Game Mechanics Q&A

Why did you say you want to develop the competition, but delete the ladder lab?
Please change the split map back
How does the retch interact with instant leech now that leech is capped?
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ryuukk33 wrote:
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Gackuto wrote:
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ryuukk33 wrote:
League after league performance becomes more and more of an issue

Do you test the game using a PC similar to what we see on steam hw stats? i would love to see what do you do to test performance issues

Are you even aware of them?

https://store.steampowered.com/hwsurvey



I'm sorry but that's a dumb question.

Oh wait, Cyberpunk exists.


Please avoid calling people's question, you can say it is irrevelent or incomplete, but nobody should be taken down because they ask questions

Educate me instead of blaming me


Answer to your question: They don't test everything, not every league mechanic and not juiced maps and all the builds that vary in consumption of processor power (graphics, calculations, et cetera). So it varies vastly from configuration to configuration.

Maybe he called it stupid because he thought the answer was obvious. I mean, it kinda is obvious (for me), but not justified calling it stupid.

Maybe his obvious answer would be more negatively like "They use us as testers!". I don't think that, not entirely. To some degree yes because they can't test everything with every possible PC configuration. But I honestly believe they just don't get to the same sophisticated level some gamers go through to juice their maps with highest density mods, and then it starts acting very differently depending on PC.
How do the explosions from Inpulsa's interact with all the various ways to spread Chill and Shock?

Storm's Gift is the simplest way to achieve chain explosions but what about methods like Herald of Ice (with or without Added Lightning Damage), Call of the Brotherhood, Cold Conduction, Blast Freeze, Corpse Pact, Shaper of Winter/Storms, etc.

Would love to see a breakdown of how these mechanics combine and interact with each other and why they do or do not result in a chain explosion
How do you decide which skill needs a buff/nerf and to what extent it should be buffed/nerfed?
Last edited by Unacceptable#1772 on May 7, 2021, 10:09:08 AM
Yikes, so many people asking about balancing or design decisions.
This is a Mechanics question thread, stop whining about map sustain, end game, skill balance or QOL!
Also, I am not a GGG guy, just some dude with way too much free time.

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Cynooo wrote:

1. How about when I gain "overleech" through Petrified Blood? I assume overleech itself doesn't count as "while leeching"


It does. If you have any leech instance up and your life isn't full (for example because you reserved less than 50% and have Petrified Blood), you are leeching and any "while leeching" modifiers apply, even though there is not actually any life to be recovered.

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Viktranka wrote:
Why does projectile damage apply to toxic rain but projectile attack damage (iron grip, gripped gloves) doesn't?



Because it specifically refers to "Modifiers to Projectile Damage apply to this Skill's Damage Over Time effect", which mean only generic Projectile Damage modifiers will apply. Has nothing to do with the skill being an attack, if "Projectile Attack Damage" were to apply, "Projectile Spell Damage" (not sure whether such a modifier even exists) would also have to apply. But they don't because of the very specific wording.


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Viktranka wrote:

Also why does shock and vulnerability "increased damage taken" counter "reduced reflected damage taken" so even if you have 100% physical reflected damage taken you can't do phys reflect on phys builds if the map has shocking ground and similar properties?


"reduced Reflected Damage Taken" actually modifies the damage you take. Even with 100% reduced Reflected Damage Taken, the monster still reflects the damage, you just don't take any of it, just like you wouldn't take physical damage if you somehow had 100% reduced Physical Damage Taken. All increases and reductions to a modifier in PoE are additive, so having 50% increased Damage Taken and 100% reduced Reflected Damage Taken means you take 50% increased Damage from anything that isn't "Reflected Damage" and -100%+50%=-50% incresaed (ie. 50% reduced) Damage from anything that is "Reflected Damage". Just like having both 50% increased Spell Damage and 50% increased Damage means your Fireball has 100% increased Damage, but your Cyclone only has 50% increased Damage.

Now, whether still taking reflected damage because of shock or enemies avoiding guaranteed ailments are stupid mechanics or not is a discussion for another time.

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conantteo wrote:
Can avatar of fire builds ever freeze or shock without specific unique items?

For example, taking generic nodes like X% chance to shock/freeze from passive tree or even Agent of Destruction notable from Medium Cluster Jewel.


