Cast when Damage Taken + Active Skill, Blood Rage
I'm not sure if this is a bug, or if I'm not understanding the descriptions or game mechanics correctly.
1) Blood Rage (you take 4% of your maximum life as physical damage per second) 2) Cast when Damage Taken + Active Skill (trigger: cast when X damage is taken) If I cast Blood Rage, why isn't Molten Shell triggering after X seconds have elapsed (condition: when X seconds x .04% >= damage Trigger threshold)? If it's intentionally not working per design, can someone please note the description? (i.e. Blood Rage, self-damage will not cause trigger Cast when Damage Taken.) I couldn't find anything in either skill gem description, nor on the "trigger" page in Gamepedia. Last bumped on Oct 26, 2017, 12:35:25 PM
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cwdt works with hits, damage over time does not hit
IGN: Eric_Lindros
CET: Timezone |
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I've used that combo before and it works. Did you check the skill level on your Molten Shell gem to make sure it's low enough for your CWDT gem?
Builds
https://www.pathofexile.com/forum/view-thread/2149153 https://www.pathofexile.com/forum/view-thread/2245701 https://www.pathofexile.com/forum/view-thread/2664371 Shaper Guide: https://www.pathofexile.com/forum/view-thread/2252008 |
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cwdt has never worked with DoTs
IGN: Eric_Lindros
CET: Timezone |
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DOT?
I'm working with 3 skill gems here: 1) CWDT + any Active Skill Gem (i.e. Molten Shell, Spark, Fireball, etc.) 2) Blood Rage Blood Rage is simply being used as a masochistic tool to inflict 4% damage on self, for the purposes of reaching the damage threshold of CWDT. Someone with 5k life takes 200 damage/sec. At 200 d/s, a 20/20 CWDT should reach it's 3272 damage threshold after 17 seconds. A L1 CDWT gem should trigger after 528 damage (3 seconds). Testing this in my hideout, this does not work, but I don't understand why. The only thing I can think of is that Life Regeneration is working against me. My passive skill tree may have more than 4% Life Regen. Physical Damage Reduction may be a factor too, but mine is only 7%, too low to have any impact. I've tested a variety of gems at various levels and none work. Is this by design, am I misunderstanding a game mechanic, or is it a bug? |
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DoT stands for Damage over Time, which is what Blood Rage is.
Need game info? Check out the Wiki at: https://www.poewiki.net/
Contact support@grindinggear.com for account issues. Check out How to Report Bugs + Post Images at: https://www.pathofexile.com/forum/view-thread/18347 |
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" Not to answer the initial question (idk if Blood Rage can trigger CWDT), but you shouldn't test things like this in your hideout. 3.5 build: https://www.pathofexile.com/forum/view-thread/2299519
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" There's nothing about the hideout that would make-or-break this. Whether Blood Rage can trigger CwDT has been answered threefold in this very thread. :P |
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Thanks. I didn't know about the mechanic that DOT's couldn't trigger CWDT. There's no mention of this in the skill description.
"Cast when Damage Taken" would be better named "Cast when Damaging Hits Taken", especially now in 3.0 when so much damage comes from Ailments. At the very least, the skill description should say something like, "Each supported skill will track damaging hits you take, and be triggered when the total damaging hits reaches a threshold..." |
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Grinding Gear goes way out of their way to keep a very tight leash on Cast When Damage Taken, because if they didn't CWDT would be broken beyond comprehension and just about the only viable/valid/Meta-Approved(C) way to play the game.
Anything that can allow the player to controllably trigger CWDT whenever they like is either crazy rare, riddled with drawbacks, requires a finicky Rube Goldberg-esque setup, or some combination of the three. This is because even without all that stuff, CWDT builds triggering a dozen spells off of just damage enemies deliver to the player are competitive with a number of direct-cast builds. It's just another variation of the Trigger Problem. Triggers are great when used as the devs originally envisioned - as contingencies or supporting actions for regular play - but when people do things like pre-2.4 Cast on Crit to trigger six hundred spells in three hundred milliseconds, it breaks the game. Not only OHPEE OHPEE-wise, but also performance-wise - those cascading Triggeruption builds crashed connections and could mess with their servers. They actually broke-broke the game. So now GGG watches them like a hawk and tries to ensure they're kept strictly under control because you can't trust PoE players with nuttin :P She/Her
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