Does Arctic Armour reduce reflected fire damage (assuming you are standing still of course)?
Yes.
Vortex's Damage over Time tooltip doesn't benefit from +damage to spells (Herald of Ice etc), and also cannot have its element converted. Is that the actual functionality and/or is that intended?
This is true of all damage over time, and always has been. Flat added damage only makes sense for hits, and damage conversion cannot apply to damage over time (although that one might be able to change in the distant future).
Vortex seems to chill even if it's connected to Elemental Focus. According to the Wiki it shouldn't (Wiki: "The drawback of this gem will override all elemental-status-inflicting effects of the supported skill or passive skills, as well as buffs such as Elemental Conflux.").
Vortex (the skill) will not chill with it's cold damage while affected by this support. The ground effect it leaves behind is a spearate thing that happens to apply chill, but is not the skill applying chill.
Also some questions about Vortex. The skill gem states that modifiers to Spell Damage apply to the skill's damage over time.
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?
The answer to both these questions is yes, but that has nothing to do with the fact that spell damage modifiers apply to the damage over time. Neither of those are modifiers to spell damage, and they would still apply even if Vortex didn't have that property.
Since Vortex 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?
No. The stat it has says that modifiers to spell damage apply to it, not that it can "be modified like spell damage". Only things that give increased/reduced/more/less spell damage are affected.
Does area damage affect the dot damage of Vortex?
Yes.
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.
This is correct. You can only target your own Frostbolts.
If I use GMP Frostbolt and then cast two Vortexes from that GMP at nearly the same place, will:
1. The enemy take damage from both vortexes?
Yes.
2. Would the dot created by multiple vortexes stack?
No.
3. I noticed previously you mentioned that vortexes DoT can't be converted or modified with flat damage. Am I correct to assume that the damage from the DoT also can't be reflected?
Correct. All of those things only apply to hits.
Whirling Blades doesn't seem to be interruptible.
It's just as interruptable as any other skill.
What happens if I receive damage from a hit large enough to normally stun me while whirling?
You get stunned.
When Contagion spreads Essence Drain, is the degen order maintained or somehow changed?
For a specific example - I cast Contagion linked with Item Rarity on a group of monsters, then cast Essence Drain on one of them and they all die from Contagion spreading ED. Will Item Rarity affect them all?
First Contagion is added to the monsters, then Essence Drain. If they were not already under the effect of debuffs, contagion will be the "first" debuff on them, until that contagion runs out.
Does Abbysal Cry's explosion radius scale with aoe nodes?
Yes.
I have a question about Abyssal Cry and its interaction with critical strikes.
When does critical strike check occurs? in a moment of initial cast or in a moment of monster exploding?
Checking whether a hit is a critical strike or not is always done when that specific hit is calculated, and cannot be done at any other time, because your critical strike chance can be different for different hits.
The critical strike roll is only made once, when the skill is cast, just like most skills. All hits from the same action have the same roll, but are potentially checking against different chances to crit, so may or may not crit on different enemies.
If I link Abyssal Cry with Poison and I have 100% increased Warcry duration from War Bringer, will the poison inflicted have the extra duration?
No. Poison is not a Warcry.
If I kill enemy via poison (sorce of poison - Cospri's Will) from Abyssal Cry explosion, loot from him will affected only by IR from my gear, right?
No, it will still be affected by the gem, since the poison was from that skill, provided the poison is the degen that is considered to get the kill.
If I replace in Abyssal Cry setup Void Manipulation to Poison gem but still wear Cospri's Will will it whether it will be fix scenario (IR gem not apply) described above? Or i must use another chest in order to achieve the desired effect?
This makes no difference. What matters is that Abyssal Cry caused the poison, not why it did that.
If i kill enemy via Essence Drain (not hit but degen) before poison expire (sorce of poison - Cospri's Will) will be loot affected by IR gem?
In the situation you describe, you didn't kill the enemy "via Essence Drain", but via poison, and so the modifier applies. If the poison from Abyssal Cry had run out, and the only poison left was a newer one applied by Essence Drain, then Essence Drain would be the degen that killed the enemy, and the gem would need to support it to apply.
If monster cursed by Enfeeble whether it will doing less damage from Abyssal Cry explosion?
No, the monster is not dealing the damage.
Does Hypothermia's more damage affect Vortex's DoT?
No. Conditional modifiers cannot apply to DoT, because the condition could change during the DoT.
Hi, I have some questions about Lightning Arrow. What does represent the DPS shown on the skill stats? Is it DPS per projectile or total DPS if you hit every arrow on the same target?
DPS of a skill always is shown against a single enemy, meaning it's assuming one arrow will hit that enemy once.
And finally, how does the AoE work? Is it included in the DPS, or is there an additional damage to calculate?
Lightning Arrow does not deal AoE damage - it sends out lightning to individually hit a set number of enemies within an area. This cannot include the target hit by the arrow. The damage dealt is the same as on the arrow hit.
