User:Mefisto1029/sandbox

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FireFire damage is one of the five Damage Types. It is reduced by Fire Resistance. Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite.

Fire Damage
Tooltip
Fire damage is one of the five Damage TypesThe damage types are Physical, Fire, Cold, Lightning and Chaos.. It is reduced by Fire ResistanceResistances reduce damage taken of the corresponding damage type — Fire, Cold, Lightning or Chaos — up to a Maximum. Fire, Cold and Lightning Resistances are Elemental Resistances.

Player resistances are lowered as you progress through the game, and can be improved with Equipment, Passives & Quest items.
. Fire HitsAny damage that isn't damage over time is Hit damage.

Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
inflict FlammabilityFlammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment, but is closely associated with Ignite, which is.

Fire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.

The base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite.

Since chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.

Effects which do not Hit targets, but Ignite as if they had, such as Ignited Ground, also inflict Flammability, but do not roll a random chance to Ignite. Such effects will only Ignite once the total Flammability on the target reaches 50%.

Multiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.
based on how much Fire damage is dealt, which provides a chance to IgniteIgnite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.

The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit.

Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit, but not any modifiers on the target that affect how much damage they will take from the Hit. This Magnitude is not further affected by any modifiers to the damage you deal.

Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Ignite damage.
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Item test

Liquid MefistoStack Size: 10
Emotion Tier: 11
Can be combined with other 11 {={c|value|11}=} Liquid EmotionsLiquid Emotions are Currency items that are exclusive drops from the Delirium mechanic. Liquid Emotions allow you to instil an amulet with a Notable Passive Skill from the Passive Tree. Instilling a Notable Passive Skill which you have already allocated normally will not grant its effects a second time.

Maps can also be instilled, adding various rewards while making them more challenging.
to Instil Amulets
with Notable Passive Skills or Waystones with Layers of Delirium
Right click this item to open the Instilling window.
File:Liquid Mefisto inventory icon.png
Acquisition
Drop restricted
Drop level: 1
Drops from Delirium monsters.
Metadata
Item class: Currency Item
Smithing Hammer MefistoOne Hand Mace
Physical Damage: 14-27
Elemental Damage: 4-7
Critical Strike Chance: 5.00%
Attacks per Second: 1.45
Weapon Range: 1.1 metres
Requires Level 4, 11 Str50% of this Weapon's base Physical Damage Converted to Fire Damage (Hidden)
File:Smithing Hammer Mefisto inventory icon.png
Acquisition
Drop level: 4
Weapon DPS
Physical: 29.7
Fire: 8.0
Elemental: 8.0
Phys+Chaos: 29.7
Total: 37.7
Metadata
Item class: One Hand Mace
Elegant Greathelm MefistoArmour: 210Requires Level 55, 101 Str
Acquisition
Drop level: 55
Metadata
Item class: Helmet