Forum Index Gameplay Help and Discussion Mechanical Questions Thread

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I'm no Mark but I'm a giant nerd so maybe that'll do.

"
C4ph wrote:
As I use southbound gloves the enemies usually don't die from the trap as such but from the poison caused by my poison support gem (werid interaction with the "Your Hits can only Kill Frozen enemies " ability). Does rarity still work in this case?

Yep, Rarity and Quantity modifiers (including the Supports) apply to Damage over Time just fine.

"
Znurrebarth wrote:
Could you clarify in what order conversion happens if you have more than 100% conversion from one type of damage to several other damage types? I you use a lightning skill with both Call of the Brotherhood and Voltaxic Rift equipped, will you end up with 50% cold and 50% chaos (seems logical to me as cold is "before" chaos in the damage conversion chain) or would you end up with 40% cold and 60% chaos.

They occur at the same time. Conversion exceeding 100% is scaled down to fit 100%.

You have 100% Lightning to Cold and 60% Lightning to Chaos, for a total of 160% Conversion.
100 / 160 * 100 = 62.5% converted to Cold
60 / 160 * 100 = 37.5% converted to Lightning

Additional content:
Conversion from Skills (and thus by extension, from Supports) takes precedence over passives and gear. Ice Shot converts 100% Physical to Cold on the cone, so any Physical Conversion from passives and gear does not apply. Additional Conversion from Supports (Physical to Lightning) would scale down alongside the 100% to Cold.

The actual Converting still occurs in the same step, btw. 50% from a Skill and 50% from gear adds up to 100%, as one might expect. It's just the downscaling where Skills take precedence.

"
Lemonzzz wrote:
Relation between Bane of Legends and Endless Hunger in the Slayer tree. Say I do 100% of health in a hit that has 30% health left. Do I get 20% of that 70% overkill or is it 20% of 90% as it culls at 20% health left? Or is it just something entirely different, don't entirely understand how cull and overkill works.

Culling only triggers when an enemy is below the threshold, but not dead yet. Overkill and Culling are mutually exclusive, as such.

"
Lemonzzz wrote:
1. Is it safe to assume that % increased elemental damage works with increasing the dot damage. (Also % increased cold damage etc.)?
2. How about putting it on a trap/mine? Will all the trap/mine damage increasing modifiers apply to the dot portion of the gem?
2. Since it can be modified like spell damage, can the dot be converted to other elements or just the initial hit? Can I convert it into a fire dot with cold>fire.
3. If the answer to 3 is yes, will increased burning damage increase the dot damage of the converted Vortex? Since it would now be fire damage over time.
4. Does area damage affect the dot damage or just the initial hit of the gem? It has an AoE tag but not sure if the dot is included in that.

1. Yes and yes. It's Cold Damage over Time, which automatically means it's also Elemental Damage.
2. Yes.
2.2. Conversion does not apply to Damage over Time.
3. If only. :P
4. Linking Concentrated Effect shows bigger numbers, so it's a safe bet ;)

Vipermagi
Jun 10, 2016 17:31:29 PM

Thank you for doing the thread. You got your work cut out for you, it seems :).

Question 1: Does Sunder take accuracy into account, or is/was it bugged like Blast Rain?
Question 2: Can you chance labyrinth specific uniques outside of the Lab?

PaperRat
Jun 10, 2016 18:21:42 PM

I have a question regarding a few prophecies, specifically The Nest and Wind and Thunder.
The community has had an infernal time finding the required Galvanic Ribbons and Brooding Tarantulas in maps.
I was hoping you could confirm that it is possible for these mobs to spawn in maps.
The wiki says Brooding Tarantula spawns in a Haku side area. Would that count as "in a map" if the Haku mission was from a map?

Could you divulge the spawning requirements of these mobs assuming they do spawn in some maps, be it a tileset or a map mod (increased monster variety, animals)?