Does the AoE proc on every target it pierces, or does it only proc on the last hit?
The lightning hits nearby enemies every time the arrow hits an enemy.
Lightning Arrow secondary "aoe": Does Concentrated Effect increase the damage that the secondary, up to 3 target hitting thing from Lightning Arrow does to nearby targets?
No. Lightning Arrow does not deal area damage.
Are the secondary damage types dealt by Shrapnel Shot and Lightning Arrow pure elemental damage?
Not unless you convert all the damage to elemental.
I have a few questions about Lightning Arrow mechanics. I've started a Deadeye, using Lightning Arrow with 100% pierce chance.
Lightning Arrow does not have the projectile tag - but it benefits from stuff like Drillneck as well as from projectile damage nodes on the tree and LMP/GMP. Therefore I assumed it might be considered a projectile but simply missing the projectile tag.
It is not missing the tag - bow attacks don't get a seperate projectile tag, because the "bow" tag is considered to include it. the arrows are indeed projectiles.
Same question for Kinetic Blast: If I link it with Concentrated Effect and I apply poison with it, do poison stacks get the 59% more damage if the poison is applied through the explosion?
Yes.
Diamond flask and Assassin's Mark: How do I correctly calculate my effective crit chance against a monster that has Assassin's Mark on it and I use a diamond flask? More in detail, do I first add the flat chance to my crit chance, then apply the diamond flask math 1-(1-critchance)² or is it the other way round?
The diamond flask does not affect chance to crit. Chance to crit is worked out, inclduing all modifiers such as Assassin's Mark, then compared to the Crit Roll of the skill. The Diamond flask does nothing at this point, it affects when the crit roll is made, by rolling twice and taking the better of the two rolls.
If you have 95% crit chance and use a Blasphemy Assassin's Mark, does it allow you to bypass the 95% cap and reach 100% or will it still be caped at 95% chance anyway?
Your critical strike chance is capped to 95%, but since the modifier on Assassin's Mark doesn't modify your critical strike chance, it is seperate to that. An enemy can end up having 100% total chance to be critically struck in this case.
Is the only way to really scale Mirror/Blink Arrow to scale minion damage and trap reductions but trap increases do not apply to bow minions?
No. Trap damage modifiers do not apply to minions summoned by traps. Cluster Trap and Multitrap give "less damage", not "less trap damage" - the reason it applies is because it is not a modifier to "trap damage"
Duration of skills from Temporal Chains: Vaal auras duration increased? Summon Raging Spirit Duration increased?
The answer is no to all of these cases - Temporal Chains does not increase the duration of anything. It slows down how fast timed effects think time is passing. This affects anything which has an icon with a timer.
How do Wings of Entropy, Lacerate, and Outmatch/Outlast from Duelist interact with each other?
Lacerate when dual wielding always does a main-hand hit followed by an off-hand hit.
I know I read somewhere with Dual Strike it counted as main hand kills only.
That a) only applied to combining main-hand and off-hand hits into a single hit, which is not the case here, and b) was fixed in 2.2.0.
What exactly does the tooltip DPS on Lacerate and Double Strike mean?
Do these account for a hit both swings, discounted by accuracy/crit/etc?
Yes, they include all those things.
What's Lacerate base range?
38
Is it possible to play a lacerate build with a stat-stick in off-hand(type dagger)? Or does it force off-hand attack even though the weapon type is not usable? Thanks.
It will not make an off-hand attack with a weapon type it can't use. There was a bug for a while where it would do so in some cases, but this has been fixed.
Why do I find myself stunned by physical hits with Immortal Call up? Going by the formula if I take 0 damage the chance should be 0%. I specifically tested this on Rhoa charge. Is the charge an exception?
Because they are using (old) shield charge, which has built-in stunning based on distance.
With the recent changes to Spark, I imagine you can have a big excess of projectile speed and skill effect duration.
How can we verify when we have enough for the 150 unit limit?
That isn't possible. There is no amount of increased duration and/or projectile speed that ensures the sparks will definitely reach a point more than 150 units from the character. It's entirely possible for infiinite-duration sparks to bounce/circle around within that radius, and never leave it.
In general, sparks will be more likely to stay within the radius in an enclosed space with walls to bounce off, and more likely to leave it in open areas, but it's still not guarunteed.
I only forgot to ask for three days straight, but: Spark has a re-arm time of 1000 milliseconds. What exactly does this mean?
This isn't really accurate terminology. What Spark does is that every 1000 milliseconds, the set of Spark projectiles from that firing lose their memory of which things they've hit. This means anything which had previously been hit by one of those sparks can now be hit by one of those sparks again. Previously this happened when one of them bounced and hadn't happened within the past 1000ms, but that's no longer the case (and would not have any effect since it now does it every 1000ms regardless of bouncing).
