Mechanical Questions Thread
"Assuming you're talking about the "Endless Pain" Sentinel traps in the labyrinth, those apply 50% increased damage taken. "Correct. "There is not a formula to calculate this, nor is there a specific "arrow drawn" animation on the character. Using Blast Rain plays it's attack animation, which includes drawing an arrow. This animation takes the attack time of the skill to complete. At the point in that animation where the arrow is realeased (which may differ slightly between classes), the skill "goes off" and starts waiting for the explosions to fall. There's a 600ms delay before the first explosions falls (which is affected by modifiers to both attack speed and projectile speed), and the falling animation takes 270ms (cannot be modified). "No. "The character panel, for stats which are calculating an estimate against an average monster of your level, will use a monster of level 84 if your level is higher than that. "It affects the crit roll, which is only made once per skill use. "Nothing. The crit roll for the skill was already made. | |
"That stat applies to Bleeding enemies you kill. If your minions kill them, then they would need to have that stat to cause the explosion, and I don't believe that's currently possible. "In a hyppothetical case where you manage to get a Zombie that has the Gladiator stat, they would both occur, yes. "The character's. The support is granting your skill a bonus which is based on your life. The totems are using your skill - they don't have their own skill, which would have a bonus based on their life. "Your critical strike chance is capped to 95%, but since the modifier on Assassin's Mark doesn't modify your critical strike chance, it is seperate to that. An enemy can end up having 100% total chance to be critically struck in this case. "Yes. "The monsters summoned and skills used will all match the mosnter level of the area. What that scaling changes about a skill depnds on the skill, but any skill that deals damage probably deals more of it at higher levels. "It currently depends on difficulty, and I can't say yet what exactly will change with that in 3.0.0. Maps are 80% guest monsters, unless they have the "increased monster variety" mod. "That's both too broad, and not really a mechanical question. I don't know much about usage data. "It's mechanically necessary in order to meet the basic design requirement that you can't freely murder things on the other side of walls which have no way to get back at you. "Technically it does not "add" damage, but the "Gain x% of Elemental Damage as Extra Chaos Damage during effect" mod will apply to the explosion, yes. | |
"You are incorrect about Earthquake. Aftershock Damage modifier does not apply to any DoT created by the aftershock hit - it works the same way as shield charge. Damage over Time is not an Aftershock, nor does it have a meaningful value of "charge distance" that could let it benefit from that modifier. In 3.0.0, all such modifiers are being reviewed, and some will change to apply to DoT aplied by their hits as well, since their application to the hit no longer has a knock-on effect on ailment damage. In addition, all such stat descriptions will be being reviewed, so any modifiers like this which do not apply to Damage over Time will be more clearly described in 3.0.0. As such, the above answer is only valid for the current state of the game, and will no longer be accurate in 3.0.0. "No. Fireball cannot be supported by those support gems (at least, not without including other supports as well), and skill effect duration modfiers do not apply to ailments such as ignite. "Rapid Decay would. Hypothermia would not, because conditional effects on the enemy do not apply to damage over time. The stat descriptions of such effects will be reworked in 3.0.0 to make it more clear they do not apply. "Yes, it will be affected by the Item Rarity support that is supporting the Abyssal Cry skill. "No, it will still be affected by the gem, since the poison was from that skill, provided the poison is the degen that is considered to get the kill. "This makes no difference. What matters is that Abyssal Cry caused the poison, not why it did that. "In the situation you describe, you didn't kill the enemy "via Essence Drain", but via poison, and so the modifier applies. If the poison from Abyssal Cry had run out, and the only poison left was a newer one applied by Essence Drain, then Essence Drain would be the degen that killed the enemy, and the gem would need to support it to apply. "No, the monster is not dealing the damage. "That is definitely not the case. If a skill applies poison, that poison was applied by that skill. Where the stat came from that allowed it to do so has no bearing on that. | |
"Currently no. As discussed in the manifesto posts on the subject, in 3.0.0 this modifier will apply to the base damage, which means it will affect the damage over time, but this will not cause double-dipping. "Proliferation does not create more ignites that could be modified. There is still only one ignite, it just applies to multiple enemies. Since there is only one ignite, it can't be created with a different calculation to itself, so the answer to your question is no. "Correct. "Yes, it can. "This is a known bug with assignment of kills from damage over time. If your totem's damage over time kills an enemy, then it counts as you killing the enemy, not the totem. This is necessary to avoid problems in the case where the totem doesn't exist any more, and the kill can't be assigned. It will be fixed in the long term. "The first one. Elemental Hit only adds one type of damage to each hit, not all three. | |
