" aggrofee wrote: Is it possible that something in Hexblast's behaviour changed then?Yes, the behaviour changed because we removed doom as a concept from the game. Previously, Hexblast picked the hex... Read more
Because it now removes either the blasphemy-applied curse or the cursed-ground-curse. (just tried it, it seems to be random which one)
Whereas with Hexblast in the past (3.17 for me - maybe it changed after that) it always chose the blasphemy, because when i spammed Hexblast, while the Doomsday-Keystone was "charging" i always got the massive hit at the end.
" aggrofee wrote: As far as i am aware with the old "Doomsday"-keystone the hex was instantly reapplied after you hexblast the enemy, as long as the Doomsday-area persisted.You are indeed wrong. Doomsday had the same behaviour as the cursed ground - the doom-related parts have been removed and the duration extended, but the core implementation is still the same as the keystone was. This is the same behaviour as Lightning Conduit with things like Skitterbots applying shock in an area around them.
(correct me if that´s wrong please)
tobad, this really could be a + for infernal legion, its already hard to scale past leveling
Conditional modifiers like this can't apply do DoT in general, and even more so can't apply to "aura-like" area DoT like Infernal Legion - the effect the minion puts out has one value, it can't be different to some enemies in the area compared to others.
I wonder if the same is true for Predator Support. It maybe has always been "hits and ailments" but now just says so and there's no functional change?
Correct
Interesting, it's pretty easy to see how that snuck in.
Out of curiosity, how does the mastery "Remove an Ailment when you Warcry" function with these inactive ailments? Would it just remove the strongest Ignite, resulting in the weaker Ignite being promoted, so you'd remain Ignited?
Removing an Ailment means removing all instances of that ailment. That stat picks one ailment type you are suffering from, and removes all instances of that ailment.
Wow, that's messed up. Veering into /u/Mark_GGG territory. /u/Mark_GGG, does Combustion only apply -10 fire res when it's attached to the highest damage ignite on an enemy?
This is not intended. https://www.pathofexile.com/forum/view-thread/3324396/page/2#p24824609
While you’re in this thread… does this mean that with enough crit chance, that if you were to play a Deadeye using this, that you would get at least two ruptures on each enemy the attack targeted?
No, only the final hit actually inflicts bleeding on the target, so only the final hit inflicts Rupture.
How does vaal flicker strike interact with the action rate limit? With enough attack speed and a good enough source of souls (or lack of soul cost) can I initiate 33 vaal flickers per second? Or does it cap out at 1.32 vaal flickers per second?
Any use of a skill is a single action, no matter how long that use takes or how many times it repeats.
Would impale be calculated in the same way, calculated for each non-damaging hit and combined into a single stack on the final hit?
No. Impale is an on-hit effect, not part of damage calculation.
Damage calculation determines:
Anything else that happens as a result of being hit, including non-damaging ailments, is part of applying damage, not calculating it, so only happens when the damage is dealt.
Just to confirm, does this mean that if I link Vaal Flicker Strike to
Curse on HitHextouch, then the initial hits causing wounds will apply the curse to all enemies hit, and the final hit that deals damage can benefit from the effects of this curse?
Just to confirm, does this mean that if I link Vaal Flicker Strike to Curse on Hit Hextouch, then the initial hits causing wounds will apply the curse to all enemies hit
Yes
and the final hit that deals damage can benefit from the effects of this curse?
That depends what you mean by "benefit from". The damage was already calculated, so anything the curse does to affect damage calculation, such as resistance penalties, can't apply unless the enemy already has the curse when wounding hit occurs. As noted above, this includes damaging ailments, which are part of damage calculation, but also notably includes stun.
But curses adding on-hit effects, including non-damaging ailments, such as Frostbite's chance to freeze, will affect what happens when actually dealing the combined damage.
So does that mean that the said final hit will result in a single ignite/bleed/poison that deals the damage of all the component hits that successfully caused an ailment?
Just like the hit damage is combined into one hit, the associated damaging ailments from those hits are combined into one ailment of each damaging ailment type - if multiple of the wounding hits calculate an ignite, the total ignite fire damage per second from all such hits will be combined into a single ignite applied by the final damaging hit. The same is true of other damaging ailments.
I really hope that it works this way but i doubt it.
If it does work this way then it will be incredibly overpowered for ailments, basically a 2500% more damage compared to normal flicker strike.