Discharge has a unit cap of 30, is this a technical limitation or a balance issue?
There is not one limit that applies to all skills, but there is generally a requirement that skill have a limit for technical reasons (as well as potential balance and or performance reasons) to the number of simultaneous hits that can occur.
Why isn't this conveyed to the player in a deliberate manner? There is no target limit listed on the gem, how are we supposed to know?
You aren't supposed to know. This isn't a game mechanic, it's a behind-the-scenes detail of how things work at a low level.
Blast Rain benefits from projectile damage modifiers, but somehow doesn't get projectiles added when supported by Lesser Multiple Projectiles/Greater Multiple Projectiles. Does this then mean that Blast Rain doesn't actually shoot projectiles?
Correct. It does not fire any projectiles.
What is the formula to calculate the time between a Blast Rain's first explosion and the arrow drawn animation by the character?
There is not a formula to calculate this, nor is there a specific "arrow drawn" animation on the character.
Using Blast Rain plays it's attack animation, which includes drawing an arrow. This animation takes the attack time of the skill to complete. At the point in that animation where the arrow is realeased (which may differ slightly between classes), the skill "goes off" and starts waiting for the explosions to fall. There's a 600ms delay before the first explosions falls (which is affected by modifiers to both attack speed and projectile speed), and the falling animation takes 270ms (cannot be modified).
If not, how is it even possible for projectile damage to apply to it?
By classifying it's damage as "projectile damage", just as was done for Rain of Arrows, because this made intuitive sense.
Does Curse effectiveness increase the "Other effects on Cursed enemies expire 40% slower" from Temporal Chains or the "2% of damage leeched as life" from Warlord's Mark?
Yes, it increases any numerical quality of the curse.
What affects shield charge movement speed? Movement speed modifiers, and attack speed modifiers (at least from the faster attacks support gem) seem to. What about base attack time of weapon, attack speed on gear or tree?
Movement speed modifiers and Attack Speed modifiers. Where they come from is irrelevant.
If I use "Summon Skeletons" on a spell totem, I'm assuming the damage those skeletons inflict is reduced by the spell totem's (35 to 26% less damage) penalty.
Yes. The penalty is "less Damage", and the skeletons are dealing damage, so are affected.
Why does Summon Raging Spirits not have a tool-tip DPS? This makes it extremely difficult to judge how much damage you are doing with different passives and support gems.
You aren't doing any damage. This is the basic reason - that skill cannot possibly deal damage. It summons a minion, which, once it's been summoned and thus has it's own entirely separate set of stats that aren't part of that skill or directly calculatable from that skill, that minion uses an attack that does damage.
This is inherently not DPS of the Summon Raging Spirit skill, and cannot be displayed as such.
The calculation of damage accounts for well over 6000 lines of code. Duplicating all of that with different inputs in order to attempt to predict the damage output of a monster that doesn't exist yet and thus has no stats is infeasible and would lead to massive problems with having to maintain the two sets of calculations in parallel.
There are improvements planned for the character screen in the long term, but for now the fundamental fact that the minion's damage is not the skill's damage, and has nothing to do with the skill's damage, makes this effectively impossible.
Kinetic Blast's "less Area Damage". Is this applied to the initial AoE hit and any DoTs that are caused by the AoE hit?
Yes.
Why does the aftershock from Earthquake not give endurance charges on kill when you are using Blasphemy and Warlord's Mark?
It does give charges. However, if you move on and leave the aftershock to kill things, those might not still be in the aura when they're killed. It also doesn't get around the only one-charge-per-skill restriction, so if you kill something with the initial hit and get the charge, you won't get a second charge from the aftershock.
Earthquake's "Aftershock deals X% more damage". Is this applied to the initial aftershock hit and any DoTs created by the aftershock hit?
No. The aftershock is a specific part of the skill that hits things. Degens are inherently not the aftershock.
Mirror/Blink Arrow's "Minions deal 75% more damage". Is this applied to any hit the clone deals and any DoTs applied by that clone?
Correct. "Minion Damage" modifiers work by giving the minion the eqiuvalent "Damage" modifier as a base property.
Fire Nova Mine: does this work like Earthquake's description above (Is this applied to the initial repeat and any DoTs created by the repeat?
It is the same as Earthquake, but your description of Earthquake was wrong. It only applies to the hit.
Lets say I use Earthquake linked to Rapid Decay and Hypothermia, and I wear Voidheart ring. Would those supports scale poison and bleed?
Rapid Decay would. Hypothermia would not, because conditional effects on the enemy do not apply to damage over time. The stat descriptions of such effects will be reworked in 3.0.0 to make it more clear they do not apply.
Hi I was wondering if Rapid Decay gem would work with poison and bleed from Voidheart ring?
When I use gem setup like Earthquake - Melee Physical Damage - Less Duration - Rapid Decay - Increased Area of Effect - Fortify.
