Figured I’d start a thread dedicated to these so we can get it all in one place. A lot of this stuff has already been hashed out, but much of it is spread out across multiple threads and various pages of the already very dense mechanics thread.
I’ve tested a lot of this stuff on my own and am pretty sure of its veracity, other stuff I gleaned from forum research and may or may not be accurate. A few entries are present but I don’t have any hard data on them yet. Please do contribute any observations you’ve made or knowledge you may have, even if it’s just confirming/busting my own findings.
Some of the entries here refer to core skill mechanics and proc coefficients. Certain entries use the term “scalar” instead of “coefficient;” the terms are interchangeable. More in-depth information and hard numbers on these can be found in apo’s stickied mechanics guide –
Core stuff that applies to most item properties and procs unless their entry specifically states otherwise –
Damage-dealing procs benefit from damage buffs (e.g. Magic Weapon, Sparkflint, Archon etc.), scale properly with crit and %element damage, and have a proc scalar of 0.
Internal cooldowns ignore CDR, e.g. Pox Faulds will always have a cooldown of 15 seconds.
With the exception of Paralysis, elemental passives/buffs interact with damage-dealing on-hits where appropriate. Paralysis does not work with on-hits unless the entry specifically says otherwise.
Proc buffs are additive with similar skills or passives, e.g. Harrington Waistguard’s damage bonus is additive with Glass Cannon/Magic Weapon/Archon/Cold-Blooded/etc.
Certain legendaries have common blue-text affixes that don’t normally appear on items of their base type or are in much larger increments than usual, e.g. Azurewrath and Burning Axe of Skankiness have +%element damage even though this affix normally only appears on bracers and amulets, Eye of Etlich and String of Ears have ranged/melee damage reduction in much larger amounts than normal. Aside from appearing in out of the ordinary places or in larger than normal amounts, these affixes function exactly as outlined in the mechanics guide.
CC effects are subject to normal elite resistance rules
Not being able to use the AH to quickly grab cheap items for testing purposes makes this much more of an undertaking, anybody who has orange-text gear and is willing to test it out please do so. FOR SCIENCE.
… It wouldn’t actually be for science. Please pretend that it is for science.
– Does the effect it produces (or its chance of occuring) appear to be modified by proc scalar in some way? Does it have a proc scalar (i.e. does it trigger things like LoH or APoC) of its own? – Does it deal the expected amount of damage? If no, is it higher or lower? – If the effect is an AoE: where does it originate from? If the tooltip does not specify how big the AoE is, roughly how big is the AoE? Use this to make size estimates: http://i.imgur.com/9A0mWVT.jpg – How does the effect interact with offensive/defensive buffs and, if applicable, element-specific passives and affixes? – How frequently does the effect occur/Does it appear to have an internal cooldown? – Is there a buff bar icon? – If it’s an orange-text property that alters active skills (e.g. Light of Grace), does it appear to alter the skill’s behavior in some way that isn’t made obvious by the tooltip, such as lowering/raising the proc coefficient or increasing/reducing AoE?
This is far from exhaustive but should give an idea of what to look for/how to think while testing items. Contributions will be specifically credited in pertinent item entries with a note about what was contributed and a funny joke. The joke will not actually be funny and it’ll be best for all of us if you just pretend it isn’t there.
Index – For those unfamiliar with this method of organization, hit ctrl+f and type in the search code that corresponds to the section you want.
Not affected by proc scalar; dealing damage of the appropriate type will fire the corresponding meteor every time so long as it is not on cooldown. Elemental damage on equipment (i.e weapon element or legacy “adds % as element” affixes) does not proc the meteors unless you are using basic attack. The meteors can be triggered by any damage source including damage-dealing item procs (e.g. Fulminator or Firewalkers) and attacks with 0 proc scalar (e.g. Shocking Aspect or Magic Weapon: Ignite), provided the damage originated directly from you; Mirror Images, monsters summoned by items (like the Maximus Demon or Genzaniku) Hydras, Followers, etc. cannot proc the meteors. Familiar does work as the game does not consider it a “minion;” its damage is applied as if you had attacked directly.
The meteors correspond with the following runes for the “real” skill and have the appropriate properties and weapon damage numbers to match, including proc coefficients –
Fire = Meteor Shower Cold = Comet Lightning = Lightning Bind Arcane = Star Pact
The meteors can proc any effects that a “real” meteor can proc. They cost 0 AP and do not interact with legacy integer cost reduction (i.e. wearing a legacy meteor SoJ/Source wouldn’t cause you to gain AP by proccing these). In all other ways they behave exactly as “real” meteors and benefit from all the passives and gear affixes meteor normally benefits from, including things like Arcane Dynamo and +%Meteor damage.
Fun note: Lightning Bind can proc itself if it crits and something is standing in the DoT right as it wears off.