Calculating the damage of a hit inherently also calculates the damage of the ailments it will inflict. This combines damage from multiple calculated hits in the exact same way as Dual Strike, Cleave, and (most similarly) Explosive Arrow.
You hit each enemy once each time you wound them, calculating the damage of the hit (including damaging ailments) but not applying that damage. You are still hitting, so do get all on-hit effects that don't require damage.
At the end, for each enemy, you hit them an additional time, causing on-hit effects again, and dealing the combined damage of all the wounds applied to that enemy as a single hit. If those hits calculated damaging ailments, the damage of those ailments is merged the same way. If some of those hits were crits, then the critical multiplier will have applied to those specific hits when they calcualted, and will not apply to others, but if any of the combined hits was a crit, the combined hit counts as dealing a criti...
Read moreRead moreThe classical way in which it works is that if the gem uses your attack speed to calculate its own damage stats, then modifiers to your action speed do not affect your attack speed itself and hence do not affect that gem's damage. A spell version can be seen with Storm Brand - modifiers to cast speed affect Storm Brand's activation time, but if you modify action speed, that will not speed up Storm Brand's activation time as it's not an increase to cast speed.
So, according to the difference you spotted, Rage Vortex will not be affected. However, since Bladestorm uses attack time, which should be understood as net of action speed, it should be affected by action speed. This is assuming that the two gem descriptions were deliberately written - if they're simply not consistent in description but implemented similarly under the hood, then this is where pretty much only u/Mark_GGG or someone else similarly sited can help us.
The safest way to te...
since Bladestorm uses attack time, which should be understood as net of action speed, it should be affected by action speed
This is incorrect. Attack time is the base attack time (from weapon), modified by attack speed. Action speed modifies the speed your character does things at at a "higher level" than that. You can see attack time in the character panel and note it doesn't change when you get chilled, for example.
Sorry to message you on this old topic but do you know if poisons proliferated on death by Master Toxicist or Bino's kitchen knife would inherit the item rarity support effect from the skill that applied the poison chosen to be spread, supposedly the single highest poison but only 2 seconds of duration on it?
Those mechanics do not proliferate poison, they cause you to poison enemies when you kill a poisoned enemy. The magnitude of the poison will be the same as the highest-magnitude poison affecting the killed enemy, but the new poisons are not in any way the same as the poisons on the killed enemy, and their source is the player with the effect that's causing them. That player's generic IIQ/IIR modifiers will apply.
That's the feeling I am getting from playing the skill too !
I don't have any increase / reduced duration, it would be nice if it was not affected by the "less duration" support gem since I'm eventually planning to use it after I can Vorici my chest piece to use a red gem (5 blue one green 6L Lightning coil, I'm not going to mess with chroms lol). How do you know that it doesn't by the way ?
Maybe the only way to really know is pulling /u/Mark_GGG ? Sorry if I'm not supposed to do it, you guys are GGG are probably pretty busy, it's just that I cannot find the information anywhere ...
It's 0.5 seconds and is not modified by anything. This is not meant as a mechanic you interact with or build around, it's just a way for an on-kill effect that's a major part of a skill to be a little more forgiving in the ambiguous-looking cases where the hit from the skill happens and nearly kills them right before a party member/minion/ongoing other skill hits and finishes the enemy off, where you would have got the kill if the hits had landed in the other order. Power Siphon has the same mechanic, as did the old simpler version of Infernal Blow.
Stat values are inherently integers. To allow granularity, regeneration values are stored internally as per-minute rather than per-second, and multiplied for display.
I believe the base roll on the belt is 20997 life regenerated per minute, which divided by 60 for display gives 349.95, which is rounded up to 350 because this description can only show one decimal place, and the 5 in the hundreths place is rounded up.
With the quality modifier, the base roll of 20997 becomes 25196.4, which rounds down to 25196 as the stored value. When divided by 60 for display, that gives 419.933333..., which rounds down to 419.9 when fit to one decimal place in the description.
" hasuprotoss1 wrote: Android: Netrunner in that last photoshoot... I miss that game!The game's still kept alive as a community-driven project by Null Signal Games (formerly Project NISEI), I just recently got my print-on-demand cards for the Midnight Sun expansion and have been working on new decks.
This is not a bug. The entire point of Soul's Wick is to prevent bringing specific spectres with you and use what corpses you find in the area as temporary minions, while providing a generically useful power boost to reduce the power gap between that playstyle and the regular ability to have specific types of spectre all the time and optimise around them.