Question about reflect damage

First time poster, so apologies if this is in the wrong section.

I have been playing a hardcore fire damage totem build. I was doing a t1 beach map and was doing fine until i was insta killed. I couldn't see what hit me and i had totems ahead of me.

I know totems take reflect damage and i cant actually do any damage as i took the extra totem passive on the tree.

I do however run a scortching ray + curse on hit + flamability to increase fire dmg penetration and curse at the same time.

My question is:
Is it possible for my scortching ray with the flamability curse to have hit a reflect damage unit, which still calculated the damage i would have done if i didnt have the 'you deal no damage' from the extra totem passive?

It's the only think i can think of atm that may have killed me.

Last bumped on Dec 16, 2017, 8:39:39 PM
No. If you have the Ancestral Bond passive allocated, it is impossible for you to take reflected damage from any source.

You can still die to about a hundred other things though.


(By the way, what you're guessing is also impossible for another reason - Scorching Ray does not Hit, and thus its damage can't be reflected at all, Ancestral Bond or not.)
Last edited by Abdiel_Kavash#5296 on Dec 16, 2017, 12:37:24 PM
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Abdiel_Kavash wrote:
No. If you have the Ancestral Bond passive allocated, it is impossible for you to take reflected damage from any source.

You can still die to about a hundred other things though.


(By the way, what you're guessing is also impossible for another reason - Scorching Ray does not Hit, and thus its damage can't be reflected at all, Ancestral Bond or not.)


I had 50% phys dmg reduction and over 75% elemental resistace with just over 0% resist for chaos and a decent sized health pool with some dmg done to mana first.


Ive had a few hardcores aboce 7p now. Just unusual to get one hit on a tq map. I'm still some what new. Is there anything i should be looking out on to avoid it in the future?
I don’t understand the new reflect mechanic. I thought it was supposed to be something visual you can dodge but I don’t see shit and just take massive damage every couple seconds on 15% phys reflect maps with 50% reduced reflected from Slayer Headsman node.
Reflect is map based and is the same mechanic. The mechanic that was changed was nemesis reflect mod on rare monster, now changed into thorn mod which shoot mortars that looks like magma orb to you when u hit the monster.

This is a retarded change however because they didn't care to balance it. In map with +2 projectile mods the mortars will get increased to 3 projs and overlap meaning you take shotgun damage 3x the normal amount if you are not aware of it. I don't know whether this mortar get bonuses from extra dmg to elements, or crit chance etc but assuming +2 proj does, the other mods does as well.
My builds:
https://www.pathofexile.com/forum/view-thread/1809378 - Lazor Inqusitor
https://www.pathofexile.com/forum/view-thread/1781498 - Burning Arrow Raider
https://www.pathofexile.com/forum/view-thread/1800999 - Perfect Formless Inferno Slayer
What the hell was the point of changing one reflect without the other? And why do I take damage like it is on a cooldown?
The mortar has a cooldown so high attack speed builds wont spawn 9001 of them in 1 second and blasted themselves to smithereens. However they scale with multiple proj and shotgun the fuck out of you so it's going to be instant death for melee builds that has to lock themselves into multistrike animation, or a small server delay, or just not seeing it coming among the clusterfuck of abyss and breach and whatever else.
My builds:
https://www.pathofexile.com/forum/view-thread/1809378 - Lazor Inqusitor
https://www.pathofexile.com/forum/view-thread/1781498 - Burning Arrow Raider
https://www.pathofexile.com/forum/view-thread/1800999 - Perfect Formless Inferno Slayer

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