Mechanical Questions Thread
"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. "Only curses you cast yourself can gain Doom. "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. "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. | |
" 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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" 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. | |
" 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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" 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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