Yes. Note that this support gem has been renamed to Swift Affliction Support.
Hi, I was wondering how Earthquake interacts with Melee Damage on Full Life, specifically when using Blood Magic. As I understand it, the life cost is taken before the damage is calculated, so you won't get the increased damage on the initial hit, but if you return to full life before the aftershock goes off, would you gain the bonus to it, or is the instance of damage determined with the initial hit and delayed, thus you wouldn't gain the benefit?
The damage is the aftershock is calculated at the point it starts to go off, if you're at full life.
Does Earthquake's 70% more damage from the aftershock apply to poison/bleed inflicted by it?
No. This answer may be different in 3.0.0.
Based on some testing I did in Dried Lakes, it appears that Shield Charge's "200% more damage at max charge distance" multiplier does not affect poison/bleed damage. Based on the wording, it sounds like it's an unrestricted "more" modifier on all damage dealt by shield charge. Compare that to Earthquake's "more" damage effect on aftershock, which is also an unrestricted "more" modifier and yet EQ double dips on poison/bleed while Shield Charge doesn't. Similarly, supporting shield charge with conc effect allows conc effect's "more" modifier to double dip on poison/bleed as well.
It seems like Shield Charge's actual effect is either 200% more melee damage or 200% more attack damage considering it does not double dip poison/bleed. If that's intentional, I feel like that should be specified in the tooltip.
You are incorrect about Earthquake. Aftershock Damage modifier does not apply to any DoT created by the aftershock hit - it works the same way as shield charge. Damage over Time is not an Aftershock, nor does it have a meaningful value of "charge distance" that could let it benefit from that modifier.
In 3.0.0, all such modifiers are being reviewed, and some will change to apply to DoT aplied by their hits as well, since their application to the hit no longer has a knock-on effect on ailment damage. In addition, all such stat descriptions will be being reviewed, so any modifiers like this which do not apply to Damage over Time will be more clearly described in 3.0.0.
As such, the above answer is only valid for the current state of the game, and will no longer be accurate in 3.0.0.
Flamesurge's "50% more damage against burning enemies". Is this applied to the initial hit and any Poison effect on a burning enemy (since it can't ignite)?
This is hit-only, like all conditional damage modifiers. Degen can't check those.
Shield Charge's "200% more damage at maximum charge distance". Is this applied to the initial hit and any DoTs the charge may have caused (Voidheart ftw!)?
Only the hit has a charge distance. This only applies to the hit.
Does the "Deals 50% of Base Damage" on Shield Charge affect bleed or poison damage? I know it affects the initial hit, but does it double dip onto the bleed/poison?
Currently no. As discussed in the manifesto posts on the subject, in 3.0.0 this modifier will apply to the base damage, which means it will affect the damage over time, but this will not cause double-dipping.
Does increased area of effect apply to Shield Charge's width while traveling?
It applies to the area of the small area damage that's repeatedly dealt while travelling. It does not apply to the width of the character object.
Does Shield Charge's 200% more damage apply to poison/bleed inflicted by it?
No. This answer may be different in 3.0.0.
When shield charging directly on top of a stationary enemy, which damage applies first: the travel damage, the impact damage or both added together?
If you mean you're already on top of this enemy and charge no distance to reach them, then you never deal damage while travelling, because you don't travel.
If you just mean charging onto an enemies exact location from a distance away, then I can't answer that question. It depends on your speed and AoE, and the enemy's size. At the point you hit them and deal damage at the end of the skill, then your previous instance of dealing area damage while charging either did or did not reach that enemy's location, and thus hit them first.
In any case where an enemy does get hit by both one of the smaller instances of damage while charging and the final damage, the while-charging damage hits them first, because it happens while charging, where the larger area damage happens when you stop charging.
Flameblast's "110% more spell damage per stage". Is this applied to the initial hit only and to no DoTs caused by Flameblast as spell damage doesn't affect DoTs?
Correct.
While I'm casting Flameblast, does my Arctic Armour affect reflect damage if I move to cancel flameblast?
No, because you're moving at the time it deals damage.
While I'm casting Flameblast, does casting Rallying Shout affect Flameblast damage if I use Rallying Shout to cancel Flameblast cast?
No. Flameblast will go off when you start casting Rallying Cry, not when Rallying Cry takes effect, which is later.
When do buffs affect a spell like Flameblast? Say I'm using Orb of Storms to proc Elemental Overload - if the buff is triggered after I begin channeling Flameblast, does it apply since it's active for the explosion? If the buff is active when channeling begins but times out before the explosion, it doesn't apply? Likewise, is crit for Flameblast itself determined on explosion or when you begin channeling?
Debuffs (eg elemental equilibrium and curses) simply need to be active on explosion, right?
Flameblast calculates it's damage when it explodes. It couldn't possibly do it sooner since it needs to know the number of stages you channel it to to know it's damage.