Works only with limited-duration shields (i.e. Barrier Blades, Delfection, Dominance), only provides a heal if the shield runs its full duration. Heal amount is based on the remaining shield value. *thanks to Mystikal for saving me from wild bears that were holding me hostage in exchange for information on Chantodo’s
Most of the stuff I’ve read about this set says that it does exactly what it says it does without any weirdness. Molten, plagued and desecrator normally proc Reactive Armor, does anybody know if they still do so while using this set? Does this set provide immunity to the death grenade left behind by Molten enemies?
Can be procced by Paralysis, Calamity, or Point of No Return, and Mocking Demise. Shadow Clones deal 100% of your base spell damage but do not appear to crit for more than +50%. The effect does not have a proc chance; as long as the internal cooldown isn’t up, stunning something will always summon the clones.
They cast the following spells, regardless of what is in your hotbar –
Spectral Blades – Thrown Blades Spectral Blades – Flame Blades Shock Pulse – Piercing Orb Energy Twister – Wicked Wind Slow Time – Time and Space Arcane Orb – Obliteration, Frost Nova – rune unknown? (probably either Cold Snap or no rune) Wave of Force – Static Pulse
*thanks to tictactucrac for the list of Shadow Clone spells. From this day forward I will refuse to refer to him or this item by any name other than “Mister Vaxobeat” in settings outside this thread.
The first orb will explode the moment something comes in range, or instantly if a target is in range when the effect is procced. The remaining three orbs detonate at a rate of 1/second. Triggering the proc again will refresh the orb count to 4 and reset the detonation timer, causing an orb to explode if there is a target within range. Explosions are centered on the point the orb impacted the target at, e.g. if an orb detonated by touching left half of a zombie the explosion will originate from roughly the same area. Is nearly identical to Arcane Orbit, but does not appear to have its damage increased by +%Arcane Orb affixes.
MLW’s proc chance is 1:1 with the proc scalar of the attack used, e.g. Magic Missile would have a 100% chance to proc, Spectral Blades a 31% chance per blade hit, etc.
These all get one section since the affix seems to work in the same manner across all cases. The affixes do exactly what they say they do. Damage absorbed is determined after mitigation, e.g. lower mitigation vs element = larger absorption. Not sure if things like Reactive Armor can still be triggered by relevant effects if you are wearing one of these amulets.
Stacks multiplicatively with Paralysis, appears to be affected by proc scalar. The game rolls for a proc from Paralysis first. If Paralysis is not triggered, it then looks for stun chance on equipment from things like Wyrdward. Does not interact with Lightning Hydra or similar 0 scalar skills that Paralysis does work with. As far as I can tell the only difference between Wyrdward and the blue-text stun chance that can appear as a random roll on certain items is that Wyrdward’s stun chance is considerably higher but only works with lightning damage.
Is exactly like Frozen Orb, both mechanically and in terms of damage numbers. Does not appear to have an internal cooldown. Occasionally fires multiple times on one casting. Damage is increased by %Arcane Orb bonuses. Chance to cast does not appear to be affected by proc scalar. Interacts with Arcane Dynamo and, as with any other cold damage source, applies Cold-Blooded.
[Thunderfury, Blessed Blade of the Windseeker]’s proc has a 60% base chance that is affected by proc coefficient. [Thunderfury, Blessed Blade of the Windseeker] also has an internal cooldown that scales with attack speed that prevents the item from proccing more than once per second. Does not proc Paralysis.
Does not proc Paralysis. Affected by proc scalar. Base chance does not appear to be 100% but the effect occurs very often. Much like Magic Weapon: Electrify, it does not damage the target that it is procced on, i.e. the proc does nothing to enemies that are by themselves. Has no internal cooldown but also does not seem to stack multiple times on the same target; additional procs appear to refresh the duration. *thanks ChangBooster for reminding me that I have the memory *and* attention span of a dog, and also for the note on proc scalar*
Additional Explosive Blasts match the rune you’re using, e.g. casting Chain Reaction with Woh will create 3 additional Chain Reactions. Extra blasts begin after the first and are generated at a rate that scales with attack speed.
Reduces damage taken by 50% for 5 seconds, as per the unruned version of the Barbarian’s Ignore Pain skill. Proc chance seems to be around 15%~. Appears to have an internal cooldown, not sure how long of one though.
I don’t care what it says on the website or in game, that is not a typo.
Works as described, scales with proc coefficients, really does apply every attack. Doesn’t seem to crit or benefit from +%element damage affixes. Will deal Thorns*0.284*(Int/100)*(ProcCoef) in damage. *entry written by BDF as a public service to violent rosebush cosplayers everywhere.
No internal cooldown. Base chance is further modified by proc scalar. Like Fulminator, this effect does not damage the target it is procced on, i.e. it doesn’t do anything against a lone enemy. Bounces to 3 targets. Deals approximately 150%~ weapon damage. Damage is not increased by %electrocute affixes.
