Mechanical Questions Thread

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TJCE wrote:
Does Ailment conversion from items such as Stormfire and Three Dragons apply to damage from Mirage Warriors/Chieftan? I keep researching and it is still unclear. As I understand they do not utilize my more damage from prepared exerted attacks, but in this situation I only care about the ailments aka ignite.

Ie. if I slam lightning damage with Tawhoas Chosen, and I have a Stormfire equipped, can both slams ignite?
My understanding is that Mirages use your skills, just like Traps, Mines, and Totems do, so they benefit from your modifiers. The reason they can't use your Warcry exertions is because those only work with attacks you use yourself; they also don't work with e.g. Ancestral Protector totem attacks.
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Wundermax1985 wrote:
Hello Fellow Exiles!

I was wondering whether the doom gain and doom effect is applied to curses cast alongside (linked to) bane?

If not bane looses a lot of potential.

Any idea how this works?

Thx!

-Wunder
Only curses you cast yourself can gain Doom.
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jsuslak313 wrote:
I am sure this has been asked before, but I'm still lost as to how Beacon of Ruin works (elementalist ascendancy) specifically with Shock:

According to the wiki it reduces the minimum threshold for ailments so that a CRIT of 1 lightning damage applies the 15% shock. But does this also mean that a noncrit HIT of lightning damage that successfully rolls shock chance will also apply shock at any damage?

Also question regarding Triad Grip gloves with the line: Minions have x% chance to freeze, shock, and ignite. Does this mean ANY damage with minions can cause all three status ailments or are the ailments still restricted to the damage type (ex: lightning damage needed for shock)
The minimum shock effect applies to all shocks from hits, regardless of the hit is a crit, assuming the non-crit succeeded its roll to shock.

Chance to apply an Ailment is always contingent on dealing the appropriate damage type, e.g. chance to Ignite on your minions has no effect if they don't deal Fire damage.
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hakagure wrote:
I have a question about Arcane cloak. It appears that the damage buff has a set duration which is not effected by duration increase effects.

For example, if I increase arcane cloak duration to 8 seconds the damage fall off anyway after 4-5 seconds of the duration.

Is this intended to be like this? If yes it should be written on the skill.
The damage bonus should last until the buff expires or is depleted, which it does in my tooltip at least. If you have Arcane Capacitor allocated or Indigon equipped, you get a spell damage boost for 4 seconds when activating Arcane Cloak due to all the mana it consumes. It's possible that's what you're seeing in your tooltip.
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ArcanicFlame wrote:
(1)Clarification on Ruthless Support Gem's Effect Description Vs. it's Effect Tooltip/Affected Gem's Tooltip;
Is the "USE" condition stated in Description and not re-stated in Tooltip enforced elsewhere?
If so where? on the Skill Gem? in the backend? on the client side or server side? When can we expect to see a VFX/indicator for hit(s) modified by Ruthless Blows and/or MTX added/altered VFX for immediate verification from practical application experiences.

(1)Basically a published clarification on the interaction or lack thereof, and acknowledgement there is a lack of clarity within game where Ruthless Support is concerned in the following 6-link setup or otherwise:



(2)As an addendum to that, note the Rage Support Gem, i have for your convenience provided a suggestion in the relevant "Support Gem Feedback Thread" and a link from here to there (boy it's like a ghost town in there), on the Divergent type alternate quality as it pertains to this 6-link combo.

(2)Since the "USE" condition from said Quality is expressly stated in tooltip and officially excludes interaction with Triggered Attacks, an entirely unacceptable mechanical restriction and limitation, for those reasons i felt the need to bring it up.

(3)Offhandedly wondered if developing triggered attacks for dodge/evade was a feasible or interesting opportunity the other day but i happened to look at that compendium just now and the latest answer post happened to seem to indicate that could be interesting, but not realistically feasible due to other decisions made, so R.I.P. But then again, THAT WAS 2016?????


Ruthless should modify the tooltip of the supported skill to indicate that it deals more damage on every third attack or something like that. I'm using this gem on my current build. If your Riposte tooltip isn't mentioning it then it could mean that it doesn't work for Riposte. Might help to see those swirling animations on the heads of the monsters but it could just be your skill dealing enough damage to stun them anyway.
A mechanical question,

I will go through to trouble trying something if I can get the confirmation that it works.

With the new tools for zombies being corpses and exploding with minion instability;

If I can manage to bring a zombie to low life and at exactly that moment if I can "somehow" use detonate dead on it, but I am talking about absolutely same time, would it double dip and do the damage of both explosions? or one of them would override the other?
Hi everyone, I have a basic question about curses.

If I have a curse with vulnerability on hit, with 20% increased effect ring, does that increase apply to level 1 gem version of the curse? so enemies would take 30% * 1.2 = 36% increased physical damage?
Why does crit roll per action rather than per target/hit? Is there any reason it's handled differently from (AFAIK) most other on-hit effects?
Last edited by Seikah on Nov 22, 2020, 8:10:16 PM
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iliadrm wrote:
Hi everyone, I have a basic question about curses.

If I have a curse with vulnerability on hit, with 20% increased effect ring, does that increase apply to level 1 gem version of the curse? so enemies would take 30% * 1.2 = 36% increased physical damage?


They are Level 1 versions unless mentioned, similar with Arcane Surge in Hierophant ascendancy. Yes, that is also how we calculate the final increased phys damage.
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Seikah wrote:
Why does crit roll per action rather than per target/hit? Is there any reason it's handled differently from (AFAIK) most other on-hit effects?


This is why only cyclone and assassin class can pull off CoC builds. Barrage CoC feels bad unless you are crit-capped, as in you can go long stretches without casting anything, which gets you mobbed and killed.

This question belongs to Feedback and Suggestion Section.
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jeerinho wrote:
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Seikah wrote:
Why does crit roll per action rather than per target/hit? Is there any reason it's handled differently from (AFAIK) most other on-hit effects?


This is why only cyclone and assassin class can pull off CoC builds. Barrage CoC feels bad unless you are crit-capped, as in you can go long stretches without casting anything, which gets you mobbed and killed.

This question belongs to Feedback and Suggestion Section.


Thank you for the reply, but I think you're reading too much into my question. I've never played cast-on-crit, and I'm not providing feedback or a suggestion; it's a plain question about game mechanics. Namely, is there currently, or was there historically, a mechanical reason the crit roll occurs per action?

Is it just a design decision? Does it have something to do with how targets get an evasion check against crits? Is it significantly less calculation for the server? Am I mistaken about crit being an exception to the rule, and it's actually standard for procs (e.g. chance to bleed, chance to deal double damage) to roll per action?
Last edited by Seikah on Nov 23, 2020, 9:06:47 AM
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Seikah wrote:

Thank you for the reply, but I think you're reading too much into my question. I've never played cast-on-crit, and I'm not providing feedback or a suggestion; it's a plain question about game mechanics. Namely, is there currently, or was there historically, a mechanical reason the crit roll occurs per action?

Is it just a design decision? Does it have something to do with how targets get an evasion check against crits? Is it significantly less calculation for the server? Am I mistaken about crit being an exception to the rule, and it's actually standard for procs (e.g. chance to bleed, chance to deal double damage) to roll per action?


It is not standard, whereby Crit and charge generation are the ones being different. Frenzy and Power Charge on Crit giving just one charge per skill use. However, some items like Voll's Protector can give multiple power charges per skill use. The wording on this chestpiece says it is different than PCoC.
Do Thief's Trinkets affect Grand Heists as well? They say "Heists" which is a bit unintuitive. Like there are Grand Heists(using blueprints) and (simple) Heists (using contracts)

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