I was looking at the spell that I understand is considered a minion. That makes sense to me, but I'm a little confused how it works as a spell. Do the spirits gain damage off of spell damage? And if not, do they gain damage off increased physical damage or increased fire damage? Hopefully this is an easy solution, but I was unable to find the information my own self. Thanks! Jaxxxson Guide - How To Get Started in Path of Exile - https://www.pathofexile.com/forum/view-thread/1297390 My Feedback Analysis Thread - https://www.pathofexile.com/forum/view-thread/1270724 | Posted by Jaxxxson on Aug 27, 2014, 6:06:33 PM |
It has the spell keyword, so it gains bonus from spell damage, spell crit As for the damage, it coverts 50% of physical damage to fire damage, so both fire and physical boosts help. Its is boosted by minion nodes, but due to their short durtion, life and resists are usually skipped. | Posted by Rafein on Aug 27, 2014, 6:23:33 PM |
It does NOT get benefits from spell damage and spell critical strike chance, as far as I know. All minions are spells. It does, however, benefit from items like Lifesprig that have +1 to level of spells in this item. And as a SRS player (well, before the new leagues started) I can tell you that minion nodes do work well on them, but just as Rafein said, life, resists and suchlike are wasted on them. EDIT: Forgot the negative in the first sentence. [quote='Michael_GGG']However because we're reasonable people we decided against extending RNG into account bans.[/quote] Bird lover of Wraeclast Last edited by Mikrotherion on Aug 28, 2014, 6:52:13 AM | Posted by Mikrotherion on Aug 27, 2014, 6:38:33 PM |
SRS doesn't benefit from spell damage. The only source of damage on the tree is minion damage. Nothing else will affect their damage, however cast speed and skill duration nodes will help you summon them faster and make them last longer. The spell keyword is there because the summoning of the spirit is the spell, this is the same for all minions. The 'spell' portion does no damage. This is the same reason why physical and fire damage nodes do not affect them. The minions are doing all the damage, not you. Support gems like melee physical damage and added fire will work however, since they benefit the minions directly. IGN: @AmbushedByDongers Shop and mirror service: http://www.pathofexile.com/forum/view-thread/984191 lvl 95 Physical Crit Bow Gear: http://www.pathofexile.com/forum/view-thread/1073300 Last edited by SirLoin on Aug 27, 2014, 6:52:31 PM | Posted by on Aug 27, 2014, 6:39:57 PM |
' This is correct. If you want to improve your Raging Spirit ability, then. Improve your casting speed (so you can summon them faster) Improve your skill duration (so they stay out longer) Get minion passive nodes like Increased Minion Damage Equip minion-boosting equipment Stick the Raging Spirit gem is a piece of equipment that boosts Fire or Minion gem levels. Attach relevant support gems like Increased Physical Damage. Equipment & passives that boost your own damage like Spell Damage, Crit Chance, etc. will NOT improve raging spirits so don't get them. Raging Spirits is designed for characters that are exclusively focused on minions so that they can have a self-casting ability that deals damage without having to pick up personal attack or spell bonuses. | Posted by werezompire on Aug 27, 2014, 7:06:38 PM |
What has been mentioned by Sirloin is true. Do not get mistaken because of the Spell tag in the SRS gem. I Love This Game Now, Being a Summoner Hardly Associated with Desync ♫ ♥ ♥ ♥ My Shop http://www.pathofexile.com/forum/view-thread/887292 ♥ ♥ ♥ ☻ ☻ ☻ Downfall of Zombie and Spectre in 1.2 Patch ☻ ☻ ☻ http://www.pathofexile.com/forum/view-thread/1019959 | Posted by bunnyxian901 on Aug 27, 2014, 7:15:31 PM |
That the previous three people said is correct. RIP Diablo franchise RIP Bird Lovers of Wraeclast <BLÔW> Congrats Chris & others for cashing out! I don't blame you. I'll be saving money now. unless I start making a lot more. Can't wait to see if you guys start a new studio in six years! RIP GGG | Posted by on Aug 27, 2014, 7:22:09 PM |
Thanks everyone, I appreciate all your efforts to inform me on how this works. I will make a build that's appropriate, and avoid spell damage as that.well would be pretty awful from what was all said haha. Thanks everyone! Guide - How To Get Started in Path of Exile - https://www.pathofexile.com/forum/view-thread/1297390 My Feedback Analysis Thread - https://www.pathofexile.com/forum/view-thread/1270724 | Posted by Jaxxxson on Aug 27, 2014, 7:36:39 PM |
check out this thread you'll see my gear and tree there too. Been playing it for a while now and it's a fun build. Matrixfactor did a good job giving an idea how to level. | Posted by Madcow1120 on Aug 27, 2014, 7:39:37 PM |
Ok, since there is a convenient thread for SRS questions right in front of me. a little diversion? (Since the OP has his questions answered :). If you only have 2 supports to add to SRS (because it's on a 3L), what 2 would be recommended? Increased Minion Damage? Increased Duration? Faster Attacks? Culling (with or without also IIR)? Added Fire? More Melee Physical? Fire Pen? Something else? #1 rule of official forum boards of every video game ever: use the forums to relay info, gather suggestions, or the rare narrow-focused Poll; but NEVER as 'feedback'. #2 rule: Never say the #1 rule in an official capacity. Let some guy on the forums say it, leaving yourself plausible deniability. | Posted by themousemaster on Aug 27, 2014, 10:03:55 PM |
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Download sublime text in mac. Download iphone texts on mac. So i started making my own bleed build and i have been wondering about how Bleeds work in accordance with Crimson Dance and Ruthlessness. So Ruthlessness basiclly makes every third attack double damage or slight more i guess. So lets say i do 1000 dmg on a normal hit, and thus i do a bleed for 350 dmg. Which i can stack 8 times. Jul 01, 2017 RDM: Fleche and Contre Sixte damage nature Hello. Your melee attacks are only magical if you have enough white/black mana to empower them. Without being empowered they are piercing damage (modified by dragoon's piercing debuff). Good read, but it seems the OP's comment as well as post #4 both came to the conclusion that their own. https://yellowrescue904.weebly.com/master-writer-free-download-mac.html.
