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Path of Exile: Six Fans Interest Mechanical Concerns

Within this short article, Poecurrencybuy Sort up six Path of Exile Fans Interest Concerns Concerning the Totems, Damage, Skills, DPS, protect against on-evade and on-dodge triggers, way to definitively distinguish for you personally.


Why is elemental overload worded to only operate with players and not totems?
It is worded that way because that's what it does and having the wording say one thing else could be problematic.
In case you imply why it operates that way, then I'm afraid that is an instance with the kind of question that's outside the scope of this thread. I can inform you how it does operate (you will need to crit something so your totems Critting one thing won't reduce it, but once active, since totems use your skills, they benefit from it), but not why that choice was made.

Elemental conversion follows a distinct order and cannot go backward or it'll lead to a loop. Would it be doable to implement a "conversion flag" so you can convert backward within the order, then possess the game check if the harm had already been converted as soon as it hits whatever the source damage variety was?

Possibly not, even though I don't have a complete logical proof of this.
Virtually, certainly not - the quantity of extra processing added to widespread stat calculations by that will be unreasonable, if it had been achievable.

Is there an inherent limit on Change the quantity enemies an ability can hit? There was recently a thread about this on Reddit and it produced me wonder if that is just a part of the engine.

There's not 1 limit that applies to all skills, but there's typically a requirement that talent has a limit for technical reasons (at the same time as possible balance and or performance causes) to the number of simultaneous hits that will happen.

Are there any plans to enhance the minimap? It really is basically a wireframe in the level so it truly is technically correct, but is at occasions difficult to interpret. This one's not a lot of mechanics but nonetheless heavily impacts gameplay (with no becoming balance related).

Is there a technical limit to DPS?
There's a technical limit towards the visible DPS on a skill popup, as a result of that becoming stored in an integer variable.
There is a technical limit on the volume of harm a given hit can deal (very same dealio), but to my know-how, not a technical limit on the variety of times you could hit a target within a second, so I do not believe there's a technical limit on actual DPS dealt with a certain enemy.
There is certainly surely a mechanical limit to DPS, simply because you'll find limits on how high the values of stats you could get from passives/gear/etc. There is certainly some theoretical "best DPS" build* that could exist with fantastic gear, that would have additional DPS than any other in fact doable build. This limit is substantially beneath exactly where any technical limitation would happen on actual harm.

Was it a conscious selection to prevent on-evade and on-dodge triggers when implementing those systems?

Not really the sort of question for this thread, but no. These are not possible as a consequence of other important choices, not a choice to create them not possible.

Is there any technique to definitively distinguish no matter whether a modifier is local or worldwide if it could reasonably be either?

In general, if a modifier can modify the base behavior of an item (what a white item of that variety would do) then it will likely be regional. You will find very couple of exceptions to this, however, they do exist, so the answer to the query is no.
Note that this is not a case where it "could be either" - the modifier is dependent upon the number of frenzies charges your character has, which is necessarily external towards the item. A regional modifier like this would make no sense, as the weapon itself can not have frenzy charges. regional modifiers only impact the item, and are self-contained - in the event, the impact cares regarding the player, it is inherently non-local.

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