Mechanical Questions Thread

I have Questions regarding crafting mechanics. Asking this to avoid wasting expensive crafting currency.

Is it possible to get Three influence mods, each from separate pools?
Is it possible to overwrite influence on an item, that already has 2 influences?

If for example I have an item with two influences, and use any Conquerors exalted orb from any other influence group, will it do any of the following:

1) Overwrite any existing influence. If so, which one?
2) Add an influence mod from a third pool. If so, does this affect any existing influence?
3) Cause an error to occur, canceling the use of the orb. If so, what is the error?

I'm assuming there is now a hard limit of only two influence mod pools capable of being on an item.
Before the hotfix I'm guessing it would have been theoretically possible to add mods from three different pools.

From what I understand of the expansion text:
"
you can fuse together any two influenced items to create a hybrid with mods from both of the items. Use new types of specialised Exalted Orbs to add mods from the new pools directly to your existing rare items.

The key wording here is 'existing rare items'.
"The absence of evidence is not the evidence of absence."
"
Shafirion wrote:
"
Shafirion wrote:
Since I didn't play blight and couldn't find something on this at first glance: If I anoint an amulet is this permanent or can I overwrite with another anointment later?


Anyone? I don't want to anoint my most expensive peace of gear and later find myself unable to change it.


It is replaceable. Works exactly like Lab Enchantment.

"
"
Shafirion wrote:
Since I didn't play blight and couldn't find something on this at first glance: If I anoint an amulet is this permanent or can I overwrite with another anointment later?

You can overwrite it.

My own question:
How does the game determine area level of Syndicate safehouses and Mastermind fight?
I've heard it's just the highest area level where you had any Syndicate encounter. If that's correct, and I have a Mastermind fight ready (full intelligence), can I run an encounter in a T16 map before opening the Mastermind fight to guarantee a lvl83 Mastermind?


It is similar to Temple i think.

"The level of the present-day temple is now the average level of each Incursion, +10, capped at the highest level Incursion for that Temple."

But it is +2 for safehouse or somethink. And +# for mastermind.
Last edited by loadinggood on Jan 2, 2020, 3:26:16 AM


The option 'Modifiers to numbers of projectiles...' does not seem to work with winter orb projectile while it works with fireball. I want to know why, please.
Hello all, my name is Streetwind, and I am confused.

I'd like to find out more about how PoE calculates DPS for attack skills. Reason being, my Duelist has Double Strike (+Chance to Bleed Support) at 370.9 DPS and Sweep (+Maim Support) at 402.5 DPS. All involved skill gems are at the cap to which I can currently level them. Which made me wonder: is an AoE skill really better against a single target than a single target attack skill? Or is the total damage potential of Double Strike simply not fully factured into the number the game calculates for you?

It doesn't help that Double Strike is really complex. It strikes twice, so it potentially rolls chance to bleed twice, and depending on whether the first roll hits the second strike might deal bonus damage or not... and so on.

I just can't figure out how to get from the numbers I can see ingame in the character sheet to the total DPS number that the game calculates. I tried to do it with a spreadsheet, but no success.

Could someone walk me through how this works? Here's a view of the readout: https://i.imgur.com/jWhVslI.png
"
StreeTWinD wrote:
I just can't figure out how to get from the numbers I can see ingame in the character sheet to the total DPS number that the game calculates. I tried to do it with a spreadsheet, but no success.

You should use Path of Building, it's much more reliable for calculating your DpS.
should the ilvl 85 crusader mod "enemies killed explode, dealing 3% of their life as physical damage" work with mines?

and if it should, it does not work ingame
ign: LadyRemuu
Twitch: www.twitch.tv/shana_14
Youtube: www.youtube.com/user/DragonSlayerShana
Lightning Crit Cycloner Guide: view-thread/1814828
"
at first I wish you all a happy new year!

Excuse my stupidity... I don't understand why I get low level mobs in maps only although I am using watchstones. For example if I do a T1 map with 2 Stones socketed it should become T8 = Level 75 Mobs, right? Still I got Level 68 only...
what am I doing wrong?


Socketing a watchstone means that you won't be able to find t1 jungle valley maps, and you will be able to find t4 jungle valley maps.
Your t1 jungle valley maps remain t1.

"
bluewelkin wrote:


The option 'Modifiers to numbers of projectiles...' does not seem to work with winter orb projectile while it works with fireball. I want to know why, please.


Winter orb can't split
I have a query regarding close combat with consecrated path
Is the distance and damage for close combat calculated when the skill is initiated ie. before the teleport or when the skill hits the mob after teleport ?
I have a question about Totem life.

The wiki states about monsters stats that totem have life

"

Level Life
4 96
6 126
9 172
12 231
15 298
19 411
23 550
28 768
33 1054
39 1499
43 1881
46 2221
49 2612
52 3066
55 3582
58 4183
61 4867
64 5653
66 6241
68 6888
70 7589
72 8362
74 9206
76 10126
78 11134
80 12234
82 13435
84 14746
86 16182
88 17745


For exemple Path Of Building say:

Gem Lv - Level Required - Base Life POB Wiki

20 70 5'227 7'589

21 72 5'844 8'362

What are the correct value, Could do you look at this and tell use the right number?

Ideally all level or from 20 to 30 ?

Cheer

ET Bonne Années!
You ARE my Bitch of burden!
"Stay Alive exile! Or you'll be the next zombie someone raises off the beach." - Altnaharra
" Be Excellent To Each Other" -MikeP_GGG
"If you die to yourself are you still the victor? " - BEX_GGG
Last edited by WIKARINA on Jan 3, 2020, 1:17:36 PM
What is the level of spiders raised by Araakali's Fang Raise Spiders?

In the 3.5 patch notes it is stated: "Raised Spiders are now Level 75, instead of the level of the area you are in" and nothing relevant that I can find in the later major patches

But, on the in-game description of the Raise Spiders skill it is:
"Minions have the same Level as the corpse"

What is true?

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