Quecholli unique mace
"Enemies killed explode dealing 10% of their life as fire damage" after testing this mace with some diffrent skills this is what i can come uo with :) 1. it works with spells! 2. it bugs out arc, making it not chain to other targets. 3. it dont work off the explosion from detonate dead/infernal blow/itself 4. it dont work with bear/fire trap 5. it works with spells linked with trap suport gem 6. it is not affected by support gems to your skills wich make the killing blow, unlike detonate dead or infernal blow This thread has been automatically archived. Replies are disabled.
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quick update about arc, an enemy who survives can chain to other targets, but enemies killed that explodes will not chain to other targets.
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since i was told to ask this question here, even tho this thread seems dead, is damage quecholli deals from enemies of a 1 player party or based on the enemies actual life? IE if grouped with 6 ppl, will it deal only 10% of 100% or 10% of the the 400% of a 6 man party?
State of Beyond Mechanic: https://www.pathofexile.com/forum/view-thread/3568084
State of Blight Mechanic: https://www.pathofexile.com/forum/view-thread/3568078 State of Harbinger Mechanic: https://www.pathofexile.com/forum/view-thread/3568062 |
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" it's a mechanic similar to Infernal Blow or Detonate Dead in a way. "Enemies killed explode dealing 10% of their life as fire damage" if you are in a party, they will have more life and hence the explosion will deal more damage. however it will be immediately balanced out by the fact monsters hit by the explosion have more life too. so at the end of the day, even though it is "10% of 4x life", the results will be identical to "10% of 1x life". the only thing I'm not sure of, is what happens if the explosion hits an Elemental Reflect monster? if that damage is indeed reflected back at you - "10% of 4x life" can be more than a bit of a problem... Alva: I'm sweating like a hog in heat Shadow: That was fun Last edited by johnKeys#6083 on Oct 10, 2014, 2:05:29 AM
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Does anyone know if the passive nodes Arsonist and/or Lava Lash effect Quecholli's fire damage..? I don't think so, but have not tried.
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While there's no guarantee that they're the same it's a reasonable presumption that Detonate Dead, Infernal Blow, and Quecholli all use the same base function to handle blowing up bodies. All it would take is passing in a variable, or having the determination in the function itself, to dictate the base percentage of corpse life converted to fire damage for that function to work on pretty much every "blows dead things up" skill/effect that also deals fire damage.
Hell, if GGG wanted to they could also do something to have it change the elemental damage as well to give you, for example, a lightning spell that blows up corpses which then deal lightning damage as well. That said, http://pathofexile.gamepedia.com/Infernal_Blow " The two highlighted portions cover what passives, if any, might affect the explosion from Quecholli and how it might work in groups. Again, this is conjecture on my part, but it's very plausible. If it's possible for IB's corpse explosion to crit then I would presume that Quecholli's explosion can also crit and then be subject to burning damage bonuses as well. Also, please watch https://www.youtube.com/watch?v=d_kP-sIhxdM . It demonstrates a non-melee/attack use for the mace, and it also seems that the explosion from it is quite similar to that of Detonate Dead and Infernal Blow. I actually don't have one, or I'd try to do some testing out on it just to confirm whether or not fire/elemental damage passives aid it, but given that most developers like the KISS principle and that recycling the same function for all three effects would fall under KISS, in my opinion, it seems very likely to me that they will apply. |
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I started a Quecholli-splosion character on Torment recently because I remembered that it works with spells now. So much fun, even if it probably won't scale into the late game (where a +1/+2 staff or caster wand+shield would likely be better).
" 1) Yup, sometime between 1.2 and 1.3. Not sure when it was changed, but hooray. 2) Arc requires a previous corpse to continue chaining. Shattering corpses has a similar effect on stopping Arc (read: all chaining works this way). 3/4) No, it only works from direct damage, not secondary damage. That means it also does not work off of kills from burning/poison/puncture dot, poison clouds, herald effects, bear/fire trap, EA explosion, IB explosion, etc. 5) Yes. :) 6) The corpse explode is not a skill and does not link to any support gems. Think of it as adding a secondary effect to all of your skills passively. All that being said, there are some interesting qualities. The corpse explosion will scale off of your increased fire/elemental/aoe passives/gear and can get chance to ignite from passives/gear. Because of this, I'm running it alongside Flameblast for the ultimate "splunch" and so that I can make double-use of fire/elemental/aoe/ignite passives. It's a shame that corpses won't explode from burns, but whatever, damage is damage. I'm not going to cry too much if they "only" die from burning instead of from the corpse explosions. :P Last edited by pneuma#0134 on Dec 29, 2014, 9:37:33 PM
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