CheetahsNeverWin Posted August 3, 2018 Share Posted August 3, 2018 Hi all. As phrased above. If I dump the int attribute on let's say a fighter. Will all weapon effects (i.e. Paralysis) duration be reduced severely? Another example would be prone duration for tall grass. Link to comment Share on other sites More sharing options...
MaxQuest Posted August 3, 2018 Share Posted August 3, 2018 (edited) Iirc majority of weapon effects (like stunning and overbearing) have their duration affected by INT. Although in case of Disorienting and Persecuting I'm not sure. Here's the list of their duration in dependency to hit quality at 10 INT: Desiccating (Captain Viccilos Anger)(on hit) : roll vs Fort | duration: 0 on miss; 3.0s on graze; 6.0s on hit; 9.0s on crit Disorienting (The Vile Loners Lance)(on hit) : auto-applied | duration: constant 5.0s Interfering (Lost Thayns Reach)(on hit) : auto-applied | duration: 5.0s on hit; 7.5s on crit Overbearing (We-Toki)(on crit) : roll vs Fort | duration: 0 on miss; 1.5s on graze; 3.0s on hit; 4.5s on crit Persecuting (St. Wygelts Cudgel)(on hit) : auto-applied | duration: constant 6.0s Stunning (Starcaller)(on crit) : roll vs Fort | duration: 0 on miss; 1.0s on graze; 2.0s on hit; 3.0s on crit Stunning (Godansthunyr)(on crit) : roll vs Fort | duration: 0 on miss; 1.0s on graze; 2.0s on hit; 3.0s on crit Wounding (Drawn in Spring) : auto-appliedProperty effects:- Desiccating: inflicts minor fatigue (-10% max. endurance, -10 accuracy) - Disorienting: inflicts -5 all defenses - Interfering: inflicts -5 accuracy - Persecuting: drains 5 resolve from the target and you gain +5 Deflection - Overbearing: chance to prone - Stunning: chance to stun - Wounding: +25% raw damage inflicted over time * Have to note that prior to 3.04 there was a bug, where stunning effects were getting duration as if they crit. Here is the related bug report. P.S. You might find this thread of use. Edited August 3, 2018 by MaxQuest 1 PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses Link to comment Share on other sites More sharing options...
CheetahsNeverWin Posted August 3, 2018 Author Share Posted August 3, 2018 Ok, so it's in your best interest to go after attack speed effects/ damage etc. for weapons if you dump int. Last question, for effects like wounding 25% damage over time... If lets say the damage is 10 points over 5 seconds. Will low int do: -nothing to this? -% less damage based on lost duration? say 35% less if you dumped all int -or all 10 points over less time? smaller duration. Lol i swear last question thanks for the thorough answer. That tall grass post was right on. Link to comment Share on other sites More sharing options...
MaxQuest Posted August 4, 2018 Share Posted August 4, 2018 Last question, for effects like wounding 25% damage over time... If lets say the damage is 10 points over 5 seconds. Will low int do: A. nothing to this? B. % less damage based on lost duration? say 35% less if you dumped all int C. or all 10 points over less time? smaller duration. Wounding is a DoT with "Fixed" damage. Intellect doesn't affect total damage dealt, but it still affects duration. So the greater INT you have - the lower dps wounding DoT will have. And viceversa. So the answer is C. P.S. Wounding damage is affected by might. P.P.S. You might also want to check this post about DoTs. 1 PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses Link to comment Share on other sites More sharing options...
CheetahsNeverWin Posted August 5, 2018 Author Share Posted August 5, 2018 Solid, thank you so much. I don't know why but these little nuances bug me if I don't understand them. Link to comment Share on other sites More sharing options...
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