unique items *no longer updated*

Just confirming that as of 0.9.12l, there are 97 unique items in the game (we're not counting the Portal gem as a unique). That means that your count is correct apart from including that gem.
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Mathematically, 0 out of 0 mana is 100% (the current is equal to the maximum), and also 0% (the current is equal to 0% of the maximum), indicating you'd have both full and low at the same time. We'd likely decide that at least one, possibly both of those don't work, were things to be implemented that way.

Please note that item is not yet finalised, and may not have the mod in question in it's final form.
Última edição por Mark_GGG em 27 de set de 2012 20:38:16
Also worth noting is that the current proposed version is more recent than the posted image - "Fire critical strike chance" is just "Critical strike chance", because "Fire critical strike chance isn't something we can do.
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soul4hdwn escreveu:
or that DoT doesn't count
This. It only applies to damage taken from hits. If people have suggestions for a concise description of the stat which makes this more clear, that could be helpful.
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pneuma escreveu:
"X% of damage gained as mana when hit".
This works, thanks.
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0nin escreveu:
The wording is "increased", which always signifies additive. I'll stick by that until Mark or Chris proves me wrong.
Yes, it's "increased", meaning it will stack additively with any other increase to the same value. So's shock, which is "40% increased damage taken".
This will stack additively with shock and any other increase to damage taken. Modifiers to damage taken are, however, not the same as modifiers to damage dealt, and will not stack with them additively - they can't, as they aren't modifying the same things.

A player attacks a monster:

If he hits, All the player's (applicable) increases to his damage apply to work out how much damage he deals.

The monster mitigates some of the damage through armour and resistances to work out how much damage he's going to take.

Monster's applicable modifiers to damage taken then apply to the damage he actual takes, increasing (if shocked or frozen by someone with this staff) or decreasing the damage before it's removed from ES and life.
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ClaySoldier escreveu:
Voll's Protector: it does not need -50% mana, that i think is to much, maybe that stat should not be on there.
This item is quite strong in the right build, and the mana penalty can be countered reasonably easily (it's reduced, not less, so additive).
Like the Adder's Touch passive but on every hit with that weapon, rather than on crits with daggers.

The poison deals 10% of the total damage of the hit per second, for 2 seconds (so 20% total).
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mobutu escreveu:
nice shield, it'll probably be very valueable for PvP because of that curse(s) reflection.
builds based on 2-3 curses will have those curses reflected on themselfs too ;)
I wonder if the duration of the curse reflected is the same, so those with permanent curses will have trouble too


If someone with +2 curses and indefinite duration curses you, they get the exact same curses reflected back at them, and they can do that three times. 'Reflection' in PoE terms implies that it creates a copy and sends it back.
Balance & Design
Yeah, Curse Reflection works just the same as damage reflection - when you are [cursed/damaged], the things which [cursed/damaged] you is also [cursed/damage] with the same properties (reflected curses have same duration and magnitude, reflected damage has same mitigatability - reflected attack damage can be evaded and blocked, for example). Yuo still take the [curse/damage] which triggered it.

The only difference is we don't have just "damage reflection" in the game, we have "reflects 20% of damage", so only a percentage of the damage is reflected (but it still has all the same properties, as explained above). Since curses don't have an "amount" like damage, curse reflection is total.
Última edição por Mark_GGG em 6 de nov de 2012 16:36:14

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