On a more general level, what are the mechanics behind which monsters appear in a map?

angelic_knight
Jun 10, 2016 19:39:01 PM

I was wondering if this is a bug or if it is working as intended, but when I cast vortex, I cannot target the frostbolts created by my totems.

working as intended or bug?

thanks

hq78
Jun 10, 2016 20:25:58 PM

Hi Mark,

I was wondering about some poison mechanics. If I link tornado shot with the poison support gem and greater multiple projectiles, how many poison stacks could theoretically apply? Is it 1 stack for the whole tornado shot hit or is it 1 stack for each arrow from tornado shot that hits the target.

Thank you

Xitras
Jun 10, 2016 20:31:35 PM

Hi there: I had made a post (1670470), which had a few replies and today I received an email from GGG suggesting I also posted here. The subject may have already been addressed, my apologies if it is duplicated.

Someone in the thread above quoted Mark_GGG saying it works although not showing the visual effect nor the buff icon, I wanna make sure it is indeed working under the conditions below as it is for a HC char (Im trying to reach lvl 90 in HC for the achievement, one of the few left - currently at 80 out of 84):

"I just have a doubt regarding the new quartz infusion ascendancy passive point for the raider: It reads that the char would have phasing at maximum frenzy charges. I´m using 3 pacifism jewels (-1 to frenzy charges) on my HC char which has a max of 3 charges, but phasing is not active, is that a bug or intended?

When I take off the jewels and generate the 3 frenzy charges then it works, but not with zero charges and the jewels, although I was able to trigger some other types of buffs that way with other builds in the past. Perhaps I missed some of the previous patch notes, but other than that what would be the point of having these kind of jewels?

Thanks for the clarification."

Kamikaze_1306
Jun 10, 2016 20:49:21 PM

First of all, thank you for doing this :)


My question: how does Inquisitor's Inevitable Justice work with damage over time, mainly Vortex, but also Ignite.

If the initial damage of Vortex crits, do the ticks count as crits and thus ignore resistances. Or is every tick calculated or not at all, if thats the case: does Vortex ignore resistances (in case of a crit) for its entire duration by default?

Basicly the same question for Ignites. If i crit with a fireball, i ignore resistances and have a larger crit, thus a bigger ignite, but does this double dip with Inevitable Justice aswell? In other words, do ignites from crits, ignore resistances over their duration?

Wilcuss
Jun 10, 2016 21:13:49 PM

On medium to low end machines, this thread is impossible to view in "GGG-post-only" mode. It's ginormous and freezes my browser any time i scroll up or down.

unsane
Jun 10, 2016 21:28:41 PM

how many diffrent helm enchants are there they are listed on the poewiki but counting them would take ages :(

Fyndel
Jun 10, 2016 21:55:43 PM

"
hq78 wrote:
I was wondering if this is a bug or if it is working as intended, but when I cast vortex, I cannot target the frostbolts created by my totems.
working as intended or bug?

Working as intended. Totems are not you, despite using your offensive stats. They're not your Frostbolts.

"
Xitras wrote:
I was wondering about some poison mechanics. If I link tornado shot with the poison support gem and greater multiple projectiles, how many poison stacks could theoretically apply? Is it 1 stack for the whole tornado shot hit or is it 1 stack for each arrow from tornado shot that hits the target.

Each individual Hit can apply up to 1 Poison stack. You can hit with one Projectile on the initial volley, and with an incredible amount of luck, each split can land one Poison stack on top of that.

"
Wilcuss wrote:
My question: how does Inquisitor's Inevitable Justice work with damage over time, mainly Vortex, but also Ignite.

If the initial damage of Vortex crits, do the ticks count as crits and thus ignore resistances. Or is every tick calculated or not at all, if thats the case: does Vortex ignore resistances (in case of a crit) for its entire duration by default?

Damage over Time does not tick, it's a constant degeneration.
Damage over Time cannot Crit, and thus will always face Resistances.

Vipermagi
Jun 10, 2016 23:56:30 PM
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