Mechanical Questions Thread
A quick question about the interaction of slowing effects:
In patch 2.1.0c this statement is listed: "A cap of 75% now applies to the action speed reduction caused by Temporal Chains..."
First -- I assume it does but I ask for completeness -- does this 75% apply to all slowing effects?
Second, of the slowing effects that stack:
Chill: 30% slow
Hinder: 25% slow (Arbitrary; realistic number)
Temporal Chains: 29% slow (Level 20/0% quality)
Are these effects ADDITIVE or MULTIPLICATIVE?
In other words does the above example result in enemies being slowed by:
30%+25%+29%=84% --> capped at 75% slow?
Thanks in advance!
If I ignite with explosive arrow, besides the more damage on hit; Does Less Duration affect the burning damage ie Does it double dip?
on Jul 17, 2016, 11:52:22 PM
I have read a few days ago, on a forum post, that Temporal Chains is not stacking with other Slowing effects (not sure about movement like Hinder) but they said Chill doesn't stack with it anymore, so the maximum slow you can possibly reach is:
4L 20%TChains21+Empower4+Enhance5+20%Blasphemy+DyingBreath+AnimatedDyingBreath = 75.40% Slow
And I believe that they are Additive, since my cheaply builded Arctic Breath + TempChains summoner from 2 years ago used to make bosses attack/cast ridiculously slow.
I can be wrong on both statements tho, so I would really like a 2nd opinion on this, specially because I'm building a curse based Summoner on hardcore again and I've been searching everywhere for this info.
I hope I have helped.
Last edited by DBawss on Jul 18, 2016, 1:09:06 AM
I am 99% sure
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anyone know why veteran bowyer ascendancy node from pathfinder shows me firedmg on my tooltip eventhough its random with every attack?
Every Class 100
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This is both backwards and incomplete.
If you critically strike either A or B, then you count as having crit with the skill (not the other way around). The crit roll being the same for the whole skill means that if your chance to crit against both A and B is the same, you'll crit both or niether, but Assassin's Mark is not the only thing that could cause such a difference. Any conditional or enemy-specific crit chance modifier could do this.
"Yes. In this case, you still count as having crit with the skill.
"Each critical strike you get has a 35% chance to generate a power charge, but you can't gain more than one. In theory this should be a 35% chance to gain a charge if you get a crit (i.e. if you get at least one critical strike on A or B), but if you fail that roll, the skill doesn't know it tried, so will re-roll on each subsequent hit - the knowledge that you've already tried to gain a power charge for the crit is only possible if you have the charge. So it will currently keep rolling on each hit.
"Each hit has a 15% chance to ignite the monster being hit. That ignite will be based on that hit, and will proliferate to other enemies within a small radius. It's highly unlikely that one ignite will hit an entire pack unless you've gone to effort to compact them in, and even if it can, elemental proliferation is still not useless, as every hit proliferates, and since the strongest ignite applies, more individual hits igniting means some will roll more fire damage, and thus a stronger ignite, than others. Igniting each monster individually without proliferation is less good than igniting each monster idividually with proliferation, because if one of them rolls high, all of the enemies wi proliferation range take that higher damage.
"Each hit has it's own chance, but you'll only be able to get one, just like the charges.
"They are not incompatable. However, Herald of Thunder has the same restriction as any normal skill that it can only gain one charge per skill use, so once you've got that one charge, you'd need to refresh the Herald to get another. This is likely to be changed in a future patch.
"Each bolt has it's own crit roll. They are independant.
"When you kill a shocked enemy, it creates a set of lightning bolts. This is not an effect on you or a status ailment. Each set of bolts is independant (and has it's own location).
"Just like the above charge-gainging cases, it will roll on eahc time the event occurs, until you get the charge.
"Most things. They are very different skills, and trying to list all the differences here is beyond the scope of this thread. I need to know what in particular you want to know about the functionality of the skills.
"Yes. Vaal Righteous Fire cannot be totemified. It's fundamental to the design of the skill that it's drawback apply to the player.
"Technically, yes. I'm not aware of any way in which this could matter.
"Because the skill you used that was linked to Curse on Hit and a Curse threw a trap but never hit anything, and the skill the trap was the trap's only skill, and had no curses to apply. Traps do not have sockets. when you trappify a skill, you're changing that skill to create a trap that will have only that skill, and none of your other ones.
"Outside of their item classes, which are just jewels and flasks, they're items. There isn't any other category.
"As discussed previously in the thread, conditional modifiers to damage can't apply to damage over time.
"As mentioned previously in the thread, Blast Rain was bugged and incorrectly checking spell dodge rather than regular evasion+dodge.
"Not at all. The bug only applied to the initial hit check.
"There is no "attacks can't miss" mod. There's a "hits can't be evaded" mod, and it means evasion does nothing against those hits, including when confirming the crit.
"The projectiles move at an average speed of close to 120 units/s for roughly 0.25 seconds of travel before they stop colliding with things, putting their effective range at somewhere around 30ish units. Then inherently have a variation of +/-40% base speed, but the average will be around 30.
"Similar calculation of around 165ish speed and 0.375s travel time suggests 60ish units.
"No. "Nearby" is specifically (and only) meant to indicate that there is a range on an effect, not anything about what that range is.