Why does Cyclone not work when under the effects of Vaal Rain of Arrows when you can still Whirling Blades?
Because Vaal Rain of Arrows removes your movement speed. Cyclone moves you at your movement speed, Whirling Blades ignores movement speed and moves you based on your attack time.
What is Cyclone's 'minimum travel distance' value?
10
Say I cast Cyclone far enough away that my character's going to spin 5 times for 10 total hits. Is the crit check of the first hit going to determine whether or not the next 9 hits crit?
Cyclone, like almost all skills, makes the crit roll once, when the skill is used. However, that does not mean the same as what you've written here. The crit roll is made before anything is hit, and it is compared to the chance to crit against each enemy that's hit with that use of the skill. If the chance to crit against all the enemies hit is the same, then they'll either all be crits or all not, since they're compared against the same roll. As noted above, if something means that the chance to crit some enemies is different, they might not be.
Why doesn't Magma Orb work with Slower Projectiles Support?
Because that projectile is not affected by projectile speed modifiers, so that support can't apply.
I have questions regarding the interaction between Lightning Warp and Remote Mine. Does the cast speed modifier still works or the mine overrides that status and make the cast instant?
Mines (and traps) do
not cast things instantly. All cast speed modifiers still apply.
Also, what run speed base does it use?
Yours. It's casting your Lightning Warp skill, so uses your speed.
Does the first stage of Flameblast deal 100% tooltip damage, then each additional stage deals 110% more? This would result in a 10 stack Flameblast dealing 9*110% = 990% more damage, or 10.9x your tooltip.
Yes. I will look into making this clearer in the stat description when I get time.
A question about Wild Strike, how are the secondary effects calculated?
Exactly the same as the initial hit, but with different sets of modifiers applying to the same base damage, such as none of them being affected by melee-specific modifiers, and the fire/cold ones being affected by area/projectile damage respectively.
What are the ratios on the chosen effects?
Each effect is equally likely.
And how exactly does it interact with support gems?
The same as any other skill.
Using Elemental Focus, with a full lightning build, I cant seem to shock or freeze, but mobs still get ignited every once in a while.
If you're certain you're not using Herald of Ash or some other igniting effect, please make a post in the bug reports forum including which character this occurs on and your reproduction steps so we can look into this.
And how exactly is the tooltip calculated, is it just based on the initial hit, or does it take in to account the secondary procs?
The tooltip accounts only for the initial melee hit.
Does crafting +2 weapon range to weapon or adding AoE gem increase acquisition distance and attack range to Ancestral Warchief? What about increase AW radius helmet enchants? What is the default Acquisition and attack range of AW?
I don't know what you mean by "acquisition distance". Increasing weapon range will increase the range he can target at. Increasing AoE will increase the size of the AoE slam, and the range it can be targeted at, since the slam is restricted such that the edge of the area must be in range, not the centre.
I posted a question (bug?) about Ancestral Warchief's mechanics when dual wielding here. Could you check it out?
Please ask specific questions in this thread. This thread is not here to draw my attention to things, and will not work well for that purpose.
Regarding the content of that thread, Ancestral Warchief definitely only cares about main-hand attack speed. It's possible that it used to be bugged, but it is working correctly now.
What do modifiers to area of effect exactly do to Bladefall? They don't seem to change its width. Do they lenthen/shorten the individual volleys and the distance between them?
Area modifiers affec radius. The volleys are effectively sections along the edge of a large circle. Increasing radius makes them "longer" (more distance from closest to furthest area covered from player). Increasing the "width" is effectivly changing the angle along that circle that's covered, which is not available as a modifier.
Do the modifiers change the chance for monsters to be hit by multiple volleys?
Both the spacing and the "length" are increased the same, so the overlapping area is increased as well (but not as much if only the "length" was increased and they kept the same spacing).
Max slow - Temporal Chains + Slows
Can monsters be slowed more than 75% when using Temporal Chains + slows like chill/tar etc?
Tar is not a slow, it's reduced movement speed. There is no cap on Slow (if there was, Freeze wouldn't work - it's a 100% slow). There is a specific cap on the effect of Temporal Chains, at 75%, but this does not affect other slows.
How does Barrage actually function, do I hit more often when I stand in melee range and how are additional projectiles added in?
The projectiles have a small amount of variance in where they aim, so they'll spread more the further out they fly. This makes hitting closer entities easier than further ones.
Additional projectiles are fired one at a time after the bse projectiles - Bararge already has the additional projectiles stat to fire more than one. adding to it just adds to the number if fires.
If A is cursed with Assassin's mark, one possible outcome is that A recives a crit and B doesn't.
Yes. In this case, you still count as having crit with the skill.
If you crit, you support firestorm with power charge on crit level 1, you have 35% chance to get a power charge.
