Mechanical Questions Thread

Hi Mark,

Thank you for taking the time to answer all of out question.

I have one for you, if you have the time.

How does melee damage on full life interact with the ancestral totems?

Does the damage bonus depend on the character's life or the totems' life?

Another player from this thread
https://www.pathofexile.com/forum/view-thread/1658799/page/1

tested it, and it seems that it depends on the character's life. If this is truly the case, is it intended, or is it a bug?


Thank you for your time, Mark.

IGN: Jintoboy
If you have 95% crit chance and use a blasphemy Assassin's Mark, does it allow you to bypass the 95% cap and reach 100% or will it still be caped at 95% chance anyway?
Do strongboxes (explosion, ice nova, caustic cloud, etc) or totems in maps benefit from "monsters have X% increased AoE" mods?

Similarly, what are the differences in strongbox mods as you level? Ice Nova appears to get increased AoE the higher the monster level, are other mods affected as well?

What percentage of the monster pool is made up of guest monsters?

What is the least used combat mechanic? (or is this too broad a question?)

Line of sight is required for many AoE skills to deal damage... This seems disjointed to me when a skill visually impacts an enemy but deals no damage. Is this required mechanically or is it a design decision?
*You call into the void. You hear a sound in the distance.*
"
Mark_GGG wrote:

"
XCodesLIVE wrote:
1) What methods of mitigation apply to Thorns damage? Is it similar to Reflect where anything that mitigates your own attack will also mitigate it's reflected damage, or is that magical damage type that can't be blocked or dodged?



Pretty sure this is referring to the Lightning Thorns property on those blackguard mages. (Also pretty sure we're all glad those are the only Thorns in PoE and would like it to stay that way.)
OPA Guild Officer: to join see http://www.pathofexile.com/forum/view-thread/1119502
Last edited by Cidira on Jun 15, 2016, 1:09:53 AM
Based on some testing I did in dried lakes, it appears that Shield Charge's "200% more damage at max charge distance" multiplier does not affect poison/bleed damage. Based on the wording, it sounds like it's an unrestricted "more" modifier on all damage dealt by shield charge. Compare that to Earthquake's "more" damage effect on aftershock, which is also an unrestricted "more" modifier and yet EQ double dips on poison/bleed while Shield Charge doesn't. Similarly, supporting shield charge with conc effect allows conc effect's "more" modifier to double dip on poison/bleed as well.

It seems like shield charge's actual effect is either 200% more melee damage or 200% more attack damage considering it does not double dip poison/bleed. If that's intentional, I feel like that should be specified in the tooltip.
Two questions about ascendancy notable


1. Saboteur's Demolitions Specialist
20% increased Mine Laying Speed if you Detonated Mines Recently
40% increased Damage if you Detonated Mines Recently
20% chance when Placing Mines to Place an additional Mine
100% increased Mine Arming Speed

When i get this notable, the time that i can detonate my mines from they are laying, is not really faster, sometimes i can detonate as soon as they are laying, but more often than not faster than trap.

I mean, laying a mine(with this notable), then throwing a trap, usually the trap trigger by enemies faster than i can detonate mine!!! Why? (I always click hotkey "D" until my mines are detonated)

However, if i detonated mines recently, it feel like i can detonate faster. So, what happened about this? Does the correct effect is 100% increased Mine Arming Speed "if you Detonated Mines Recently"(tooltip bug) or something?


2. Assassin's Noxious Strike
30% chance to cause Bleeding on Hit with Attacks
40% chance to Poison on Hit against Bleeding Enemies
50% chance to Maim on Hit against Poisoned Enemies
30% increased Skill Effect Duration if you've Killed a Maimed Enemy Recently

So, if i cast a physical spell(e.g. bladefall), it has 40% chance to poison bleeding enemies?(since the tooltip say on hit, not limit attack or spell) Also it has 50% chance to maim poisoned enemies, even it is spell not attack?




Thank you very much!


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sherkhan wrote:
Does Atziri's Promise add chaos damage to the fuse/fire secondary damage from the Explosive Arrow skill?

Naturally.
If I have Fireball with 100% chance to ignite, linked with Less Duration, Increased Duration and Rapid Decay, do either of the support gems affect the Fireball or the ignite?
Last edited by cezar_sl on Jun 15, 2016, 8:14:07 AM
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cezar_sl wrote:
If I have Fireball with 100% chance to ignite, linked with Less Duration, Increased Duration and Rapid Decay, do either of the support gems affect the Fireball or the ignite?


No, Ignite is not affected by duration, only ignite duration.

Furthermore I don't believe fireball has a duration tag, and thus is not supported by duration supports. You'd need to totem it for any of those to have an effect.
IGN: TsuruyaNyro
Lets say I use Earthquake linked to Rapid Decay and Hypothermia, and I wear Voidheart ring. Would those supports scale poison and bleed?

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