Synthesised Mod - local or global?

if i have a weapon with a synth mod (say, increased cold dmg), but it doesn't actually have any cold dmg, does the mod's effect become global?
or is it still local and thus simply wasted?

i.e. in deciding whether a mod is local or global, does the game check whether the item COULD be affected by the mod or if it actually is?

tyty :-)

helm
Last bumped on Jan 27, 2022, 8:57:36 PM
Increased Cold Damage is global for sure.

Maybe link your wand here?
All implicits in items are global.

All syntesized implicits are, well, implicits.

So, yes, added damage as an implicit will apply to both attacks and spells unless stated otherwise (for example, in Quivers implicit where it specifically says it will add damage only to bow attacks)
Last edited by Maxtrux#0762 on Jan 27, 2022, 5:47:23 AM
Are you sure about that? Take a look for example at Quill Rain. A corrupt Quill Rain with "Increased Attack Speed" implicit is a local mod, not a global one. You can see this by searching for one on the trade site. The site won't find one unless you pick "Increased Attack Speed (local)" in the search parameter and the resulting items have their base attack speed directly modified.
"
TemjinGold wrote:
Are you sure about that?


from Mark_GGG:

"
Mark_GGG wrote:

A local mod affects that property of the item, as opposed to a global one which affects it for your character. Thus a local mod can only occur on an item with that property, and conversely, global mods will not occur on such items.

So, purely for example, "% increased physical damage" on a ring, can't be local, because rings don't have base physical damage. "% increased physical damage" on a weapon is local, and affects the value of the weapon, rather than you. You'll see that the damage values on such a weapon are blue, rather than white, to show they've been modified by local mods.

The global version of a mod will (almost) never spawn as a random on something that it could be local on. You can get global crit mods on weapons, where they could have been local, but only as implicit mods (daggers give global crit chance, and thrusting swords give global crit multiplier). In those cases, to prevent any confusion, the global mod is specifically labelled "Global" so you can see it isn't local.

So, if you see an "% increased armour" mod on a helm, that's local, not global, and the armour value of the helm will be in blue to show that that's a modified value. If you see "% increased armour" on a ring, that's global.


It appears I've always misinterpretated it. Usually implicit modifiers have always been globals, but either by saying it out loud or by following this logica, this is not intrinsic.

At this point I am not sure anymore. I mean, I know implicit modifiers that adds damage are global, but I can't track it with an explicit quote from a GGG employee

"
Maxtrux wrote:
"
TemjinGold wrote:
Are you sure about that?


from Mark_GGG:

"
Mark_GGG wrote:

A local mod affects that property of the item, as opposed to a global one which affects it for your character. Thus a local mod can only occur on an item with that property, and conversely, global mods will not occur on such items.

So, purely for example, "% increased physical damage" on a ring, can't be local, because rings don't have base physical damage. "% increased physical damage" on a weapon is local, and affects the value of the weapon, rather than you. You'll see that the damage values on such a weapon are blue, rather than white, to show they've been modified by local mods.

The global version of a mod will (almost) never spawn as a random on something that it could be local on. You can get global crit mods on weapons, where they could have been local, but only as implicit mods (daggers give global crit chance, and thrusting swords give global crit multiplier). In those cases, to prevent any confusion, the global mod is specifically labelled "Global" so you can see it isn't local.

So, if you see an "% increased armour" mod on a helm, that's local, not global, and the armour value of the helm will be in blue to show that that's a modified value. If you see "% increased armour" on a ring, that's global.


It appears I've always misinterpretated it. Usually implicit modifiers have always been globals, but either by saying it out loud or by following this logica, this is not intrinsic.

At this point I am not sure anymore. I mean, I know implicit modifiers that adds damage are global, but I can't track it with an explicit quote from a GGG employee



Seem this is pretty clear then: A mod is local if it can be local to that item. If not, it's global. If a mod that can be local to an item is instead global, it will have the word "Global" in it. This has nothing to do with whether that mod is an implicit or an explicit (and is why Rune Daggers have Global Crit Chance implicits).
thanks for the responses/discussion.

am I reading them correctly that there is consensus that the "increased cold damage" implicit on a weapon will always act local, independent of whether that weapon actually has any cold dmg or not?

(concretely/specifically, I was looking to craft a high pDPS bow and convert 100% of phys. dmg to cold. looking for a good base I saw a synthesised thicket bow with "44% increased cold dmg" implicit, which would be great IF the implicit acted globally, but it sounds like that implicit would just be wasted :-(

thanks again!
Last edited by helmutb#0787 on Jan 27, 2022, 8:07:55 PM
Your bow should work the way you are hoping (try it in PoB to see) because a blank bow cannot naturally take advantage of that mod (therefore it is global). If you had "Adds 4-6 cold damage" that would be local.
ah, PoB - why didn't I think of that? ;-)
yeah, lemme go try that.

thanks!


just did: added "44% increased cold dmg" implicit to my existing (phys only) arborix bow and it increased overall dmg by about 5% :-)
Last edited by helmutb#0787 on Jan 27, 2022, 9:07:46 PM

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