If you crit, you support firestorm with power charge on crit level 1, you have 92.4% chance to get a power charge (because the chance to roll for a power charge is different in each hit. But with a maximum of 1 because PCOC is limited to 1 charge per cast).
Each critical strike you get has a 35% chance to generate a power charge, but you can't gain more than one. In theory this should be a 35% chance to gain a charge if you get a crit (i.e. if you get at least one critical strike on A or B), but if you fail that roll, the skill doesn't know it tried, so will re-roll on each subsequent hit - the knowledge that you've already tried to gain a power charge for the crit is only possible if you have the charge. So it will currently keep rolling on each hit.
If you don't crit, you support firestorm with elemental proliferation (0% quality), and you have 15% chance to ignite, A receives 3 hits, B receives 3 hits, you have 15% chance to ignite the pack (and elemental proliferation is pretty much useless).
-If you don't crit, you support firestorm with elemental proliferation (0% quality), and you have 15% chance to ignite, A receives 3 hits, B receives 3 hits, you have 62.3% chance to ignite the pack (because the chance to roll for ignite is different in each hit).
Each hit has a 15% chance to ignite the monster being hit. That ignite will be based on that hit, and will proliferate to other enemies within a small radius. It's highly unlikely that one ignite will hit an entire pack unless you've gone to effort to compact them in, and even if it can, elemental proliferation is still not useless, as every hit proliferates, and since the strongest ignite applies, more individual hits igniting means some will roll more fire damage, and thus a stronger ignite, than others. Igniting each monster individually without proliferation is less good than igniting each monster idividually with proliferation, because if one of them rolls high, all of the enemies wi proliferation range take that higher damage.
When Herald of Thunder + increased critical strikes crits, does it crit for all the bolts it launches on his duration (6.0 seconds)?
Each bolt has it's own crit roll. They are independant.
Killing a shocked enemy while Herald of Thunder is active, augments the time it is active, start a "new" Herald of Thunder's "rain" (see previous question) or works as other status ailments (active the most powerful but when it expires the weak keeps working)?
When you kill a shocked enemy, it creates a set of lightning bolts. This is not an effect on you or a status ailment. Each set of bolts is independant (and has it's own location).
Herald of Thunder + Increased Critical Strikes + Power charge on crit: How often will it roll for a power charge? Every time a bolt falls? Only once for the entire duration of the Herald of Thunder duration (and to be able to get another charge only when there is a moment without herald of thunder active)? Or basically just any of the prior iterations?
Just like the above charge-gainging cases, it will roll on eahc time the event occurs, until you get the charge.
What are the differences between Herald of Thunder and Blade vortex hits?
Most things. They are very different skills, and trying to list all the differences here is beyond the scope of this thread. I need to know what in particular you want to know about the functionality of the skills.
WIs the Vaal Righteous Fire and Spell Totem incompatibility intended or not?
Yes. Vaal Righteous Fire cannot be totemified. It's fundamental to the design of the skill that it's drawback apply to the player.
Righteous fire + Hypotermia. Why doesn't work?
Conditional modifiers to damage can't apply to damage over time.
I've seen multiple people reporting that Blast Rain can't miss. Is that the case? If so is this a bug or working as intended (due to the explosions being secondary damage or something?)?
Blast Rain was bugged and incorrectly checking spell dodge rather than regular evasion+dodge.
How does that affect crit confirmation rolls?
Not at all. The bug only applied to the initial hit check.
What is the base (average) range of a Ethereal Knives projectile (with no increased/reduced projectile speed)?
The projectiles move at an average speed of close to 120 units/s for roughly 0.25 seconds of travel before they stop colliding with things, putting their effective range at somewhere around 30ish units. Then inherently have a variation of +/-40% base speed, but the average will be around 30.
What is the base (average) range of a Freezing Pulse projectile?
Similar calculation of around 165ish speed and 0.375s travel time suggests 60ish units.
Does Herald of Ice secondary effect work when the monster is shattered with spells cast through remote mine?
No. You have the Herald buff, but didn't shatter the enemy, and the mine did shatter the enemy, but does not have the Herald buff.
How far from the character are Spectral Throw projectiles are created (in units)? Is it based on weapon range like Molten Strike projectiles?
All projectiles originate from the edge of the player object, roughly 3 units from the player's centre (but varying with angle, as units measurements can only be integer, so rounding occurs).
What is Spectral Throw projectile hitbox size (1x3, 2x5 units or so), and how is it affected by weapon type?
All projectiles (and other game entities) are squares, defined by a radius (the squares are circles defined by using manhatten distance). Spectral Throw's radius is half of the weapon's base range (rounded down).
What formula used to calculate Bear Trap immobilization effect duration?
Base duration is 150ms per % of enemy max life dealt as damage, to a maximum of 1/3 of max life.
What is the blast base radius of Blast Rain?
20
Is it possible for Blast Rain's blasts to overlap exactly?
Yes.
