" 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 with the most doom to remove - now it picks the one with the lowest remaining duration. It has always picked randomly between hexes which are "equal" in whatever way it's choosing. 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: 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 with the most doom to remove - now it picks the one with the lowest remaining duration. It has always picked randomly between hexes which are "equal" in whatever way it's choosing. 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.This is not a bug. Read more
(correct me if that´s wrong please)
" 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.This is not a bug. Read more
(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.
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
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.
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
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.
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.
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.
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.
Read moreJust 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.
Read moreWould 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:
- The amount of hit damage of each type for the hit.
- The damage per second of each damaging ailment applied by the hit.
- Any stun caused by the hit.
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.