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Mechanical Questions Thread

I was wondering about the interaction between Arborix and totems, specifically this part: "30% more Damage with Arrow Hits at Close Range while you have Iron Reflexes". Would the 'close range' refer to me or the totem attacking?
IGN Hardcore: Muppman
IGN Beyond: TheTrueAuraBitch or BlixtarOchDunder
https://pathofexile.gamepedia.com/Vulconus

(70-100)% increased Fire Damage with Hits and Ailments against Bleeding Enemies
(70-100)% increased Physical Damage with Hits and Ailments against Ignited Enemies

I am always unsure about mechanics in regard to damage conversion. Say I use this with wildstrike and two threashold jewels so Wild Strike always chooses fire: Apparently I will get the increased damage agains bleeding enemys but what about the physical damage against ignited enemies? I don't get that, right?
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znubz wrote:
I'm not quit sure, but will the volley fire jewel affect skills supported by the new barrage support?
The patch notes say nothing about it, so I think it's safe to assume that Volley Fire only applies to the Barrage active skill gem, not to Barrage Support.
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keyarchan wrote:
I was wondering about the interaction between Arborix and totems, specifically this part: "30% more Damage with Arrow Hits at Close Range while you have Iron Reflexes". Would the 'close range' refer to me or the totem attacking?
It almost certainly refers to the range from the projectile's origin, just like Point Blank, Far Shot and the like do.
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Shafirion wrote:
https://pathofexile.gamepedia.com/Vulconus

(70-100)% increased Fire Damage with Hits and Ailments against Bleeding Enemies
(70-100)% increased Physical Damage with Hits and Ailments against Ignited Enemies

I am always unsure about mechanics in regard to damage conversion. Say I use this with wildstrike and two threashold jewels so Wild Strike always chooses fire: Apparently I will get the increased damage agains bleeding enemys but what about the physical damage against ignited enemies? I don't get that, right?
Converted damage is affected by modifiers to damage dealt according to its original type and the type(s) it was converted to and through. Assuming the enemy is both Bleeding and Ignited, the increased Fire damage will scale all the damage you deal. The increased Physical damage will scale Vulconus' inherent and flat added Physical damage, but it won't scale its flat added Fire damage, since that was never Physical in the first place. Note that the enemy must take unconverted Physical damage to Bleed, and Wild Strike will convert all your Physical damage, so you'll have to find some other way to apply Bleeding. This will be especially hard during the 50% of the time Avatar of Fire prevents you from dealing Physical damage.
Hey y'all, just had a question about Galvanic Arrow and Nova's interaction together.

If I link Galvanic Arrow to nova arrow support, will the lightning aoe also shoot in a nova around me, or does it just affect the arrows? Also, will the less modifier on the support gem also affect the cone's damage, even if it doesn't shoot in a nova? How would the gem be affected if I used Arrow Nova support and Barrage together?
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JeroyStillRollin wrote:
Hey y'all, just had a question about Galvanic Arrow and Nova's interaction together.

If I link Galvanic Arrow to nova arrow support, will the lightning aoe also shoot in a nova around me, or does it just affect the arrows? Also, will the less modifier on the support gem also affect the cone's damage, even if it doesn't shoot in a nova? How would the gem be affected if I used Arrow Nova support and Barrage together?
Arrow Nova Support will cause the arrows to fire in a circle (they're moving away from "nova" to describe this effect), but the lightning burst is not a Projectile and will not fire in a circle. Despite not being a Projectile, any Hit with an Attack skill used by a bow deals Projectile damage, so the lightning burst will receive the less damage penalty. If you use both supports, Galvanic Arrow will fire a total of 10 Projectiles, sequentially but still in a circle.
Damn, that's disappointing. Still, I bet it could be good with a chin sol trapper using barrage or something. It would take some testing and probably wouldn't be a league starter though.
Hey there. In the midst of all the 3.9 stuff I come with a bit of a legacy question about how Geofri's Legacy cooldown recovery speed works. If the base cooldown of Holy Relics is 0.25 seconds, would eg. a 20% reduced cooldown recovery speed translate into:

0.25 * 1.2 = 0.3 seconds

or

0.25 / 0.8 = 0.3125 seconds

PoB and I seem to be in disagreement over what the correct calculation is, so just want to know for sure if I'm wrong or PoB.
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BBFortune wrote:
Hey there. In the midst of all the 3.9 stuff I come with a bit of a legacy question about how Geofri's Legacy cooldown recovery speed works. If the base cooldown of Holy Relics is 0.25 seconds, would eg. a 20% reduced cooldown recovery speed translate into:

0.25 * 1.2 = 0.3 seconds

or

0.25 / 0.8 = 0.3125 seconds

PoB and I seem to be in disagreement over what the correct calculation is, so just want to know for sure if I'm wrong or PoB.
The second one is correct, it's Base Cooldown Time / (100% + Increased Cooldown Recovery Speed). If the first formula was the correct one, then 100% increased cooldown recovery (like on Violent Dead) would mean instant recovery, which it doesn't.
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ekaye wrote:
The second one is correct, it's Base Cooldown Time / (100% + Increased Cooldown Recovery Speed). If the first formula was the correct one, then 100% increased cooldown recovery (like on Violent Dead) would mean instant recovery, which it doesn't.


Yeah, I understand how the increased cooldown recovery speed works. What put me in doubt is that this is a negative cooldown recovery speed. In a way this works opposite, as a 100% reduced cooldown recovery actually would result in a divide by 0, ie. infinite cooldowns.

As I thought of myself today though this is how negative multipliers seem to work across the board, so I guess it makes sense for negative CDR to work this way as well.
Last edited by BBFortune#1892 on Dec 13, 2019, 11:48:55 AM
Hey, I wanted to ask if the new redeemer mod

"Spells have a (12–14)% chance to deal Double Damage"

also applys to the dot damage of for example essence drain

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