having 0 mana prevents 0 mana reservations
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How to reproduce:
Equip nexus gloves and a 60% reduced mana "whispers of infinity", with 20 fertile catalyst it becomes 72% reduced. With the gloves it totals to 102% reduced and you have 0 mana if you have no increases elsewhere. So skills that reserve a percentage of maximum mana (petrified blood for example) should reserve 0 mana. They are disabled instead and the tooltip shows "not enough mana" Note that this is not a problem of the cost compared to the total, but rather a problem of reservations (or mana but it seems unlikely): for example if you add the agnostic keystone and try to use manabond you still can spend 0 out of 0 energy shield. What should have happened instead: every skill that reserve a percentage of maximum mana should have been usable at the same time :) Last bumped on Jan 7, 2026, 4:12:47 AM
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" It will be bug exploit level if you have 0 mana and then you can use all the aura and herald This is the start of forum signature: I am not a GGG employee. About the username: Did you know Kowloon Gundam is made in Neo Hong Kong?
quote from the first page: "Please post one thread per issue, and check the forum for similar posts first" This is the end of forum signature |
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" Yep! But with the current mechanics that's how it should have worked. Aurastackers before the introduction of reservation efficiency were able to activate a ton of these (but not all, and with higher investment) Also there's a simple workaround if they want the game to be consistent without changing the game mechanics, it's to reduce the drawbacks of either the gloves or the amulet (the only 2 sources of reduced maximum mana outside of standard) edit: I'm bad at english Last edited by papacoul#0945 on Jan 4, 2026, 11:09:53 AM
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" No, they shouldn't. If you have no resource then you're unable to reserve any amount of the resource. This would also be true for a theoretical situation where you have 0 mana and a skill that reserves 0% or flat 0 mana. That's why "0 reservation" in this game is implemented as "# has no reservation". Besides whispers of infinity and nexus gloves there are voll's protector and plenty of mirrored by reflecting mist drop-only rings from delve and amulets from alva's temple. " That's a bug. Last edited by ThisIsAJoke#3467 on Jan 4, 2026, 9:39:41 AM
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" I'm pretty sure that "you have no..." is just implemented as setting that value to 0 instead of computing it, but that's just an educated guess (I'm a developer but not at ggg) I'm talking about a practical situation, not a theoretical one. If you have any source about this being the correct behavior or a precedent that behaves the way you're saying I would love to learn about that. " You're right on this, my bad! " pretty sure that if a skill would bring my mana to exactly 0 I'm still able to cast it, and unable if it would make my mana go below 0 which is exactly this situation (and expected behavior). I need to think of a simple test setup |
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" just tested it with praxis + omeyocan + scorching ray of immolation, I'm obviously able to spend my 0 mana |
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" by the way, I just proved it's actually bugged and not working the way you think equip flamability impresence with blasphemy + flammability + pride + purity of elements you can then activate flammability only if it's not the last one you activate, otherwise the tooltips says "not enough mana" so pride (50% mana remaining) > flammability (50% mana remaining) > purity of elements (0% remaining) works but not pride (50% mana remaining) > purity of elements (0% remaining) > flammability (0% mana remaining) |
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You've proved that poe codebase is a hot garbage.
The post repeats the logic that was used by ggg as I recall when they've hotfixed the "0 mana, all auras" abuse. |
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That doesn't sound right.
1) If you have 100% or more reduced mana - you're sitting at 0 mana. Also, your max is still there but hidden. So it's 0/(insert max mana value here). And because your maximum mana is not truly 0 for its total, the game knows this. In other words, instead of being at 0/0 mana, you're at 0/1500 (using some random close value for total here). 2) "So skills that reserve a percentage of maximum mana (petrified blood for example) should reserve 0 mana. They are disabled instead, and the tooltip shows "not enough mana"" - Don't think so. Everything still requires mana (50%, etc). And game sees that it can't reserve 25% or 50% of say 1500 of what actual max mana should be (or something close to that, I'm guesstimating) it just gets disabled. This effect is similar to trying to use a skill that costs mana than you have available. Now, if you have 100% reduced mana reservation or costs (i.e 100%+ mana reservation efficiency of skills) then it makes sense there's no cost for those auras or skills and u can stack and use them freely. Last edited by c0rnel#6051 on Jan 6, 2026, 5:08:01 PM
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" that's not true, it is the maximum mana that is reduced to 0 made more research, someone had already this idea a long time ago (probably what ThisIsAJoke tried to link): https://www.pathofexile.com/forum/view-thread/3204029 and it got hotfixed quickly due to community backlash: https://www.pathofexile.com/forum/view-thread/3205425 introducing this bug: " I'm guessing they won't be revamping the whole reservation mechanic when they're focused mainly on PoE2 and modern ggg care more about the balance than the game being coherent :/ |
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