Crumbleton Posted February 8, 2019 Posted February 8, 2019 Does come come sweet winds proc it, or the dragon thrashed? Anything like that proc combusting?
Crumbleton Posted February 8, 2019 Author Posted February 8, 2019 Okay so I tested quickly and it seems come sweet winds doesn't proc it sadly, does the dragon thrashed? Rooting pain?
MaxQuest Posted February 8, 2019 Posted February 8, 2019 (edited) My bet goes to "every damage instance that goes through attack resolution", just like in PoE1. So it rules out all DoTs, but includes periodic damage. Edited February 8, 2019 by MaxQuest 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
Crumbleton Posted February 8, 2019 Author Posted February 8, 2019 so would that include chanter chants? I didnt see it in the combat log, but i guess it doesnt show up?
MaxQuest Posted February 8, 2019 Posted February 8, 2019 (edited) ^ It doesn't include chanter chants, with the exception of Many Lives Pass By, Each Leaving Footprints. That skeleton's attacks will trigger Combusting Wounds P.S. Wall spells, beams and recursive AoE attacks are at the moment along the strongest triggers for CW. Edited February 8, 2019 by MaxQuest 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
Crumbleton Posted February 8, 2019 Author Posted February 8, 2019 Hmmm yeah i was trying to think of some type of silly tank build. Was thinking of Fire Godlike, Patinated Plate, Magrans Blessing, Sun and Moon flail, Blood mage / Unbroken focusing on combusted wounds, self buffs, retaliation effect from magrans blessing to help proc combusting wounds along with casting the wall spells and everything. So i guess my next question is, Are engagement slots really important to tanking or can i drop Fighter altogether?
MaxQuest Posted February 8, 2019 Posted February 8, 2019 (edited) So i guess my next question is, Are engagement slots really important to tanking or can i drop Fighter altogether?When you engage an enemy: - you will get a free full attack (with bonus acc and damage) on enemy, if he decides to move away from you (unless he uses an ability that break engagement). - also you decrease the chance that he will go for another target in the first place (unless he uses an ability that break engagement). Having n engagement slots, means you can engage n enemies at the same time. Additionally there are some engagement related items, whose effect increases proportionally to number of outcoming or incoming engagements. Also, if I am not mistaken (so correct me if I am), there are 4 sources of Flanked: - sandwich flanking: when 1 enemy is in front and 1 in the back - front flanking: when you have n engagement slots, but face n+1 enemies - perception afflictions - direct debuff: like Phantom Foes In this case, engagement slots also help vs getting flanked from the front. So to answer your question... engagement slots are not really important, unless you make a specific build, or have a tactician that often gets front-flanked. Or it could actually be your intention... to have a melee tactician who switches between Squid's Grasp and a ranged weapon, back and forth... Edited February 8, 2019 by MaxQuest 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
thelee Posted February 8, 2019 Posted February 8, 2019 My bet goes to "every damage instance that goes through attack resolution", just like in PoE1. So it rules out all DoTs, but includes periodic damage. In PoE1 periodic damage also seemed to trigger combusting wounds. I randomly discovered this because come, come + combusting wounds = dead enemies very very rapidly. Also, if I am not mistaken (so correct me if I am), there are 4 sources of Flanked:- sandwich flanking: when 1 enemy is in front and 1 in the back- front flanking: when you have n engagement slots, but face n+1 enemies - perception afflictions - direct debuff: like Phantom Foes I don't think front flanking is a thing? otherwise any vanilla melee-er would instantly flank themselves just from attacking one enemy. there are some effects that make it harder to do to sandwich flanking (increasing the number of required foes), perhaps you're mixing it up with that?
MaxQuest Posted February 8, 2019 Posted February 8, 2019 (edited) In PoE1 periodic damage also seemed to trigger combusting wounds. I randomly discovered this because come, come + combusting wounds = dead enemies very very rapidly.Combusting Wounds behavior slightly varied across versions. I've seen players mentioning that it was working with DoTs or being bugged. But I know for sure that it wasn't triggering at all in v3.02, and was fixed in v3.03. Here's a related post about it. I don't think front flanking is a thing? otherwise any vanilla melee-er would instantly flank themselves just from attacking one enemy. there are some effects that make it harder to do to sandwich flanking (increasing the number of required foes), perhaps you're mixing it up with that? Indeed I could mix those up, that's why I left that remark I remember this post by Kaylon about flanking/engagement in PoE1. And it also could mix with what I experienced in Deadfire. Also it is unclear what to make of "One Stands Alone" (requires an additional threatening enemy to become flanked). Do you need 1 enemy from front, and 2 from behind? Or you need 1 from front, 1 from behind and doesn't matter where the 3rd is standing? otherwise any vanilla melee-er would instantly flank themselves just from attacking one enemy.I was under impression that: - have ranged weapon equipped: 0 engagement slots - have melee weapon equipped: +1 engagement slot - have shield equipped: +1 engagement slot No? Edited February 8, 2019 by MaxQuest 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
thelee Posted February 8, 2019 Posted February 8, 2019 (edited) In PoE1 periodic damage also seemed to trigger combusting wounds. I randomly discovered this because come, come + combusting wounds = dead enemies very very rapidly.Combusting Wounds behavior slightly varied across versions. I've seen players mentioning that it was working with DoTs or being bugged. But I know for sure that it wasn't triggering at all in v3.02, and was fixed in v3.03. Here's a related post about it. i feel like it was one of my most recent poe1 run was where i discovered the come come + combusting interaction, because i was deliberately running a character to import into Deadfire at release (so 2018). (ironically i never did end up importing this chanter.) but it's been at least a year since even then so i'm not willing to put money on it I don't think front flanking is a thing? otherwise any vanilla melee-er would instantly flank themselves just from attacking one enemy. there are some effects that make it harder to do to sandwich flanking (increasing the number of required foes), perhaps you're mixing it up with that? Indeed I could mix those up, that's why I left that remark I remember this post by Kaylon about flanking/engagement in PoE1. And it also could mix with what I experienced in Deadfire. Also it is unclear what to make of "One Stands Alone" (requires an additional threatening enemy to become flanked). Do you need 1 enemy from front, and 2 from behind? Or you need 1 from front, 1 from behind and doesn't matter where the 3rd is standing? I think the game checks for flanking if and only if you have at least one character on one side, and another characterly roughly on the other "half" of the enemy. If you have things that require more enemies to flank, you just need additional melee-ers at any direction to trigger flanking once the initial condition has passed. (I believe this is a change from PoE1. My own gamefaqs PoE1 guide independently comes to the same findings as Kaylon did apparently.) otherwise any vanilla melee-er would instantly flank themselves just from attacking one enemy.I was under impression that:- have ranged weapon equipped: 0 engagement slots - have melee weapon equipped: +1 engagement slot - have shield equipped: +1 engagement slot No? have ranged weapon equipped: 0 engagement slots have melee weapon equipped: 0 engagement slots <-- big change from PoE1 have shield equipped: +1 engagement slot IME the change about the melee weapon thing ironically makes it much easier for squishies in early parts of the game because many kith enemies have no actual way to lock you down. i would have to literally eat my hat if i'm wrong about this. Persistent distraction's most important effect to me is the +1 engagement, since now your rogue will actually stop enemies trying to pass you or flee (at least without you having to use spear modal or equip a shield). (edit: scratching my memories, my most recent run I was only able to survive a fight in dunnage i was way underleveled for because i was down to two characters and could just juggle the two enemy kith over and over again because they had no engagement, despite having melee weapons.) Edited February 8, 2019 by thelee 1
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