Inherently, only Cold and Lightning damage can Freeze and Shock respectively. You deal no Cold or Lightning Damage, so you need some other way to allow your Fire Damage to shock. Specific unique items (like The Three Dragons) enable that (remember that you would still need Shock Chance or Deal a Critical Strike with The Three Dragons, the item only *allows* your Fire Damage to Shock). Freeze/Shock Chance does nothing with Avatar of Fire by default, because only Cold and Lightning Damage can inherently Shock. Using items like The Three Dragons, Voidforge, skills like Shaper of Storms or modifiers like "Shocking Conflux" will allow different damage types (like Fire) to apply those ailments.
But by default, Shock/Freeze Chance do nothing while you have Avatar of Fire.

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AlBaal wrote:
Does your AG get Avatar of Fire if equiped by Vulconus?


If you give your Animate Guardian the Volconus, I don't see why he shouldn't. Pretty sure you can give them a weapon with "Resolute Technique" as a corrupted implicit, I don't see why it wouldn't work with Vulconus.

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HackAShaq wrote:
Why simulacrums no longer have a guaranteed delirium unique drop?


I don't think anything about this was changed, maybe the item was hidden in your loot filter?

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P_LeagueRunner wrote:
Does item quantity on contract affect heist chest rewards?


It shouldn't.

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Slubby1337 wrote:
First Question - Mods that counter each other:

What happens if you have a source of "crits are lucky" and "crits are unlucky" at the same time ?
Do they cancel themselves ?

Yes.

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Slubby1337 wrote:

Same question for "chaos damage cant bypass energy shield" vs. "X% of chaos damage bypasses energy shield"


For whether Energy Shield affects certain types of Damage, I think it's actually defined as Energy Shield being able to "stop" a certain type of Damage. This means, that Shavronnes is the positive effect (Energy Shield stops Chaos Damage), while Divine Flesh is the negative Effect (Energy Shield does not stop Damage).

Generally, all "x cannot do y" mods take precedent over "x does y".

If a map has "enemies cannot be shocked" (like Vinktar Square) but you have "Your hits always Shock" (from Shaper of Storms), the enemies will still not get shocked.

Thus, having both those modifiers means that All Damage still bypasses Energy shield. If you equip both Shavronnes Wrapping and have the Divine Flesh keystone, All Damage (including Chaos) will still bypass energy shield.

Why Shavronnes can override the default "negative" behavior of Energy Shield not stopping Chaos Damage is a question best left to philosophers.
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Slubby1337 wrote:

Do elemental ailments work if you onehit a mob ?
Eg. i tried out Cremator Cluster Node and realized many minions didnt get destroyed even tho i only had fire dmg and solid amounts of crit.

So lets say you onehit crit a mob with fire dmg. Does it get ignited before it dies ?

This is interesting, because Cremator uses a different wording than Pyre. I am actually not sure about this, but it might be intended behavior.
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yusayu wrote:

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Slubby1337 wrote:

So lets say you onehit crit a mob with fire dmg. Does it get ignited before it dies ?

This is interesting, because Cremator uses a different wording than Pyre. I am actually not sure about this, but it might be intended behavior.

[/quote]

Just wanted to add: It is most likely a intended behaviour.
You can only ignite enemies that are alive, not corpses. Ignites and other ailments usually follow after the hit. If the hit reduced the health to 0, then there's no ailment or damage over time to be inflicted.
Last edited by HalfSteps#1797 on May 7, 2021, 8:56:07 AM
How do proximity shields work?
I currently play Corrupting Fever with Lancing Steel and that will apply the dot, so proximity shields obviously don't prevent the hit.
3 things, what need to improve in POE:

1. Normal Auction !
Stop steal our time, we don't want spam other players!
All Top-MMO already have Auction.
No need Trade Manifesto bla-bla-bla.
Just do Trading platform!


2. Deterministic craft
I just want to improve one T3 -> T2 -> T1
I want to augment with certain.
Ready to pay a lot.
10 Ex? 20 Ex? 50 Ex?
Yes, ready.

Just see on DiscordTrade.
Players pay for this a lot.
Why?
Only one reason!
Because players need this possibilities!
No any others reasons.
Players looking for deterministic craft - because they need this!
It's - prepared "customer development" for you, instead of your "marketing team".
See on Discord trade - and do what your players want!
It basis of marketing!
See demand - propose supply.
Just do it!
Make deterministic craft!


3. Crashes.
I believe - you know everything, and doing something to improve stability.
Patience and GL for your team.
Last edited by SantaClaus1024#2640 on May 7, 2021, 9:17:56 AM

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