"No, it does not. "Gain X as extra Y" is a conversion - it just also leaves the converted thing there rather than removing it. So it's simultanious with other conversion, not before or after it. "Yes. "If you mean you're already on top of this enemy and charge no distance to reach them, then you never deal damage while travelling, because you don't travel. If you just mean charging onto an enemies exact location from a distance away, then I can't answer that question. It depends on your speed and AoE, and the enemy's size. At the point you hit them and deal damage at the end of the skill, then your previous instance of dealing area damage while charging either did or did not reach that enemy's location, and thus hit them first. In any case where an enemy does get hit by both one of the smaller instances of damage while charging and the final damage, the while-charging damage hits them first, because it happens while charging, where the larger area damage happens when you stop charging. "It applies to the area of the small area damage that's repeatedly dealt while travelling. It does not apply to the width of the character object. "No. "melee damage" modifiers are not generic - they are inherently attack damage, because melee is a subset of attack. Non-attack melee damage makes no sense in PoE. "No. This answer may be different in 3.0.0. "No. This answer may be different in 3.0.0. "Yes (or rather, they have a chance to do so, as of 2.4.0. Whether they actually do technically depends how lucky you are). "You did not hit a Bleeding enemy, so that chance to Poison cannot apply. "No. You need to hit a Posoned enemy to have that chance to Maim. "The offhand part can only be triggered when dual wielding. The main-hand part can always apply. "No. Shield charge does not use the shield to deal damage, it uses the main hand. The shield is thematically responsible for the stun/knockback. "Yes. Unarmed attacks are always technically main-hand. "Yes. "He starts the third phase fight at 40% of his maximum life. Low life is defined as being below 35%. Thus he is not on low life for that whole section of the fight, but will likely be for most of it. "I spent some time trying to work out how you intended to gain endurance charges to make any of this matter before working out you have Unflinching as well. In the future, please note that it's really helpful if you explicitly mention everything which matters to the case at hand. One of your skeletons will expire, dealing you 350 damage, which isn't enough to set off your Immortal Call, which has a threshold of 528 from level 1 CwDT. You have a chance to gain an endurance charge from Unflinching. If you succeed at that chance, you have a chance to instead gain 10 endurance charges. The second skeleton expires, later in the same frame unless some really weird shit it happening (i.e. no in-game time has passed). This deals you another 350 damage, meaning Immortal Call has reached it's damage threshold and triggers. Depending on the results of the previous chances, at this point you have 0, 1 or 10 Endurance Charges, which will be consumed and modify the duration of Immortal Call. You gain life from Kingsguard if charges are consumed this was. You have a chance to gain an endurance charge from Unflinching. If you succeed at that chance, you have a chance to instead gain 10 endurance charges. You end this process with either 0, 1 or 10 Endurance charges, and an Immortal Call buff. If you have more than zero charges, when they later expire, you'll gain life from Kingsguard. "Experiementation or asking. "It will not make an off-hand attack with a weapon type it can't use. There was a bug for a while where it would do so in some cases, but this has been fixed. "The projectiles cannot hit the melee target. They can hit other enemies that took splash damage from the melee hit. | |
"Being able to stun yourself is bad and can cause infinite loops. This damage is explicitly prevented from stunning, knocking back, or critically striking (it doesn't have critical strike chance anyway). "Each hit is independant. "Yes, the damage modifier will stack. "No. The damage roll only rolls damage, between your minimum and maximum damage. It is entirely independant of the crit roll. "No, crit is rolled first. This doesn't technically make a difference to your example though. | |
"The skill "Detonate Mines" is a spell, and you cannot cast it while silenced. Traps and Totems cannot cast your spells while you are silenced either. "95%. The only thing different about that modifier is that it stacks multiplicatively with other modifiers to the same value, rather than additively. It does not remove the cap. "These are all providing the same chance, so yes. "Abyssal Cry is entirely separeate. "If the explosion is caused by a skill (such as is the case with Abyssal Cry), then yes. If it is not (such as Obliteration/Profane Bloom), then it will not, because you can't link the Poison support gem to a passive or item, just a skill. | |
