Does '40% increased Fireball Damage' helmet enchant double dips my fireball?
" I'm explaining how stuff is coded, if there was a link to this exact answer from Mark i would link to it obviously rather than wasting my time in this awful designed forums may god have mercy on the souls of those who rely on it for information. You have similar examples Mark has answered to : "Earthquake's "Aftershock deals X% more damage". Is this applied to the initial aftershock hit and any DoTs created by the aftershock hit?" "No. The aftershock is a specific part of the skill that hits things. Degens are inherently not the aftershock." "Fire Nova Mine: does this work like Earthquake's description above (Is this applied to the initial repeat and any DoTs created by the repeat?" "It is the same as Earthquake, but your description of Earthquake was wrong. It only applies to the hit." So look at these 2 examples i could very quickly find. The first one restricts the damage to the Aftershock, any dot you might cause is obviously not Aftershock damage. In the case of FNM the damage multiplier is generic, so it should apply, but then you see it says "per stage", that's a conditional modifier which dots cannot check for, so it doesn't work. Flameblast has a more multiplier which is spell damage and doesn't work with dots, Shock Nova has "Ring deals 80% less Damage", any dots it might cause are obviously not "ring damage". "Natively modifiers to attack damage (i.e. weapon damage, melee damage, etc.) and spell damage do not apply to damage over time effects unless specifically stated so" - Something like Vortex damage or Fireball damage cannot apply, because those are exactly like a specific attack damage/spell damage modifier. Exception are dots that are unrelated to hits, like Vortex cold degen, RF, Contagion, ED. Those are coded differently. |
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" There's a large difference between generic damage modifiers and "x skill damage". " Where do i say generic damage modifiers don't apply to dots ? |
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" Indeed, it's the same kind of base modifier like Incinerate or Flameblast that I mentioned have. Those bonuses are most likely applied the same way as damage effectiveness stat, the way it was displayed back in beta would probably show it better. " My best guess is there isn't any, yours is that there is, until they show us the code neither can be 100% sure. EDIT: Seems I've been covered for the helmet, I'll test it later on and we'll know for sure, no need for guesswork anymore. Wish the armchair developers would go back to developing armchairs. ◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► Last edited by raics#7540 on Apr 3, 2017, 7:47:24 AM
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" You're making an assumption that the skill itself functions as a tag in the same fashion that support tags do. Spell damage applying to vortex damage has nothing to do with proving this; vortex allows the "spell" tag to apply to the following dots. "Spell" is already a support tag, not a skill specific tag. I don't think there's ever been a comment from a dev stating anything about inhereting skill-specific damage, or if it even functions as a tag in the same fashion as others do. " All of those are not the same as the discussion here; they all discuss the basic damage of the skill, and not the inheritance of damage from other sources. For the same reason but in the opposite manner as vipermagi above, there is no evidence to support your position here that doesn't derive from assumption. It is very possible that skill damage from equipment is applied to skills via a hidden tag in the same fashion as some gems have hidden tags to make certain support gems work with them, in which case it is also possible that those inherited tags are applied to dots that derive from that skill. All of the above examples are things that affect the base behavior and damage of the skill, potentially before it is affected by any modifiers or multipliers. It is certainly possible that damage increase to a specific skill from a helmet is applied to the skill in a different way to damage values that exist directly on the gem. Increased skill damage from helmets is certainly not multiplicative, so in some fashion it acts in the same way as other increased damage sources, which leaves the door open for it to be inherited by statuses inflicted by the skill gem (whereas, as you showed above, many more damage multipliers implicit to specific skill gems are not). Last edited by Pathological#1188 on Apr 3, 2017, 7:45:15 AM
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Mark confirmed what Raics is saying here
"x% increased SKILLNAME Damage" on a helm enchantment (or anywhere else for that matter" means that every SKILLNAME skill you have gets a "x% increased damage" modifier - that modifier applies just like any other generic "increased damage" modifier, except it's granted directly into that skill's stats, rather than to your stats which would then be inherited by all skills." As to Pathological's reply to Vipermagi, tags do not dictate behavior, and neither do skills have "hidden" tags. Last edited by AusterlitZ#2982 on Apr 3, 2017, 7:46:59 AM
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" This part is interesting, those mods work similar to supports then (or maybe the closer one would be quality bonus). Great, I don't have to bother testing it. Wish the armchair developers would go back to developing armchairs. ◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► Last edited by raics#7540 on Apr 3, 2017, 8:03:37 AM
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https://www.reddit.com/r/pathofexile/comments/634vc5/some_mechanics_questions_answered_by_mark/dfrlkug/
Mark adresses it here! Edit: I'm bad at linking to reddit. It should link straight to the relevant comment now! Last edited by Xper1mental#7764 on Apr 3, 2017, 12:28:59 PM
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" Link does not work because reddit is on fire or something. IGN: Arlianth
Check out my LA build: 1782214 |
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