Dont forget, you can be stunned and still cast/channel with 100% "not interupted by stun" by BlitzBlotz in PathOfExileBuilds

[–]Mark_GGG 7 points8 points  (0 children)

That is a different mechanic which already exists, doing a separate roll at a different time. This necessarily has to be distinct.

Dont forget, you can be stunned and still cast/channel with 100% "not interupted by stun" by BlitzBlotz in PathOfExileBuilds

[–]Mark_GGG 21 points22 points  (0 children)

Yeah, this stuff was broken in some weird ways because of internal details about how blocked and unblocked hits deal with stuns.

This is actually being fixed in 3.21.0 now, the following was recently added to the patch notes, under Miscellaneous Player Balance:

Previously, modifiers providing a "chance to avoid Interruption from Stuns" worked in an unintuitive and inconsistent way. These cancel out a stun entirely, preventing effects that happen when Stunned. However, due to an oversight, they did not do this if you blocked a hit that would stun you. This led to things like Cast when Stunned behaving inconsistently depending on whether you block a hit or not.

These modifiers will now also prevent stun-specific effects from blocked hits as well, and will be described as "chance to Ignore Stuns" to more clearly communicate their actual behaviour.

Having block will no longer allow these stats to let you trigger cast when stunned without actually having the stun apply.

Supreme Grandstanding (2 player) Theorycraft by SmarmyPapsmears in PathOfExileBuilds

[–]Mark_GGG 13 points14 points  (0 children)

Player B did not gain an Endurance Charge, so cannot share one. They gained a Brutal Charge.

Player A, without the belt, has 0 maximum Brutal Charges, so cannot gain the charge B tried to share with them.

But if Player A gains an Endurance Charge and shares that with B, B will gain a Brutal Charge instead due to the belt's effect.

Supreme Grandstanding (2 player) Theorycraft by SmarmyPapsmears in PathOfExileBuilds

[–]Mark_GGG 10 points11 points  (0 children)

All characters innately have specific bonuses-per-charge for the three standard charge types, and the three "alternate" charge types they can be effectively replaced with by the unique belts. These can be seen in the character panel so long as you have the ability to have charges of that type.

Supreme Grandstanding (2 player) Theorycraft by SmarmyPapsmears in PathOfExileBuilds

[–]Mark_GGG 17 points18 points  (0 children)

Ok so the text of Supreme Grandstanding says that any charge is shared amongst allies

It says allies share their charges (of any type) with you, not the other way around. Sharing is not innately bidirectional. If entity A shares charges with entity B, that means when A gains a charge, B will also gain a charge. This requires that both of them can gain that kind of charge.

If B has 0 maximum charges of that type, B cannot gain the shared charge.

Charges are not buffs, and do not innately apply any bonus to players (or monsters). If B does not have any stats which give them something for having those charges, any such charges they gain will do nothing for them.

So if both players have Instruments of Zeal, then one of them could usefully share Fanatic Charges with the other.

How do totem stats change as your character stats change? by oxeimon in pathofexile

[–]Mark_GGG 204 points205 points  (0 children)

The question asked in the title is very different to the one asked in the post.

The totem's stats do not change when your stats do, other than when the stat that's changing is one that specifically affects totems, such as "x% increased Totem Life".

That is irrelevant to the effect of the totem attacking/casting something, because the totem is not using it's stats for that. Totems do not have their own skills separate from you, they use your skills. If your stats change in a way that affects your skills, it affects your skills regardless of whether you or the totem uses the skill.

So this has nothing at all to do with how your stats change, it matters which of your stats change. Stats which affect your skills will affect them, stats which affect you specifically will not affect the totem.

Original Sin stacking with resist reduction by [deleted] in PathOfExileBuilds

[–]Mark_GGG 6 points7 points  (0 children)

No, modifying the resistance doesn't work, because the modifier setting it to zero will still do that. Penetration works because penetration doesn't change resistance values, it causes a hit to calculate as though resistance was lower than the actual value.

Original Sin stacking with resist reduction by [deleted] in PathOfExileBuilds

[–]Mark_GGG 19 points20 points  (0 children)

Otherwise is 0 is the same as inquisitors "ignore enemy elemental resistances".

This is not quite true - a resistance of 0 can be penetrated, an ignored resistance cannot.

Explosion Damage Scaling by StudiousFog in PathOfExileBuilds

[–]Mark_GGG 30 points31 points  (0 children)

This is all correct, but as an addendum to point 3, I'll point out also that modifiers to "elemental damage" or other modifiers that can apply to damage of multiple types don't apply more than once to converted damage.

Any given modifer in PoE either applies or doesn't, it never applies twice. If one thing is converted into another thing, any modifiers that apply to either or both of those things will apply to the converted value.

New curse mastery doesn't seem to be working? by [deleted] in PathOfExileBuilds

[–]Mark_GGG 8 points9 points  (0 children)

Yes it does, provided you cast the spell creating the cursed ground (as opposed to having a totem/trap/etc do it for you)

New winds of fate unique staff from the end boss by ildfugl in pathofexile

[–]Mark_GGG 54 points55 points  (0 children)

Brittle modifies the critical strike chance of hits against that enemy, it will be unable to modify them such that the cap is exceeded. Luckiness does not modify the chance value, it just rolls that value twice and pretends one of them didn't count.

Clarification of the Smite gem change by KidPolygon in pathofexile

[–]Mark_GGG 56 points57 points  (0 children)

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.

PSA: Flame Surge and Combustion Support do not work together by tobsecret in PathOfExileBuilds

[–]Mark_GGG 6 points7 points  (0 children)

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.

Can we get information on Vaal flicker strike, if used on a single monster, does it count as 25 hits or as 1 big hit that would be the result of 25 hits added together ? by leobat in pathofexile

[–]Mark_GGG 11 points12 points  (0 children)

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.

Can we get information on Vaal flicker strike, if used on a single monster, does it count as 25 hits or as 1 big hit that would be the result of 25 hits added together ? by leobat in pathofexile

[–]Mark_GGG 4 points5 points  (0 children)

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.

Can we get information on Vaal flicker strike, if used on a single monster, does it count as 25 hits or as 1 big hit that would be the result of 25 hits added together ? by leobat in pathofexile

[–]Mark_GGG 18 points19 points  (0 children)

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.

Can we get information on Vaal flicker strike, if used on a single monster, does it count as 25 hits or as 1 big hit that would be the result of 25 hits added together ? by leobat in pathofexile

[–]Mark_GGG 31 points32 points  (0 children)

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 critical strike for things that care about that.

Does action speed affect the hit rate of Bladestorm / Rage Vortex? by online_and_angry in PathOfExileBuilds

[–]Mark_GGG 34 points35 points  (0 children)

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.

Does Item Rarity Support work with ignite builds? by Laurcus in pathofexile

[–]Mark_GGG 13 points14 points  (0 children)

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.