Game Mechanics Q&A
Will there ever be an update or rework for almost useless affixes like "Light Radius" or "Return x damage to melee attackers"?
In their current state, their interactions are laughably bad and do nothing but clutter the whole mod pool. |
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What's the reason behind different wording for some passives?
Example: Pressure Points grants "Your Critical Strikes have a 5% chance to deal Double Damage". Why isn't it "+5% chance to deal Double Damage with Critical Stikes"? Based on the wording ("have a" vs "+") I thought it implies that the mod doesn't stack, but it does. I don't see any mechanical difference. IGN: Free_hugging
I am usually online at GMT+1 evening times. Generate filters using poe.ninja data using my item filter tool: https://github.com/Xeverous/filter_spirit |
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The level 20 Death Wish skill granted by the unique helmet "Maw of Mischief" reads: "Deals 10% More Damage with Hits and Ailments per affected Minion".
Say I have 13 valid minions and channel the skill up to 13 stages. Presumably the first minion explosion deals 130% More Damage with Hits and Ailments. Does the second explosion also deal 130% More Damage with Hits and Ailments, or 120% instead, as the first minion is already dead and not affected by Death Wish anymore? |
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Do atlas blight passives work on 100% blight maps? |
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is it possible in the future we can get more specific details on things, such as "nearby."
It would be fantastic to have a unit number, similar to how weapon range works |
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In which order are Armour and Resistances applied when taking the Transcendence Keystone? Basically, do you use the damage number after or before resistances are applied to calculate the percentage of the damage Armour mitigates?
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When I was a new player, I struggled when leveling off-class gems (e.g. Strength or Dexterity gems when I played as a witch), with a piece of gear that had increased Strength and Dexterity attributes. I would always upgrade my gem level, and would run into situations where I couldn’t change out a piece of gear, because that gear had the attributes necessary for me to continue to keep using my gems. So, I either had to de-level my gems using currency, buy a new level 1 gem, or keep the piece of gear (that had the off-class attributes) until I could find another workaround. This was frustrating as I would have to stop and calculate whether or not I should upgrade an off-class gem, every time that one was ready to be leveled up.
There is a simple (unless I’m missing something more technical) solution to this that I’m wondering if you’d consider implementing. If a player somehow lowers their attributes, such that they can no longer use a gem, then instead of forcing that gem to be unusable, simply treat the gem as if it was the highest level that the person could use, given the current players attributes. For example, if I have an Arc gem, and it’s level 4 (requires 56 Intelligence), and I change my attributes, such that I only have 39 Intelligence, the Arc gem would then perform as if it had the stats of a level 2 Arc gem (level 2 requires 39 Intelligence), and it would no longer be able to gain experience while de-leveled. This de-leveling feature could be optional, and the player could configure it within their settings. You could have notifications telling the player that the gem is de-leveled, so that they could fix the issue if they desired. I think this would be a big help to new players, and would make their experience less frustrating. Would you consider implementing it? |
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" I hope in 3.19 Ultimatum will return. |
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Are we going to get a pause system so we can interact with NPCs (Incursion, Betrayal) without being killed?
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I posted a thread about how versatile combatant and protective link works. I would like to know why does it not work like I think it should? https://www.pathofexile.com/forum/view-thread/3273309
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