- Poe Does Attack Physical Dmg Work With Projectiles Full
- Poe Does Attack Physical Dmg Work With Projectiles In 1
- Poe Does Attack Physical Dmg Work With Projectiles In Motion
![Attack Attack](/uploads/1/2/5/3/125379558/609537461.jpg)
Physical Projectile Attack Damage (I'll refer to it as PPAD) has some confusing interactions with Lightning Strike. Is dmg the only book with magic items for kids. I've done some testing with it, and have confirmed that it does not reduce Lightning Strike's attack speed.
Run the application with admin rights and in the main UI of the tool's screen, click on 'open' button in the upper menu bar to browse the required DMG file. Just go through the steps below to pull off the task:Step 1. The file will be loaded into the software's screen.Step 3. What to do with old dmg files after installing. First of all, download the DMG extractor program file from the internet and install it in your personal Windows PC.Step 2.
Poe Does Attack Physical Dmg Work With Projectiles Full
![Projectiles Projectiles](/uploads/1/2/5/3/125379558/820599616.png)
Poe Does Attack Physical Dmg Work With Projectiles In 1
Hey, I'm trying to buff chaos damage and came across 'Dirty Techniques' a Notable Passive Skill which buffs chaos damage and poison etc, one stat line on it reads '25% increased Chaos Damage with Attack Skills'. Im using Cyclone which has no base chaos damage on my weapon or any other chaos additions through my gear/gems, cyclone can still apply my poisons and bleeds off my main hand hits, would those hits that apply a poison or bleed by cyclone still get the increased 25% increased Chaos Damage with Attack skills since an 'attack skill' is applying the debuff? Or is it more the case the skill/items need to have a base chaos value to be increased? | Posted by Pagnes on Feb 11, 2019, 11:39:16 AM |
'Abyssal Cry can leech just like any other damage. However, Pain Reaver currently only grants leech from attack damage, which Abyssal Cry doesn't deal. Unrestricted sources of leech, such as the support gems, will work. 'You are incorrect. It does affect them, and always has. 'This took a long time to investigate, and that's mostly wasted now by the time I'm posting this, because this won't come up again. The Prophecy didn't actually require that you, specifically kill a unique monster, only that one dies (presumably because this is better in party play). The corpses you can animate in Caterina missions were (in at least some cases) technically unique, which I believe was done because that has a side effect of making them better at following. Since monsters inherent default state is alive, and nothing can be chagned away from it's default state before it exists, spawning corpses technically spawns living monsters and then kills them. The result being that setting up the mission state could in theory cause the prophecy to technically complete. 'Those three traps all exclusively deal damage-over-time. None of them can hit. 'This isn't really a mechanical questiopn, and I don't know the intent of the community members who added that table to the wiki, nor do I know where they sourced the information from for sure. However after raising some zombies at a few different levels and checking their stats I am confidant that the numbers displayed include the fixup modifier - they're very close to the actual final values the zombie has in-game once spawned and will use to hit things. Regardless, the wiki really probaly shouldn't be displaying that 'mod'. It's part of an internal number-tweak and does not do what people think it does (and definitely doesn't do what the hover label on the wiki says). 'No. No modifiers can be applied 'between' conversions. You total your base and additional physical damage, then gain elemental damage equal to 110% of that. This elemental damage has been converted from physical damage, so will be affected by modifiers to physical damage as well as elemental. Then all relevant modifiers apply to the damage. The physical damage is affected by modifiers that apply to physical damage, while the elemental damage gained from the bow is affected by modifiers to either elemental or physical damage. This gives the total final damage. I suggest reading the wiki page on Damage Conversion if you are still confused, as that goes into greater detail with, examples. 'It expands from being a modifiers to melee (attack) physical damage (attack is implied, as melee is attack-specific), to modifying melee and projectile attack physical damage. | Posted by Mark_GGG on Feb 14, 2019, 7:05:15 AM |
Herald of Agony grants Virulence whenever you poison an enemy, however: 'You will lose Virulence over time, at a rate which increases the more Virulence you have.' There doesn't seem to be any information available on the actual duration of Virulence, and as the duration changes as you gain/lose stacks of Virulence it's nearly impossible for players to measure. So can we see what the actual formula behind Virulence? What's the base duration (At 0/1 stacks)? What about 20, or 40? It'd be really helpful for theorycrafting. Edit: The specifics behind Master Toxicist's 'You lose Virulence 50% slower' would be useful too, though I suspect that simply means the duration (whatever it may be) is doubled. Last edited by Lothrik on Feb 14, 2019, 9:45:29 AM | Posted by on Feb 14, 2019, 9:43:28 AM |