"100%. Pierce chance can never be more than 100%.
"No. You haev the Herald buff, but didn't shatter the enemy, and the mine did shatter the enemy, but does not have the Herald buff.
"There's a valid concern here, but I'm fine filtering out such "noise" manually, and not including it in my responses (with this exception, because this is worth discussing). I've updated the OP to include a link to the thread filtered to just my posts, so people can just get answers (with their associated questions) that way.
There may be more on the way to help people sort through and find the answers they're interested in, but I can't say anything for sure yet.
"Those skills are both attacks, which are performed with your weapons.
"Not for any time, no, but Commandment Of Frost happens during the killing hit - as an on-kill triggered effect, it is part of the process of the monster dying, so the monster hasn't finished dying when the enchantment skill hits it again.
This is on the list to improve long-term, but since it's rare and doesn't cause any real problems, is fairly low priority.
"No. Ball Lightning does no pulse, it sends bolts of lightning at specific targets independantly. The "of Winter" skills have a projectile that periodically deals area damage around it as it travels. This is the same mechanic as the pulsing projectiles used by the "Maelstom" monsters.
"The skill does not have an specific limit. Projectiles are limited to 150 units by the game, though.
"2 units radius, although this is only relevant for terrain, since the projectile always pierces.
"Roughly 30ish units per second.
"This information is available from looking at the skill popup in game.
"It doesn't override this value.
"All projectiles originate from the edge of the player object, roughly 3 units from the player's centre (but varying with angle, as units measurements can only be integer, so rounding occurs).
"All projectiles (and other game entities) are squares, defined by a radius (the squares are circles defined by using manhatten distance). Spectral Throw's radius is half of the weapon's base range (rounded down).
"No. The aura is a property of the item, not your character.
So, basically is it possible to be ignited or shocked before and take burn damage over time or extra damage from the shock while having Elemental Status Ailments immunity? Does that immunity mean immunity to 'on hit effect' only?[/quote]Yes, currently.
We are currently changing descriptions to better distinguish between granting "immunity to X" and "cannot be affected by X" (shortened to "cannot be Xed" where applicable). Once this change is finished and made live (currently planned as part of 2.4.0, but that could change), gaining immunity to something will remove instances of that thing, in addition to preventing new instances, while "cannot be affected by" will prevent new effects applying, but not remove existing ones. You'll see this in patch notes when it makes it to live.
"Arbitrary and with no mechanical consequence.
"Yes, but only if the enemy was already bleeding and poisoned. Noxious Strike cannot apply poison unless you hit a bleeding enemy. If you hit a non-bleeding enemy, and caused them to bleed, you still hit a non-bleeding enemy.
"Yes, it's random.
"10 and 60 respectively.
"Reflected damage cannot be affected by damage modifiers.
"Yes, if the triggering damage was dodgeable/blockable.
"No. There is one modifier, with a value of -15%, that applies to one set of things - enemies you've cursed. Something either is an enemy you've cursed or is not.
"They are providing the same thing - you get a total 30% chance.
"Base duration is 150ms per % of enemy max life dealt as damage, to a maximum of 1/3 of max life.
"Technically, the exact targeted location. If you're not reducing the radius of the Blasts, then a 3-unit circle around that location.
"Knockback speed is constant, and is 37.5 units/s.
"Knockback does not involve any animations at all. In addition, Hinder and Maim only affect movement speed, they are not slow effects like Temporal Chains.
"This can be worked out from the above info for a "perfect" case if you want, but in practice will vary because things have to be placed at an integer position, so angles change how far exactly things actually move (And thus how long they're moving for, since speed is constant).
"20% of life + 12% of ES (if ES is protecting life)
"It can be mitigated, but not avoided.
"Entities that are too far from any player are "asleep" and take no actions. Entities that are outside this sleep range of your player specifically, do not exist on your client (but may still be awake if in range of a different player. The exception to this is other players, who are always awake. If another player fires a projectile while outside your sleep range, it may not be able to create the projectile on your client.
This is unlikely to cause any actual mechanical effect, due to projectiles being unable to travel as far as the sleep range.
"Chilled ground applies Chill, so yes.
Thank you a lot for your answers.
I'm not sure if you didn't saw the questions because you only posted the answers when you got the whole page (taking several days), but i edited on my post some questions that weren't answered. Please don't take this as "insisting". It's just in case you overlooked them:
I learned a lot. Herald of thunder can't sustain pcoc for now, and a multi-hit skill like firestorm/ice storm/bladefall are good choices to replenish surgeon flask's.
Could someone tell me can skills/effects from glove enchantments crit? if so affected by global crit/spell crit? ty
As far as I can tell, glove enchantments are spells or attacks, and affected by global or attack/spell-specific modifiers.
Problem: impostor syndrome
Solution: nerf everything
Result: depressing mess
Last edited by a_z0_9 on Jul 19, 2016, 10:13:52 AM
Thanks, Mark, for answering all these questions!
I had a question about the Burning Arrow threshold jewel. I cannot find any information on the Burning Ground effect anywhere. How much damage does the Burning Ground do and what does it scale off of?
on Jul 19, 2016, 12:15:12 PM