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almost 4 years ago - /u/Mark_GGG - Direct link

Originally posted by NixonClix

Does the chest modifier "+% to spell critical strike chance" raise the crit chance of heralds?

I have scoured the forums with no answer to this question. Any info is greatly appreciated!

No. "Spell critical strike chance" is the critical strike chance of hits dealing spell damage. Heralds do not deal spell damage.

"x% increased Critical Strike Chance for Spells" or "Spell Skills have x% increased Critical Strike Chance" applies to Heralds, because it cares about what type of skill it is, not the kind of damage dealt.

almost 4 years ago - /u/Mark_GGG - Direct link

Originally posted by DNOnnie

"Spell critical strike chance"

Does this mod work on spectres?

If you have the modifier, then it affects your spell damage, not the spectres' spell damage.

If you have a way to give that modifier to your spectres, it will affect their hits that deal spell damage, but not other hits.

almost 4 years ago - /u/Community_Team - Direct link

Originally posted by LSNLS

"You didn't divided 10% from your point 2. by 5. which ruins entire rest of your calculations."

Ah yeah. True. But point of my post is that I don't have any idea on how its calculated, so my calculations would probably be off anyway.
But It would be nice to know how effective the Atlas passives or the watchstones are in this case. So yeah, would be nice if u/Community_Team could confirm.

You get 1 Atlas mission for each master for free each day (or 2 per master if you have the "Close Allies" Atlas passive node).

Upon completing a map, you have a 35% base chance to gain a random Atlas mission. There is +1% additional chance per 15 completed Awakening objectives, which with 164 maps currently on the Atlas makes +10% maximum. The "Close Allies" Atlas passive grants an additional +10% chance. The "Ally's" Watchstone prefix mod can grant up to +4% additional chance, so with 4 such Watchstones and +25% increased effect of Watchstone mods from the "Secrets of the Stones" node, that can be up to +20%. Thus you can get a total of 75% chance for a random Atlas mission on completing a map.

Atlas passive nodes such as "Master of the Atlas" and "Animal Companion" roll separately to grant additional Atlas Missions for specific masters.

Atlas passives and Watchstone mods that grant "+X% chance for Atlas missions to be Zana's" (or other specific Masters) do not affect the number of Atlas missions you receive, they only modify the relative weighting of that Master when the game is deciding which Master to award an Atlas mission for. These stats also affect the weighting of naturally/randomly spawned Masters (ie not Atlas missions), whereas the other stats mentioned do not. So for example, normally each Master has a 1/5 chance to be chosen. If you have +100% chance for Atlas missions to be Zana's (and no other such stats), then Zana will have a 2/6 chance to be chosen and the other four Masters will each have a 1/6 chance.

almost 4 years ago - /u/Community_Team - Direct link

Originally posted by LSNLS

Follow up question regarding:

"Atlas passive nodes such as "Master of the Atlas" and "Animal Companion" roll separately to grant additional Atlas Missions for specific masters."

Lets say I have specced into nothing besides "Master of the Atlas" and I have 0 maps completed with awakened bonus (so i have 35% chance to get a master mission) and 7% for it to be a Zana massion).
Does the "Master of the Atlas" then work as a seperate roll if i "fail" and don't get a master mission on the 35% that i have? Like then I would have 5% for a zana mission after the first failed roll?

The "Close Allies" passive description could be improved. We'll see what we can arrange with the team. As for passives that provide a chance to grant an additional Master mission (such as "Master of the Atlas" and "Animal Companion"), these can proc regardless of whether you get a normal/random Atlas mission.

almost 4 years ago - /u/Mark_GGG - Direct link

Originally posted by MayTheMemesGuideThee

can you please explain why

"Socketed Skills deal 20% more Attack Damage"

works with socketed minions while

" Vaal Skills deal (80-120)% increased Damage during effect"
doesn't work with Vaal Skeletons (in case if it doesn't)?

Both mods affect skills.

The first is a support effect, which is directly adding a stat (more attack damage) to the skill. All stats of the skill itself are copied to any minions that skill creates, so they get more attack damage in their base stats. Anything that is affecting socketed skills specifically works this way.

The second is a stat on your character which affects the damage of Vaal Skills they use. This changes the damage that skill deals, but isn't add stats to the skill itself so there is nothing to copy to the minion.

I have made a note to find that second description and update it to the more modern format ("x% increased Damage with Vaal Skills") for clarity.