Mechanical Questions Thread

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zaochimaru wrote:
Hey GGG.

I have a question regarding a combo I'm trying to create plus the interaction between them is also quite buggy.

The set consists of 3 items and their interaction plus a passive skill:

1. The use of a Geofri's Devotion socketed with a Less Duration Support.
2. The use a Coward's Legacy Belt.

The idea is that you should always have elemental warding when you hit while you are cursed right?

And elemental warding gives a buff that makes you immune to curses for 3 seconds, 1.35 seconds with a 21/20 less duration support. The general idea is that since the buff lasts for 1.35 seconds as I am hitting the curse from the Coward's Legacy Belt should be removed right? And it does but after a while even if I am attacking once the buff is gone it takes around 10 secs or more before it gets back up even if I've been hitting already the whole time. So why is it so? Doesn't the description of Geofri's Devotion state that you'll trigger elemental warding on hit while you are cursed.

So it should act that I do not take curses anymore since I am always cursed and the curse will be removed once the buff of elemental warding is up and once the buff is down, my character will be cursed again. Then as I hit again it should get the warding skill up again. But that is not what happens. There is a very huge delay between elemental warding buffs. Is that how it is supposed to work?

Second part of this is how it interacts with FIRST TO STRIKE, LAST TO FALL.
Coward's Legacy gives you a curse that states that you count as low life while you are cursed by vulnerability. I know that being constantly in low life will not trigger FIRST TO STRIKE, LAST TO FALL since it states that once you reach low life. But won't it work if the elemental warding skill removes the Vulnerability curse, hence removing my character from being low life and then once the elemental warding is down the curse gets back and doesn't that actively put me in low life again from not being in low life? Should it work or should it not?

Thank you for accommodating my questions. Have a nice day.

You seem to have a decent observation, because the skill Elemental Warding really does have a cooldown of exactly 10 seconds. I have only looked that up on poedb, but the way it's displayed leads me to believe that it should be visible on some tooltip ingame as well, even if it's not the one of the item.

A quick look on the wiki answers your second question, which is that reapplying vulnerability after removing it does not trigger First to Strike, Last to Fall.
Enemies resistances can go on -?
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The wiki now says the explosion crit is rolled separately from weapon crit, which is the base crit for your regular infernal blow hits. In other words, there's no reason for the explosion to have a base crit chance. It's possible to add flat crit chance and increase it with other sources, but the base should be 0.


Hey, quick update:

I can confirm that with 0% chance to ignite and no increase in base crit chance the charged debuff explosion of infernal blow can and does ignite. This means it crits and it means its base crit is not, in fact, 0%.

Whether it is tied to the weapons crit chance or is flat (say 5%) I could not say without some serious testing and immaculate record keeping that I am really just not prepared to do.

I would really like to know though!

P.S. It can also chill, shatter and shock meaning it is not purely fire damage. It appears to be literally 66% of all damage done by each hit that caused a debuff. This also means that the wiki is currently wrong!
Last edited by Doombug5000 on Oct 5, 2018, 9:42:58 AM
That sounds like you have a lot of extra stuff going on.

Have you tried using it with a naked character at level 12?

Are you sure this wasn't actually the burn from Herald of Ash?

Not that I wouldn't believe you, but the more precise and well founded mechanical knowledge is, the better.

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NarutoxKurama wrote:
Enemies resistances can go on -?


If you meant to ask whether negative resistance values are possible, then yes, they are.
How do "Chance to Ignite/Freeze/Shock" work without any of the related damage values (from an Enchant on Boots, Holy Dominion or The Taming)? Would the ailment still be applied? PoeWiki states that both Shock and Ignite (obviously) are related to damage dealt.

Additionally, if the ailment would be applied, would critical strikes increase the chance to 100% as is usual?

Thanks :).
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Avathacis wrote:
How do "Chance to Ignite/Freeze/Shock" work without any of the related damage values (from an Enchant on Boots, Holy Dominion or The Taming)? Would the ailment still be applied? PoeWiki states that both Shock and Ignite (obviously) are related to damage dealt.

Additionally, if the ailment would be applied, would critical strikes increase the chance to 100% as is usual?

Thanks :).

To apply elemental ailments, the hits that are supposed to apply it need to be capable of doing so. This is not necessarily fixed to the original elements for their respective ailments, because some uniques can change it (e.g. "Your Cold Damage Can Ignite"), but depending on which of these you equip, the damage type does need to match.

Critical strikes have a 100% chance to inflict elemental ailments matching their damage type, but are subject to damage thresholds for their respective ailments. Chance to inflict elemental ailments on gear, the passive tree, or skill descriptions represents your chance of generally being able to do so with non-critical strikes, but the ailments are still subject to their thresholds. For instance, freezing with non-critical strikes still requires you to hit the target for 5% of its hp.