Hi So i started making my own bleed build and i have been wondering about how Bleeds work in accordance with Crimson Dance and Ruthlessness. So Ruthlessness basiclly makes every third attack double damage or slight more i guess. So lets say i do 1000 dmg on a normal hit, and thus i do a bleed for 350 dmg. Which i can stack 8 times. But is it correctly assumed, because bleed is based of the physical hit, that if i used ruthlessness, every third hit would be double damage, and so every third bleed is 700 intsead? This making the bleed stacks look like this 350 - 350 - 700 - 350 - 350 - 700 - 350 - 350 right? So if i have increased bleed duration and have a really high attack speed, (this is the really tricky question), then what happends when i have 8 stacks of the above and i keep attack? Does it change out the low bleed (350) for the higher hit bleeds (700) so that it eventually will be only high stack bleeds (because of ruthlessness every third hit is way bigger) ? Also i have a bonus question. Through the duelist tree there is alot of increased phys dmg nodes which also has inc ailment damage. Does this mean that from such a note, my initial hit is bigger, and thus my bleed is bigger. And then afterwards it also calculates the ailment increased on the bleed so that note effectively applies both number? Last bumped on Aug 10, 2017, 6:41:45 AM | Posted by on Aug 9, 2017, 8:04:22 AM |
'This is no longer true. Size of the hit has no effect on the size of the bleed. Nodes such as '10% increased damage with melee weapons' does not increase your bleed at all. This is true for all ailments now; poison, ignite and bleed. 'Internally the game keeps track of all the bleeds inflicted upon enemy and uses the eight biggest ones. This is how it has always been for ignites and bleeds (biggest one counts, but all of them are tracked and time goes down on all of them), so one would assume this mechanic has remained unchanged. | Posted by on Aug 9, 2017, 8:30:35 AM |
I see, but on the wiki it states that bleed is based off of your hit. If that is not the case anymore, then what is it based of? Your hit is definitely bigger when u get increased physical melee dmg. So how is it calculated now, and is bleed build essentially shit now then? | Posted by on Aug 9, 2017, 6:45:05 PM |
'That is old info. The wiki is powered by user contributions, not by GGG. You can think that the ailments and hits each have their separate damage chains that start from the flat damage (ie. weapon damage + flat added damage * skill damage) then those two chains get their increases and multipliers separately. Say you have a weapon that deals 100 damage, a ring that gives +20 damage and use a skill that deals 150% of weapon damage. Your base damage would thus be: (100 + 20) * 1.5 = 180 This would be the same for both hits and bleed. Thus per second the bleeding deals 126 damage per second if target is stationary (180 * 0.7) or 378 damage per second if target is moving (180 * 2.1). ' So lets put some modifiers. Say you have 20% increased melee damage and 20% increased damage with melee weapons. As these have both the word melee they are not applicable to ailments, Thus the hits would now deal 252 damage (180 * 1.4) while the bleeding still does the same. Now lets add a bleeding modifier of +150% increased damage with bleeding. This has no effect on the hit obviously, but this increase is only added to the base damage we calculated earlier, thus the new bleeding damage with this modifier against stationary targets is now 315 damage per second (180 * 2.5 * 0.7) or 945 damage per second if the target is moving (180 * 2.5 * 2.1). So adding flat damage increases both your hits and ailments. Adding 'increased with melee', 'increased with weapon' etc only increases your hits. You can think of bleed as having only three keywords 'ailment', 'bleed' and 'physical' anything that increases those will work on bleed (global damage obviously as well hurrdurr). Anyway, I hope this cleared the confusion. It took me a while to wrap my head around at start as well. Last edited by SodanKerjuu on Aug 10, 2017, 6:47:32 AM | Posted by on Aug 10, 2017, 6:41:45 AM |
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Does Embolden Increase My Own Melee Dmg Free
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Does Embolden Increase My Own Melee Dmg Lyrics
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