increased mine detonation speed per 1% quality.
If i have the skillgem equipped, does it matter which hotkey i use to benefit from the mine detonation speed increase?
can i just use the normal D hotkey, or do i have to reassign the hotkey D to the new skillgem detonate mines to benefit from it?
I do not know any information about this explicitly, but based on the general logic of the game, the detonation speed should only apply to that version of the skill, so detonating mines regularly should not benefit from the quality on the gem.
Greetings. I have read all the answers with "Curse" in them, but could not find anything regarding what I am going to ask.

I am wondering about the caps of the actual effects that Curses have.
For example, I know that Temporal chains Less Action Speed effect is capped at 75% and all effects of Enfeeble are capped at 75% as well, but I do not know the following caps for the following effects (if they exist):

1. Poacher's Mark:
"Cursed enemies have #% less evasion Rating"

2. Warlord's Mark:
"Cursed enemies have #% reduced Stun and Block Recovery"
and
"Cursed enemies have an additional 10% chance to be Stunned"

I would be very thankful if you could tell me if there are caps for those effects or if I can could theoretically curse enemies with 100% less evasion Rating, 100% reduced Stun and Block Recovery or an additional 100% chance to be Stunned.

For every other Curse skill effect I am assuming that there is no Cap. Please correct me on this if I am wrong there.

Thank you very much for taking the time to read and answer my questions.
is it normal that sirus

-attack ~5 times as often than the other fights before
-do attacks parallel to others
-attack faster / more star rain / explosions
do more storms and drive longer ways

or the map has random hidden mods
or is it just a bug?

kindly regards
Eldritch battery and blastchain toxic rain mines dont seem to be working together.

It is still using mana instead of energy shield to cast the mines.
While the mines reserve mana, there seems to be a manacost for the skill aswell that needs to be covered, thats why i tried going for eldritch battery to not have to invest heavily in mana regen to be able to spam the mines.
but now even with 50% unreserved mana and spend energy shield before mana, i run out of mana without spending a single point of es.
What am i missing?

edit: I think reserving mana means spending mana, so even though i can have 15 mines max at a time, once i have 15 and keep casting, it does not increase my reserved mana, but since mana is still being spent, it acts like a manacost?
Last edited by tobiremobi on Jun 13, 2020, 4:34:36 AM
I'm fairly new and I know this information is out there but I don't know where to even begin looking for it:

Let's say I'm setting up a build for Smite. I use a Physical to lightning support to make Smite do 100% lightning damage, so far so good. Now, is it better to spend resources on physical damage or elemental damage? Can they be split evenly and still work?

For example;

10% increased lightning + 10% increased physical

OR

20% increased physical

OR

20% increased lightning?

How would I find out what is best and does it really matter? Is it more important to stack one over the other?
Last edited by JayCee01_PoE on Jun 13, 2020, 6:56:48 PM
"
SDGPainTrain wrote:
Greetings. I have read all the answers with "Curse" in them, but could not find anything regarding what I am going to ask.

I am wondering about the caps of the actual effects that Curses have.
For example, I know that Temporal chains Less Action Speed effect is capped at 75% and all effects of Enfeeble are capped at 75% as well, but I do not know the following caps for the following effects (if they exist):

1. Poacher's Mark:
"Cursed enemies have #% less evasion Rating"

2. Warlord's Mark:
"Cursed enemies have #% reduced Stun and Block Recovery"
and
"Cursed enemies have an additional 10% chance to be Stunned"

I would be very thankful if you could tell me if there are caps for those effects or if I can could theoretically curse enemies with 100% less evasion Rating, 100% reduced Stun and Block Recovery or an additional 100% chance to be Stunned.

For every other Curse skill effect I am assuming that there is no Cap. Please correct me on this if I am wrong there.

Thank you very much for taking the time to read and answer my questions.
"Less Evasion rating" is obviously capped at 100%, which would result in the monster having zero Evasion and being hit every time unless you're blind. Other than "natural" caps like this, the only curse I know of with capped effect is Temporal Chains; both the slow and the effect expiry rate reduction are capped at 75%. If you could increase the effect of Warlord's Mark enough, you could indeed reduce Stun and Block Recovery 100% and paralyze monsters, but I don't think the 234% increased Curse Effect you'd need exists in the game. Also keep in mind that bosses have various amounts of less Curse Effect, so you'd need even more increased Curse Effect against them.
"
tobiremobi wrote:
Eldritch battery and blastchain toxic rain mines dont seem to be working together.

It is still using mana instead of energy shield to cast the mines.
While the mines reserve mana, there seems to be a manacost for the skill aswell that needs to be covered, thats why i tried going for eldritch battery to not have to invest heavily in mana regen to be able to spam the mines.
but now even with 50% unreserved mana and spend energy shield before mana, i run out of mana without spending a single point of es.
What am i missing?

edit: I think reserving mana means spending mana, so even though i can have 15 mines max at a time, once i have 15 and keep casting, it does not increase my reserved mana, but since mana is still being spent, it acts like a manacost?
Mines don't have a mana cost, only a mana reservation, so Eldritch Battery doesn't interact with them.
"
JayCee01_PoE wrote:
I'm fairly new and I know this information is out there but I don't know where to even begin looking for it:

Let's say I'm setting up a build for Smite. I use a Physical to lightning support to make Smite do 100% lightning damage, so far so good. Now, is it better to spend resources on physical damage or elemental damage? Can they be split evenly and still work?

For example;

10% increased lightning + 10% increased physical

OR

20% increased physical

OR

20% increased lightning?

How would I find out what is best and does it really matter? Is it more important to stack one over the other?
See the article on damage conversion for the full story. In short, damage is affected by modifiers to its original type and the type it was converted to (and any types it was converted through, e.g. physical -> lightning -> cold). Your weapon's physical damage converted to lightning is equally affected by all three of those modifiers. However, Smite has a built-in lightning damage component that is not converted from physical, and you can get added lightning damage on your weapon and from various other sources. Since this damage was never physical, physical modifers don't affect it. So the increased lightning damage modifier is the most effective, but it's pretty close, especially if you have a high physical damage weapon.
"
tobiremobi wrote:
Eldritch battery and blastchain toxic rain mines dont seem to be working together.

It is still using mana instead of energy shield to cast the mines.
While the mines reserve mana, there seems to be a manacost for the skill aswell that needs to be covered, thats why i tried going for eldritch battery to not have to invest heavily in mana regen to be able to spam the mines.
but now even with 50% unreserved mana and spend energy shield before mana, i run out of mana without spending a single point of es.
What am i missing?

edit: I think reserving mana means spending mana, so even though i can have 15 mines max at a time, once i have 15 and keep casting, it does not increase my reserved mana, but since mana is still being spent, it acts like a manacost?
What happens is that you reserve mana again, but because you have a limit of 15 mines, the oldest one is removed and thus no longer reserves mana. Mana that you reserve is considered to be spent at the time of reserving it, so you have to regenerate it when you stop reserving, thus your mana drops a little whenever you reserve another mine past your limit, despite the fact that the number of active mines and their actual reservation is not increasing.

Eldritch Battery specifically does not significantly interact with mines because it states to spend ES instead of mana for "skill costs". Reserved mana is spent, but skills that reserve mana do not have a "mana cost", which is why reservations still work with mana with EB.

Report Forum Post

Report Account:

Report Type

Additional Info