Hi. I have a few questions about Blade Vortex damage modifiers. Crimson and Viridian Jewels have affixes of this form: '+% to critical strike multiplier while dual wielding' '+% to critical strike multiplier with one handed melee weapons' '% increased physical damage with daggers' If I dual wield daggers on my BV build, will these modifiers work for me? I'm generally familiar with the attacks vs. spells distinctions and understand that BV is a spell with its own physical damage and crit chance and doesn't actually use the daggers, but this text leaves room for ambiguity. [Edit] Tried to dig a bit more. On the wiki all of the above affixes have the 'attack' tag, so I think the answer is no on all. However, as a follow up, I found the jewel suffix 'of menace' = '+% increased global critical strike chance' is also tagged with 'attack' on the wiki. Does that affix not apply to spells then? That would seem very counter-intuitive given that increased global critical strike chance is not tagged with attack on other gear. Last edited by rlauren2 on Feb 14, 2019, 7:13:59 PM | Posted by on Feb 14, 2019, 4:51:27 PM |
Hi all If i use dual Cospri's Malice with same spells socketed, when i crit, will cast the 2 spells at the same time? Example, 2 ice nova on 2 Cospri's Malice, will cast 2 ice novas per crit at the same time? | Posted by on Feb 14, 2019, 11:50:07 PM |
Good day. I am interested in this question: 1) Wizarding Totem + 2) Wither (supported skill). 3) Enchantment with the support of + 4) Infection, that is, in this case, with the support of the enchantment does not work. And if without it, only 1) Wilt + 2) Enchantment with the support of + 3) Infection, then everything works this way. I have a step - this is what my main punch / enchantment uses (in the indicated case). 'We just can not work'))) Thank you in advance) And good mood)) | Posted by on Feb 15, 2019, 1:46:59 PM |
Do Warcry Buff Effect modifiers/passives affect the damage and/or slow provided by Abyssal Cry? I'm wondering if the damage is considered part of the debuff (mostly since the enemy dies to trigger it), and whether debuffs are considered buffs.. Also, a more complicated one. I was wondering about when certain skills consume or gain charges. First, a few things I found out-- 1: Spending mana to gain charges (elder wands, corrupted rapiers, occultist) happens before Discharge takes your charges, but (as I should have expected) does not let you cast Discharge in the first place if you have no charges (and would gain a charge by spending its mana). 2: Triggering a (faster-cast) Immortal Call by casting Discharge seems to only let Discharge use your endurance charges (even though the IC animation plays all the way through before Discharge's explosion) (I'm using a veiled weapon mod to trigger IC) So my second question is, how (or when?) do Discharge/Immortal Call generally decide what charges you had before/after being cast or 'going off'? Is it different for gaining vs. losing charges? (please tell me #1 is supposed to happen later so my crazy build idea works x.x) | Posted by ZBrannigan on Feb 19, 2019, 9:24:56 AM |
I have a question regarding wording on additional critical strike chance in the game. Both assassin's mark and aul's uprising have consistent wording: 'Enemies have an additional ()% chance to receive a Critical Strike' This is added to the end of the critical strike calculation, and ignores the 95% cap. Because it is added at the end of the calculation is not scaled by increased or more critical strike chance modifiers. However, wording on brittle is different: 'Hits have up to +20% Critical Strike Chance against Brittle Enemies, based on the Cold Damage of the Hit which inflicted Brittle, for 2 seconds' Mark's comment on brittle confused me: ' I took this to mean that brittle's different wording implied that the hits got additional critical strike chance, which would be scaled by increased critical strike chance. However after extensive testing, it seems very likely that in fact Brittle works identically to assassin's mark and aul's uprising: it is not scaled by increased critical strike chance and ignores the 95% critical strike chance cap. I am also interested to see how this observation will relate to the newly announced unique, Bottled Faith, with the affix '+2% to Critical Strike Chance against Enemies on Consecrated Ground during Effect.' | Posted by nick_ on Feb 20, 2019, 2:49:00 AM |
About the new fractured items and the mod. Does the fixed mod remain when you scour the item to normal? Or does it remain rare/magic to fit the rule of rarity? If we can scour it to normal and the mod stays, does it still stay when we somehow successfully chance it to a unique? | Posted by on Feb 20, 2019, 7:50:21 AM |
Edit: I found the answer and it is because he had no phys damage reduction. If you do then VMS triggers. However for some reason hiltless's reflected damage did NOT trigger VMS unless the damage was blocked (likely due to physical reflection being based off of the enemies resistances, will test with master of force node when I get home to see if that allows all hits to activate VMS). Will also attempt to add scold's bridal to see whether that activates separately from gluttony. ' Last edited by RectalExplosion on Feb 27, 2019, 5:17:07 PM | Posted by RectalExplosion on Feb 21, 2019, 7:56:58 PM |