Game Mechanics Q&A

Does multiple Cast on Death on different Equipment sockets also follow the trigger sequence of Cast When Damage Taken? Like from main hand socket 1 to helm socket 1 to body socket 1 and so on. or all Cast on Death will trigger instantaneously?
In the Delirium HC SSF race, a GGG employee got first place. The build and profile was private, thus the community can only speculate.

Without spilling the beans, can this GGG employee philosophically talk about why he or she chose said build for HC SSF? What made it special enough to pick the build, which the community might or might not know about?
I have two question regarding the Smite skill.

1) Do melee modifiers like "Melee Critical Strike Multiplier" apply to Smite's area of effect? The wiki is not entirely clear on this, and I believe POB incorrectly applies melee modifiers to the area portion of this skill, but I don't know for certain.

2) Which part of Smite is actually considered melee? There's no clear animation displaying the "melee" portion as far as I can tell, is it just whatever your weapon touches is considered hit by the melee portion of Smite?
Do monsters have any mechanical limitations on how healthy, strong or fast they get?

why do high level items consistently roll +1 energy shield or +2 health?

Does Area of effect scaling effect each scale the same way, or do some get a larger
bonus from Area of Effect modifiers?

What is the maximum Move speed of a player character, max cast speed, max attack speed?
If I have 100% of Cold and Lightning Damage taken converted to Fire Damage, can I still be chilled, frozen, brittled, shocked, or sapped?
Regarding Vessel of Vinktar, I see a lot of conflicting info online about whether shock immunity or 100% shock avoidance negates the downside of the Vessel and whether the effect on enemies still happens in either case. Can this be cleared up once and for all?
I played this herald of thunder + hydrosphere build,
basically, the hydrosphere shocks enemies and triggers HoT
HoT with some cold damage, has a 100% chance to freeze (non-crit) to activate the hydrosphere.
As the gem level of hydrosphere gets higher, it becomes more difficult to freeze.
eventually, I have to use the Call of the Brotherhood and link add cold support gem to HoT to get enough damage to freeze the lv20 hydrosphere.

do skills have life (or ailment threshold) that increases with gem level?
Savour these moments, for they may never return.
Last edited by shghostell#3104 on Jun 3, 2022, 10:34:49 PM
In what way has Herald of Ash or Gravebind gloves been changed after patch 3.16? Herald of Ash's on kill effect has stopped working with the gloves since patch 3.17. Minions/Trap/Mines/etc work properly with other on kill effects and also work correctly with Herald of Purity and Thunder, and have continued to work. Herald of Ice and Agony never worked in the past do to the technicality of their triggered effects.
What is the thought process of making so many ground degens and allow some skills to persist after the death of the caster (elreon's holy relics for example) or making them last so long for example the amount of cold snaps dropped.
Currently if you're standing against the edge of a ledge/cliff you can't Dash down/up the terrain. Is especially tedious in Labyrinth. Any chance we can get a quality of life change? I don't see why some movement skills behave this way.

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