The effective thresholds can be lowered through increases of Freeze Duration, Effect of Chill and Effect of Shock as well as Effect of non-damaging Elemental Ailments. Keep in mind that Temporal Chains can increase the effective duration of elemental ailments, but does not interact with their magnitude and their thresholds.
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That sounds like you have a lot of extra stuff going on.

Have you tried using it with a naked character at level 12?

Are you sure this wasn't actually the burn from Herald of Ash?

Not that I wouldn't believe you, but the more precise and well founded mechanical knowledge is, the better.


Friend, my testing was thorough. I started at level 13 with a new character and went very slowly through to act 3 hitting and watching. For the serious testing, I had no heralds active, I had 0% ignite chance, I did not use melee splash. The only way enemies I wasn't directly hitting could have been hit was the explosion. When I leveled up a little I equipped an Ungil's harmony to increase crit chance and make testing more bearable.

I had no increase % base crit and yet adjacent enemies, hit by the explosion, would occasionally ignite. Moreover, when hit by the 'charged debuff' they would also get chilled or sometimes shatter if I had cold damage. This means that the charged explosion is not secondary fire damage as the wiki states, it seems like it is 66% * (all weapon damage without any extra conversion) * charges. It also seems to double dip increasing the explosion damage with your increased damage modifiers but I have not confirmed this yet. If it is secondary damage, you would expect it to though.

I will link a video to convince you in a few minutes.

EDIT: Here is the promised video, audio is a little screwy! https://youtu.be/FEKztwUON8s

EDIT 2: One possibility I have overlooked is that secondary damage of this sort might have an innate chance to freeze/shock/ignite that is heretofore unknown or unacknowledged. I find this unlikely, however, as the times it did cause status effects it did so to several enemies at once rather than randomly igniting or freezing one here and one there.

EDIT 3: Just specced into Elemental Overload (EO) and can now triple confirm that the charged explosion crits, I can hit with a non-crit (no EO proc) and then the explosion can crit and proc EO. I can also confirm that crit chance appears to be tied to the weapon because I tried doing this unarmed and no EO procs happened.
Last edited by Doombug5000 on Oct 6, 2018, 5:07:01 AM
The effect of Flammability and Elemental weakness stack on monster? (ofc I have item for 2 curses)
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NarutoxKurama wrote:
The effect of Flammability and Elemental weakness stack on monster? (ofc I have item for 2 curses)

Yes. They are different sources of -resist, they stack.
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Doombug5000 wrote:
"
That sounds like you have a lot of extra stuff going on.

Have you tried using it with a naked character at level 12?

Are you sure this wasn't actually the burn from Herald of Ash?

Not that I wouldn't believe you, but the more precise and well founded mechanical knowledge is, the better.


Friend, my testing was thorough. I started at level 13 with a new character and went very slowly through to act 3 hitting and watching. For the serious testing, I had no heralds active, I had 0% ignite chance, I did not use melee splash. The only way enemies I wasn't directly hitting could have been hit was the explosion. When I leveled up a little I equipped an Ungil's harmony to increase crit chance and make testing more bearable.

I had no increase % base crit and yet adjacent enemies, hit by the explosion, would occasionally ignite. Moreover, when hit by the 'charged debuff' they would also get chilled or sometimes shatter if I had cold damage. This means that the charged explosion is not secondary fire damage as the wiki states, it seems like it is 66% * (all weapon damage without any extra conversion) * charges. It also seems to double dip increasing the explosion damage with your increased damage modifiers but I have not confirmed this yet. If it is secondary damage, you would expect it to though.

I will link a video to convince you in a few minutes.

EDIT: Here is the promised video, audio is a little screwy! https://youtu.be/FEKztwUON8s

EDIT 2: One possibility I have overlooked is that secondary damage of this sort might have an innate chance to freeze/shock/ignite that is heretofore unknown or unacknowledged. I find this unlikely, however, as the times it did cause status effects it did so to several enemies at once rather than randomly igniting or freezing one here and one there.

EDIT 3: Just specced into Elemental Overload (EO) and can now triple confirm that the charged explosion crits, I can hit with a non-crit (no EO proc) and then the explosion can crit and proc EO. I can also confirm that crit chance appears to be tied to the weapon because I tried doing this unarmed and no EO procs happened.

I appreciate the effort. In this case I hope we can get a response from GGG, though for the time being I would assume 5% crit (if I understood you correctly, more weapon base crit had slightly lower chance for explosion crit).

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