This is definitely not true in-game. There's three each time. If you click very close to the character the first two will be quite close together but that's the same with all cascaded spells.
This is definitely not true in-game. There's three each time. If you click very close to the character the first two will be quite close together but that's the same with all cascaded spells.
Yeah, we found this recently and I spent a bunch of time digging through the revision history and eventually concluded it's always worked this way. That wasn't the intent, but there was presumably some internal miscommunication with the people testing it (complicated by the fact that the single-flask case is the same for either version).
For 3.15.2 we decided to just update the wording to correctly reflect the current functionality, although how it works may be rexamined in future.
Self damage is certainly not an attack. Its secondary damage. And its not 'your' damage, otherwise it would be affected by your modifier to damage - i.e increases to physical damage etc.
The same rules apply as for any other self damage. See scolds or eye of innocence.
If natures patience really affects the self damage, then it is a bug.
This is correct, but this case is not bugged. Double damage stats, like other damage affecting stats, do not have any effect on the "self damage" of Boneshatter - I have just tested this in game and no doubling occurs.
Are you using cyclone? They dont work when you are channeling, which is honestly terrible
They dont work when you are channeling
This is not true. The flask enchantments that use them when conditions are met are not affected at all by what actions you're doing (other than the ones where the condition itself is about what skills you use).
Interesting, that definitely makes sense from an optimization perspective. The very original goal was to get it to not move and to explode in place with exactly 100% reduced speed and a bunch of projectiles so they all shotgun explosions, but then I quickly learned max distance before exploding does not relate to projectile speed for Fireball.
Yeah, speed only affects distance for specific projectiles such as freezing pulse that cease to exist (or at least to hit things) after a fixed time, because speed determines how far they get in that time (and even then only to a point - that only matters if they don't make it to maximum projectile range, they'll still stop there if they reach it)
You cast spark with gmp. 5 Projectiles, only one can hit. Afterwards 0.66 seconds have to pass bevor one of those 5 projectiles can hit the same target again.
If spark bounces of a wall, then that singular projectile is recreated. That means the wall is now the new point of origin for calculating things like inc dmg after traveling X. And as it is a new projectile it hasn't hit anything.
After a wall bounce all 5 projectiles have a new origin, a new hit counter and are such able to "shotgun" the enemy.
(Position Bosses near a corner for max dps. Directly in the corner is optimal. Positioning of Bosses may come at a cost of life and may not be practical)
With infinite speed, the only limit to this is your ability to pierce and the 150 unit travel limit. The only infinite source of pierce thats still in the game would be the shaper boots and you having killed recently. May be wrong about that. Sidenote - the wiki is not reliable.
If spark bounces of a wall, then that singular projectile is recreated. That means the wall is now the new point of origin for calculating things like inc dmg after traveling X. And as it is a new projectile it hasn't hit anything.
This is not true. Spark projectiles that hit terrain change direction, they are not new projectiles. There was a time when hitting terrain would cause them to clear their record of which things they've hit, but that is no longer the case - they just forget what they've previously hit every 0.66 seconds.
Read moreQuick demo of a build that uses a +4 Support Gems Staff with a level 4 Enhance to get 150% reduced projectile speed on Anomalous Fireball.
Going to 99% reduced projectile speed slows your fireballs down to a crawl, going to 100% is the same as 99%, and going to 101% reduced makes them completely instant. The build takes advantage of that with chain and increased chaining range for clear, along with the huge amount of AoE given by Anomalous Fireball, which allows shotgunning bosses in a lot of situations. Leadership's Price is used for Sap/Brittle/Scorch which results in around ~250% more damage for the build.
The build is not optimized, it's just a showcase. The original idea was to have 102% reduced projectile speed normally with the setup I have now and a few nodes on the tree, then to activate an alt quality haste for bosses to increase my projectile speed down to 100% reduced therefore slowing my fireballs down to not moving. The goal was to cast a ton of Fireba...
The goal was to cast a ton of Fireballs and then lure the boss into it and explode them all, but this turned out to not be very reliable because the hitbox was so small and because 100% reduced speed fireballs still move.