What is Blast Rain's overlap area's minimum size?
Technically, the exact targeted location. If you're not reducing the radius of the Blasts, then a 3-unit circle around that location.
Does the Blast Rain animation always match the actual 'blast' position?
Yes.
What T value used to calculate Vortex cold damage over time pvp reduction?
24.
Does increased AoE (from any source) affect the distance that Contagion/Essence Drain will travel when it jumps to nearby enemies? Or is the "nearby" a set number?
Yes, Contagion spreads itself and Essence Drain within it's area of effect when an aflicted enemy dies.
If you are using Righteous Fire, which says you burn for 90% of your max life and 70% of your max energy shield, when you are using eldritch battery, does the Energy Shield still count and both will add up and burn your life for that (70% ES + 90% Life)?
Yes. Energy Shield is still Energy Shield, regardless of what it's protecting.
Is this mechanic the same with blood rage?
Yes.
I'm currently using Elemental Weakness but I think Vulnerability is better. Is this right?
That depoends on what other modifiers to damage taken are on the monster, and what it's resistances are.
Based on Abyssal Cry's lack of mentioned damage effectiveness, can we assume the effect is at 100%?
Yes.
Does the cold damage, or other flat added damage, actually get added to the explosion?
Yes.
Would flat added spell damage like on Apep's Rage work on Abyssal Cry?
No. Abyssal Cry does not deal spell damage, so additional spell damage can't apply. The explosion is secondary (non-spell, non-attack) damage.
Along those lines, what about (Vaal) Detonate Dead and Infernal Blow? Does flat added spell damage apply to their corpse explosions too? And at 100% effectiveness?
They are the same - the explosions are secondary damage, not spell or attack damage.
I've also noticed Explosive Arrow can be supported by Added Cold. Obviously the weapon attack portion of it benefits from the support, but what about the secondary explosion? Does that get any benefit from added cold, or other "adds X to attacks" or "adds X to spells" mods? What about generic added mods like on some boot enchantments?
This is also the same.
I understand how Barrage uses the first 40% of the total 'cast time' to wind up and the remaining 60% to evenly shoot the total projectiles, however many there are.
You really seem to be overthinking this. There is no reason to call this the 'cast time', as Barrage is an attack, and is not cast. Attacks do not have a cast time, they have an attack time. The base attack time is defined by the weapon, and is modified by attack speed modifiers.
Barrage is exactly the same as a normal attack in this respect. It's not doing anything special at all, just acting like any other attack.
How is the 'cast time' for Barrage modified by attack speed?
As mentioned above, there is no cast time, nor anything like it. Barrage has an attack time in exactly the same way as any other attack - the base comes from the weapon and it's modified by attack speed modifiers. Just like (almost) every other attack.
Does base weapon speed interact at all with Barrage? I don't understand where this fits into the equation, as there is no equivalent in spells.
Yes. There's no equivalent in spells, but there is in attacks, which Barrage is.
I know traps cannot leech, but if one used the Assassin's Mark Curse, is the 'life gain on hit' applied to me or the trap (ergo does nothing)?
Trap can leech, but the leech goes back to the trap, because they're the thing that dealt the leeching hit. Life on hit is the same.
I was wondering if the gem 'Physical Projectile Attack Damage' boosts both the initial projectile damage as well as'double dipping' and also boosting the resultant poison damage-the same way that generic'projectile damage' does.
No. This modifier cannot apply to damage over time becaue damage over time fundamentall cannot be attack damage. In addition, poison does not deal physical damage.
Does Sunder take accuracy into account, or is/was it bugged like Blast Rain?
Yes, it does, because it's an attack. The Blast Rain bug was specific to Blast Rain, and the two skills are not at all related.
Note that Sunder only needs to pass an evasion check to cause a shockwave on a specific enemy - the shockwave will hit all enemies in it's range, regardless of evasion.
I've read that Melee Splash granted by Slayer's Impact node cannot be supported by an Increased AoE gem. So I realized that my Glacial Hammer's tooltips didn't have "XX% increase AoE radius" anymore, which seems to be the case.
Question: When I add an Elemental Proliferation into the setup, the "XX% increase AoE radius" reappear again. Which AoE is being increased ? The proliferation radius, the splash, or both?
Both. Impact adds splash to Glacial Hammer, but it can't change the type of the skill, so it isn't an area skill, and can't be supported by Increased Area. Adding Elemental Proliferation makes the Glacial Hammer an Area skill, meaning Increased Area Support can support it, and will increase all it's AoE, including the splash.
I have a question relating to the Punishment curse.
According to the tooltip, the cursed enemy is supposed to grant you the stated buff when it gets a Melee Hit on you.
On the wiki it is claimed that skills with On Hit effects will still apply on a Blocked Hit, because a Blocked Hit is still a Hit.
However I have tested Punishment and it does not grant you the buff if you Block the mob's Melee Hit.