"This is still not true. The next post for this thread is being worked on at the rate I'm able. When that post is ready (answering a full page of questions, as with each of my posts after the first couple), it will be posted. This thread has not, by any measure, been abandoned - every question* will be answered, in order. Some take time, and sometimes (such as while working substantial overtime in the runup to our biggest ever patch, for example) I have less time to devote to writing the next post. This is still the best, and only, place to post a question to get a guaranteed dev answer. But the nature of committing to answering all questions* means this thread cannot guarantee fast answers. There are, as was pointed out at the start of the thread, more people asking questions than there are mes answering them, and answers often take longer than questions. I also answer quick questions, when I'm easily able, elsewhere on the forums, and in other places. That's in addition to answering questions here, not instead of. *excepting off-topic questions, questions already answered in the thread, questions about information I cannot release, or questions so broad as to be unanswerable. | |
"It specifically says that the auras grant those bonuses to you and allies. Neither you nor your allies are affected by those curse auras, so they cannot grant stats to you. an aura has to affect you to give you stats. "This is not a simple question to answer, and I can't provided a comprehensive list. There are multiple different ways things might not be able to be knocked back, some of which aren't always in effect and some of which are. These can often be applied in different ways, making it dificult to work out an exact list of what does or doesn't meet one of the ccriteria. Some monsters have a stat which prevents the player moving them - this affects knockback, but also things like Vaal Lightning Warp. This is generally given to mosnters either because they aren't representing actual monsters, but immobile objects, or because the monster needs to be able to rely on it's own movements succeeding for it's fight to work. Izaro, the Vaal Oversoul, and Dominus's second form are all examples of the later, while things like Piety's transformation portals, various objects in Izaro's fight variations, or Arakaali's eggs are examples of the latter. In addition, the Fall of Oriath expansion included several bosses, such as Arakali and Kitava, which are much larger than the game's maximum object size. One of the restrictions which allows those monsters to work is that they can never move, for any reason. Thus any of those "extra-large" monsters are inherently not knockbackable. The Goddess of Judgement cannot be knocked back because she doesn't have her own position that can be moved - she's attached to Izaro. Currently she's the only case in the game of a monster attached to another monster, but that won't always be the case. Also, some skills prevent the user being knocked back or otherwise moved during their execution, because they can't work correctly otherwise. Obviously any monster using such a skill can't be knocked back while using that skill. From a lot of research and asking around, I came up with the following list of actual boss monsters which can't be knocked back, but it should not be considered comprehensive:
I've excluded from this list things which aren't part of a boss fight or are obviously not conceptually a "monster" that could move around, and therefore be moved around. "Prior to 3.0.0, Vortex (and a few other spells) said the text you quoted, and this did indeed apply to any damage over time caused by using the skill. In 3.0.0, that stat now says "Modifiers to Spell Damage apply to this Skill's Damage Over Time effect", and refers only to the specific damage over time effect the skill applies, not to any other DoT that might occur when you use it. "Yes. If the totem detonated mines, but you didn't, you won't get the bonus. Last edited by Mark_GGG on Aug 9, 2017, 11:47:45 PM
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"Flame totem fires projectiles, so the modifier on Projectile Weakness which increased damage taken from projectiles will of course apply. Flame Totem's projectiles already pierce everything, so the modifier on Projectile Weakness that lets projectiles pierce the cursed enemies will not do anything extra in this case. "Izaro does not have a mortar skill. The Goddess of Judgement does - she acts independantly from Izaro, and is not affected by him being taunted. Because you cannot hit the Goddess, most (possibly all, currently) forms of applying taunt will not work on her. "Controlled Destruction increses Spell Damage - Raging Spirits do not deal Spell Damage, they only use a melee Attack. You can support the skill, but the only effect it will practically have is reducing the spriits' critical strike chance. "Not as a generic thing all bosses have like reduced effect of curses, no. Some specific bosses may have stats to combat Hinder and/or Maim. "If you are taking damage over time, and recovering Life (or ES/Mana), then you will be recovering to full, and then taking damage from that point, every frame. This is because doing them in the other order would let players die to damage before they recovered it. If the amount of life recopver exceeds the damage you're taking on life over time, you'll still count as "on full life" for game effects. "Those prophecies do not create an entirely new item, but modify properties of the existing item. However, the visual identity of that item, which includes it's 2d and 3d art, is one of the properties that can change, and for that reason, in addition to some technical stuff, alt-art uniques cannot become fated uniques. ""More" (and "less") multipliers never add together. They are always mutliplicative. |