For the record, even if we supported projectiles not moving (which breaks some fundamental assumptions, and I'm pretty sure they'd immediately explode as a result), this would not have worked because collision due to movement is one-way in PoE. An object checks for collision with other objects or terrain as it moves (specifically each time it's location would change). A projectile that isn't moving would thus never collide with anything, and never deal damage - if you lured a monster to it the monster would check to see if it collided with the projectile, and conclude it doesn't because the projectile is flying and flying objects don't block non-flying ones, and then happily walk through it. The hypothetical non...
Read moreTechnical part of this is since it's disabled that means its stats cannot be granted to any character (including minions), yes?
But stats on the item itself can still work on gems such as increased support gem quality works for Empower et al's increased experience gain?
Yes. Disabled items are not equipped and thus don't grant anything to you - so they can't grant those things to minions instead of you. Items modifying the gems socketed into them is unrelated to you - that even works when the item's on the ground.
Dancing duo weapon swap disables the weapons but what if you have a shield and necro aegis. Does the shield still affect the duo?
No.
That definitely shouldn't happen, but it is hilarious.
Technically, they didn't implement the immunities properly. "Immune to Cold damage" is actually "100% reduced Cold damage taken," as are its other possible immunities. If you can apply increased damage taken, you'll deal that damage type to allegedly immune mobs.
This is not true. The immunities are immunities.
" SourWind wrote: I know this isn't related to the bug,No, both apply.
but since both deal x to Y damage, and deal base damage(base on missing mana) have the same lines, do they cancel eachother and only one applies?
Thanks for the clarification. Is the skill not scaling with area investment then? It's a really tiny area, and doesn't seem to grow with investment into area. I hope you can take a look at this skill, as you see from the comments here and elsewhere, people are dropping the skill quickly (shame, it's really fun but just does not scale into end game as is).
Here's a streamer review, you can see the tiny area, red maps: https://www.youtube.com/watch?v=hlbrEvuLoQo
EDIT: also, considering you sacrifice MH weapon and 2 flask slots (effectively), it's definitely lackluster. Ends up being click-intensive as-is too, which is really bad in a click-intensive league.
The area scales just like any other skill area in the game.
Read moreI get it,, its been a rough league. I've kind of enjoyed figuring out this skill tho.
My biggest problem with EC is the area. It's terrible, and does not get better as you level up. I estimate with 7 projectiles I am covering maybe 5% of the screen - compare that to the updated Blade Trap, which a cluster trap throw seems to cover almost half the screen. And 5% is with using 2 gems slots that lower dps (GMP+LMP).
I figure the base area is about 6, and does not increase with levels. Thus scaling area does very little - test with Increased Area of Effect gem, its not an obvious increase. Then again, 6 >>> 8 is almost no change. I wish /u/Mark_GGG could give us some insight on the design thoughts here.
EC as is needs a new support gem, such as a cross between Spell Cascade and Intensify. so three "cascades" as base (like SC) for clear, but if you cast repeatedly it reduces cascades and increases damage and/or area, making it mor...
I figure the base area is about 6
It's 18
I have a question regarding damage calculation of Explosive arrow that I can't find the answer for.
Assume I have two EA set-ups - One 6-link "self-cast" set-up, and one 4-link set-up where EA is linked to Ballista totem.
Assume I use both set-ups to apply 20 arrows on the enemy before the explosion. Is the damage of the explosion based on the set-up that landed the first arrow on the enemy? IE if my 6-link set-up hit the first arrow, will the damage of the explosion be higher than if the 4-link set-up hit the first arrow? Or is the damage of the explosion simply a sum of all 20 arrows, meaning the damage of the explosion is independent of which set-up that hit the enemy first?
/u/Mark_GGG - Do you know?
Each arrow contributes it's own explosion damage, all of them being combined together into a single hit against each target in range of the explosion.
The initial arrow is the one used to determine which things are hit by the combined explosion, so if they have different area modifiers, the first one is what matters.