Is this the intended behavior of the skill (tooltip might be updated to specify it must be a damaging hit?) or is this a bug?
Blocking in general prevents the attacker's on-hit effects, but allows the defender's on-hit effects to trigger. This is a rare case of an attacker's on-hit effect that's beneficial to the defender, so this seems like something we should change. I'll make a note to discus this with a designer.
If Phase Run gem which giving 80% visual reduced to enemies also is given by Raider (while at maximum frenzy charges)?
No. Phase Run and Phasing are different things.
Phasing is the property of being able to walk through monsters. It has no other effect.
Phase Run is a buff granted by a skill. It has a specific buff icon and visual effect, and grants multiple stats, including Phasing and the reduced visibility you mentioned.
How does attack speed and increase duration affect Vaal lightning strike?
Modifiers to attack speed apply to Vaal Lightning Strike the same as to any other attack - they modify the speed with which you execute the attack.
Modifiers to duration affect how long the "charged" state lasts on the monster.
How does Lightning Strike with 0 chance to Pierce and Chain support work with Frost Wall?
As of 2.4.0, your projectiles cannot collide with your Frost Wall at all.
If I hit in Melee Range with Lightning Strike, do the enemies take 2x damage, once from melee and once from the origin of the projectiles or are they both exclusive to range/melee?
The projectiles cannot hit the melee target. They can hit other enemies that took splash damage from the melee hit.
What determines if a projectile hits a Frost Wall? Sometimes it passes through (such as using Explosive Arrow), even though the character has no pierce chance. Are Frost Wall segments capable of evading?
Your projectiles cannot interact with your frost wall (as of patch 2.4.0). However, in the case of an enemy Frost Wall, the wall is made of multiple overlapping segments. Since projectiles cannot shotgun, only one projectile from a particular fireing can collide with each segment - this will sometimes allow some through.
Frost Wall segments do not have evasion, but the maximum chance to hit is 95%, so it is theoretically possible to miss one.
How does ignite damage apply to targets hit by multiple explosive arrows at one (eq. stacked on ice nove are a mob pack around bosses).
I ask because i sometimes experience extreme burn damage and others very little.
If i for example stack 5 arrows on the boss and 5 arrows in two separate stacks on an icewall, all in range to hit the boss. Lets say they explode simultaneously, Will ignite damage be calculated from the total 15 arrows or just the stack with the highest damage?
There are not 15 arrows in this example. When you hit an object with an Explosive Arrow, if it already has an explosive arrow, it doesn't add another arrow, it just adds a fuse charge to the object, which will affect the damage of the preexisting arrow when it explodes. The boss has one arrow in it, with 5 total fuse charges. If the other arrows are in other monsters, they also are two single arrows with 5 fuse charges. If they are not suck into any objects, but just hit terrain, then there is no object to add charges to, and so each arrow is individual - in that case there would be 10 arrows in the terrain, each with only a single fuse charge. As you can see, these are two very different cases.
Each arrow explodes entirely separately, and thus ignites separately, from any other arrows. The magnitude of the explosion (and thus any resulting ignite) depends on how many fuse charges were on the exploding object, as described in the skill description.
How does melee damage on full life interact with the ancestral totems?
Does the damage bonus depend on the character's life or the totems' life?
The character's. The support is granting your skill a bonus which is based on your life. The totems are using your skill - they don't have their own skill, which would have a bonus based on their life.
If I have Fireball with 100% chance to ignite, linked with Less Duration, Increased Duration and Rapid Decay, do either of the support gems affect the Fireball or the ignite?
No. Fireball cannot be supported by those support gems (at least, not without including other supports as well), and skill effect duration modfiers do not apply to ailments such as ignite.
I've noticed I can't detonate my mines when I'm silenced. Is this intentional and how does this compare to traps triggering and totems casting their spell when I'm silenced?
The skill "Detonate Mines" is a spell, and you cannot cast it while silenced.
Traps and Totems cannot cast your spells while you are silenced either.
Does flame totem work with projectile weakness? I mostly want to know about pierce chance and increased damage parts.
Flame totem fires projectiles, so the modifier on Projectile Weakness which increased damage taken from projectiles will of course apply. Flame Totem's projectiles already pierce everything, so the modifier on Projectile Weakness that lets projectiles pierce the cursed enemies will not do anything extra in this case.
If I'm using Arc (a non-AoE skill) as an Elementalist, do "% increased radius of area skills" nodes on the tree affect Beacon of Ruin radius?
Yes, although the description of those stats has since changed, in part to make interactions like this more clear.
What does the secondary duration of Frost Bomb do?
The base duration seems to be the time the Frost Bomb lasts until it detonates from my observation.
Is the secondary duration the amount of time the debuff Frost Bomb applies lasts?
Yes.
From my observation the debuff Frost Bomb applies cannot stack - is my observation correct?
Yes.