haku mod should read 'hits with this weapon can't be evaded'
If you dual wield and one weapon has the Haku mod 'hits can't be evaded' this only applies to this weapon. I assume this is working as intended but the description of the effect should be 'hits with this weapon can't be evaded' because that is what it does.
Last edited by quarague#3526 on Mar 18, 2018, 4:03:55 PM Last bumped on Mar 19, 2018, 9:18:14 AM
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It's Vagan's mod, not Haku's.
Secondly, it's a local mod and works the same as every other local mod. Only applying to hits with the weapon. Just like Essentia Sanguis' leech to ES only applies when that is the weapon that hits. Not seeing a bug here. Guild Leader The Amazon Basin <BASIN> Play Nice and Show Some Class www.theamazonbasin.com Last edited by mark1030#3643 on Mar 18, 2018, 6:42:18 PM
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Yeah, this is not a bug, but a (very reasonable) feature request.
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It certainly bugs enough people that it should count as a bug. Local mods that could just as easily be global mods should say they are local.
Face it, all of your suggestions are worse than this idea:
http://www.pathofexile.com/forum/view-thread/657756 |
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The rule of thumb is "if a modifier can be local, it is local". You hit things with weapons, and the modifier specifically states it applies to Hits. It's really not that ambiguous. :/
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" This is probably part of the reason why so many people find it ambiguous. It's not like things other than hits can be evaded. If it's just referring to the weapon, why does it need to specify hits in general? Why not just say "Can't be evaded", for eg? " This rule of thumb is only needed in a few situations, though, since most of the mods on weapons are obviously either local or global. And in the cases it is needed, it is often wrong. The Tempestuous Steel is a great item to help illustrate why this rule of thumb is not very useful: " These are obviously local, since they change the local values on the weapon, and you can see the effect they have since the text changes colour on the affected stats. You don't need a rule of thumb to work it out. " The mod in question. Note that it comes just before the mod below: " This mod could be local even if it didn't specify it. Why specify it? It seems like the reason it says "with this weapon" is to avoid ambiguity. " These could easily be local, since the weapon does physical attack damage. So according to the rule of thumb, they should be local, right? I think the real rule of thumb is more likely "If a modifier can be local *in the code*, then it is local." "Hits can't be evaded" is a local mod in the code, which is why it is local. "Attacks Penetrate 30% Elemental Resistances" is not a local mod in the code, but "Attacks with this Weapon Penetrate 30% Elemental Resistances" is. "Gain 15% of Physical Attack Damage as Extra Fire Damage" can't be a local mod in the code, so it is global. Face it, all of your suggestions are worse than this idea: http://www.pathofexile.com/forum/view-thread/657756 Last edited by dudiobugtron#4663 on Mar 18, 2018, 8:31:21 PM
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"[30%Pen] This mod could be local even if it didn't specify it. Why specify it? It seems like the reason it says "with this weapon" is to avoid ambiguity."
The rule of thumb only cares about the base item, which deals exclusively Physical Damage. Pen is inherently for Elemental Damage. There's no reason it would be local. Gain Damage mods, those I agree on, because there is a very real difference between Phys as Lightning Damage and straight Lightning Damage. That said, if they were local, their Damage values would be listed on the item description. So, I strongly disagree with "[..]in the cases it is needed, it is often wrong.", because it actually only rarely is. People do mistake Increased Evasion mods as being global, mind you. Last edited by Vipermagi#0984 on Mar 18, 2018, 8:53:19 PM
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" Good point! I think if all local mods were represented somehow in the item description, there would be much less of an issue. " I decided to check this out by going to the list of uniques, choosing the first list (one handed axes), and checking mods that you need the rule of thumb for to see how well it stacks up. (Note I am asserting that mods which affect the item description don't need the rule of thumb. Also note I am using poedb to tell if the mods are local or global.) +(5-7) Life gained on Kill (Global - can't the base item kill things, though?) Curse Enemies with Level 10 Flammability on Hit (Global, because it has to do with another skill granted to you by the mod?) Culling Strike (Global - I can't see why from the rule of Thumb, though!) 2% of Physical Attack Damage Leeched as Life (Local, Rule of Thumb is correct here.) 25% of Physical Damage Converted to Cold/Lightning Damage (Global, as discussed above. This could be a really interesting local mod, though!) Insufficient Mana doesn't prevent your Melee Attacks (Global, because the base item doesn't use mana I guess? But then, it doesn't hit by itself either.) Your Physical Damage can Chill (Global, because?) Hits ignore Enemy Monster Fire Resistance while you are Ignited (Global, because the base item doesn't deal fire damage, even though the unique in question also has a local fire damage mod.) 25% chance to cause Bleeding on Hit (Local, chalk up another one for the rule of thumb.) 40% increased Physical Weapon Damage while Dual Wielding (Global, because the base item isn't dual-wielded by default? Or because there's a secondary rule of thumb which says conditional mods can't be local?) -------------------- PS: Also, "Gain a Flask Charge when you deal a Critical Strike" is Global, although it's not on a 1-hand axe I thought it was noteworthy enough to be worth pointing out as well. I think there's sufficient evidence there to show that the proposed rule of thumb is about as useful as i before e except after c. Face it, all of your suggestions are worse than this idea: http://www.pathofexile.com/forum/view-thread/657756 Last edited by dudiobugtron#4663 on Mar 18, 2018, 9:36:24 PM
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"Good point! I think if all local mods were represented somehow in the item description, there would be much less of an issue."
Yep. Alternative: I'd have thought Advanced Mod Descriptions could aid in that matter, or the extended description from holding Highlight Items. One of those two could make note. "Insufficient Mana doesn't prevent your Melee Attacks (Global, because the base item doesn't use mana I guess? But then, it doesn't hit by itself either.)" Swinging a weapon does hit things, it does not spend Mana. Skills do. "Your Physical Damage can Chill (Global, because?)" Because reasons??? "You"/"your" would be the excuse, but that is not a defined keyword, so it's wishy-washy at best. "Or because there's a secondary rule of thumb which says conditional mods can't be local?" This isn't a rule of thumb, but a hard rule: conditional modifiers are always global. (also relevant for 'ignore Fire Res/Ignited' mod) "PS: Also, "Gain a Flask Charge when you deal a Critical Strike" is Global, although it's not on a 1-hand axe I thought it was noteworthy enough to be worth pointing out as well." Weapons don't have Flask Charges either. And I repeat: there have been plenty of questions of whether a modifier is local or not even when it's "obvious". People have come and asked why Ethereal Knives doesn't scale with their wand's Increased Phys Damage. You don't need the rule of thumb for %IPD, but other people do. It is true more often than not. |
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Thanks for pointing those out!
" How can you swing a weapon without using a skill? Or is 'basic attack' considered to be part of the weapon somehow? " People ask all sorts of questions, and misunderstand things regardless of how they are worded. I think that "increased physical damage" on a weapon is sufficiently unambiguous because it visibly changes the local stats of the weapon. (Not sufficiently unambiguous to prevent all confusion, just sufficient for people who know what it means to not think it's too ambiguous.) I realise people will still find it confusing; they would find it confusing even if it said 'local' or 'with this weapon'. " So Dyadus' "Adds (255–285) to (300–330) Cold Damage in Off Hand" is not a conditional mod? Face it, all of your suggestions are worse than this idea: http://www.pathofexile.com/forum/view-thread/657756 Last edited by dudiobugtron#4663 on Mar 19, 2018, 2:07:21 AM
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