Mechanical Questions Thread

I am sorry if this question has been asked before (though I imagine it is not that uncommon in long threads like this one) but I have been looking around for a while without finding an explicit answer.

What happens when you use a Chaos Orb on an item with meta-crafting mods, that are not "Prefixes/Suffixes cannot be changed"?

I understand that if mods cannot be changed, they will still be present after the use of a Chaos Orb or a Scouring Orb or an Annulment one. But do meta mods affect the new mods that are rolled, even if the meta mod will no longer be present (that the behaviour for preserving mods would be equivalent to this, but I don't want to risk several exalts on experiments)?
Hi! I wanted to ask for a clarification . Can encrusted fossils roll maximum white sockets equal to the maximum number of sockets of an item ? eg 3 white 3 socket . And if so , is there an approximate number to calculate how many would be needed per one extra white socket?

My mirror thread : view-thread/2024779
#4_tab_crafter
Quick question,

Does the jagged fossil crafted mod "Chance to Intimidate on Hit" apply globally or locally?

Thank you!
so i was directed here about a problem i sent to tech support so ill just copy paste what i sent here :

i seem to have noticed a problem with the heart bound loop ring others seem to have noticed it but no one seems to be posting it as a bug in of itself in the description the ring says that the damage is "taken on Minion Death" but it also seems to be killing me on some of minions de-spawning instead of just dying like that item states which i feel like perhaps could be a bug in the coding if it wasn't intentional although for a lot of people like me who want to use many minions as their main focus (i use zombies, specters, Vaal summon skeletons, summon wraith on kill support gem, raging spirits, and summon chaos golem as my summons half of my skills being temporary summons and all being very important to how i play as well as the stats on the ring being important to me as well which makes the bug (if it is a bug) very frustrating to pay with since i cant even use most of my actual skills or really much of anything because of it and i will probably be waiting for a reply before i end up playing the game because of it ruining my character being able to do anything at the moment in the meantime
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so i was directed here about a problem i sent to tech support so ill just copy paste what i sent here :

i seem to have noticed a problem with the heart bound loop ring others seem to have noticed it but no one seems to be posting it as a bug in of itself in the description the ring says that the damage is "taken on Minion Death" but it also seems to be killing me on some of minions de-spawning instead of just dying like that item states which i feel like perhaps could be a bug in the coding if it wasn't intentional although for a lot of people like me who want to use many minions as their main focus (i use zombies, specters, Vaal summon skeletons, summon wraith on kill support gem, raging spirits, and summon chaos golem as my summons half of my skills being temporary summons and all being very important to how i play as well as the stats on the ring being important to me as well which makes the bug (if it is a bug) very frustrating to pay with since i cant even use most of my actual skills or really much of anything because of it and i will probably be waiting for a reply before i end up playing the game because of it ruining my character being able to do anything at the moment in the meantime


Not trying to be salty here, but punctuation and paragraphs help to get your point across.
As far as I understand you, minion timeouts are minion deaths, and that is why you take damage with that ring. There are even builds centered around that mechanic. If it doesn't work for your build, you should look into alternatives.

I have another question of my own:
Do triggered gems add virulence stacks for herald of agony? The tooltip only says "when you poison", which is different from cast, attack or use. The way I understand it, traps, mines, minions, and totems are excluded, but what about triggers?
I have a question about delving. In the patch notes it states "A portal is now created when the owner of an Azurite Mine leaves the area or dies before an encounter is completed."

Multiple times I have died before my encounter is complete and I see the portal appear, however when I revive at town or checkpoint where do I find the other portal that allows me to get back to my encounter?
Hi guys,

How does "damage taken as" and penetration work? If I have a "50% cold damage taken as fire" amulet and got hit by a Shaper ball with 25% cold pen, how would that work?
hey folks ,

do shaper mods like "gain % physical damage as lighing/random element" work if i am 100% converted to fire ? ( 50% from chieftain and 50% form avatar of fire )

i have heard in a guide it does work but testing it in path of building just confused me.

it says that


does more damage then




the mace only as 26% extra fire and not even an implicit

the scepter has more % and all kinds of stuff but PoB and tooltip say the mace does more damage
Good afternoon. Please explain, the buff from "Kingmaker" gives a culling strike only for spells or for attacks too. In the description of the preamble, it is simply written "culling strike" but in the description of the aura it is written "your spells have a culling strike." Where is the truth? Thank you.
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lehmmode wrote:
hey folks ,

do shaper mods like "gain % physical damage as lighing/random element" work if i am 100% converted to fire ? ( 50% from chieftain and 50% form avatar of fire )

i have heard in a guide it does work but testing it in path of building just confused me.

it says that


does more damage then




the mace only as 26% extra fire and not even an implicit

the scepter has more % and all kinds of stuff but PoB and tooltip say the mace does more damage


It's because avatar of fire converts damage over to fire. 50% of most other damage types so the sceptre has a total of 47% converted which would be reduced by half. 23.5% effective extra damage. the mace gives you 26% extra fire damage so thats why you would get a bit more damage with the mace, since it's already fire damage.

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