Needs at least two targets for this bonus to two anything; Electrocute will not repeatedly chain on a lone enemy. Per Electrocute’s mechanics, additional bounces deal successively less damage. Bonus bounces from Velvet Camaral will interact with this item’s passive. [Thunderfury, Blessed Blade of the Windseeker] and Odyn Son’s procs don’t benefit from this item.
Bonus missiles are the same as whatever MM rune you’re using, e.g. you will receive 1-2 extra Glacial Spikes if you’re using Glacial Spike. Bonus missiles each proc effects with the appropriate numbers, e.g. if you are using Seeker with a +2 Mirrorball you’ll get two additional Seekers that each have a coefficient of 1.0.
Targets must be hit directly by the beam to take damage – unlike Disintegrate, which damages targets once they within a few yards of the beam – but, oddly, the tip of the beam retains its 5 yard AoE. RoF’s proc scalar remains the same. This item (obviously) has no effect on Sleet Storm.
Was a little confused about this item and initially thought it pulled enemies over after the meteor landed. What it actually does is add a taunt effect to ring that appears before the meteor lands. It appears to stretch 10 yards outside of the ring, perhaps a bit farther, and will cause any white enemies that come within range to run as close to impact center as they can get.
Applies Conflagration. Like Wizardspike, appears to be unaffected by proc scalar. Does not interact with Arcane Dynamo. The ball now scales on weapon damage and does somewhere in the range of 350%~ weapon damage. Will reasearch more soon and give more precise numbers.
Per Electrocute’s core mechanics, each additional bounce deals less damage than the last. Proc scalar and additional effects such as Surge of Power’s +1 AP per target are not reduced. Additional bounces interact with Ball of Hate’s bonus.
Per the description, the effect only triggers if your images are killed by enemies before their duration expires. When the effect triggers, it creates two additional images where the original image died. Bonus images are of the same rune type, e.g. you will get bonus Mocking Demise images if you’re using Mocking Demise. This effect can chain multiple times, Xzibit style, e.g. you cast images, both are killed and trigger this effect, giving you four images which are all also able to spawn a set of two images when they die. This affix does nothing if you’re using Duplicates. Need to test the proc chance more, based on what I’ve seen so far I’d estimate that it is around 10-15%~ *thanks to zCaptainZero and InnerTurmoil for testing-related advice. Somewhere in an alternate reality of extremely unlikely events, their Mirror Images began to infinitely trigger this effect until they became self-aware, invaded the internet, and subjugated humanity. Fortuntately the Images still only had a 7-second duration so the whole thing was over pretty quickly.
Doesn’t have any interactions with Wizard skills or passives. Proc chance is 1:1 with whatever skill you use it with. Based on my super-scientific measurement method of putting my fingers on the screen where it procced and then comparing to other effects, I’d say the Nova travels about 10~ yards (it covers almost the exact same amount of area as a Meteor impact) but probably only damages things that are within 6~ yards. About the same as MLW range, so basically point-blank.
*Has a short internal cooldown of about 1-2~ seconds. Standing in ground poop (e.g. molten, plagued, desecrator, etc.) or similar DoT effects doesn’t proc it. Damage is increased by +%physical damage affixes. Looks exactly like the DH Fan of Knives skill but does not behave as Fan of Knives, e.g. %Fan bonuses don’t work on it (even if you’re a DH), it has no proc scalar, and it doesn’t seem to apply a snare.
*not 100% sure about the internal cooldown, will test more
Applied in exactly the same manner as normal cost reduction. Is multiplicative with other sources of cost reduction. Legacy integer reduction is applied before this bonus.
Example: Meteor with Cindercoat, 10% cost reduction from PPs, and flat -5 meteor cost from legacy SoJ would be (40 – 5) * 0.7 * 0.9 = 22.05 AP per cast. *thanks to Aphraell for beginning my descent into madness.
Gold -> XP bonus appears unaffected by all increased experience bonuses other than the +25% from Pools. Possible bug? *thanks to ChangBooster for discovering this, which serves as yet another reason that D3 = unrealistic, as everyone knows picking up gold is numero uno way to level up IRL
Damage reduction does not diminish with number of targets hit, e.g. Parthans with a 10% roll will give 10% DR for hitting 1 target, 50% DR for hitting 5 targets, and 100%(!) for hitting 10. Damage reduction is multiplicative with other sources and is applied after all other forms of damage reduction. *thanks to Pwn for confirming that the DR bonus is, in fact, craaaaaaaay.
Works with both Impactful Wave and Force Weapon. Mirror Images with Impactful Wave do not apply the debuff, i.e. knockbacks must originate from you to apply the effect. *May be multiplicative with other damage bonuses.
Like Wyrdward, is affected by proc scalar. Freeze chance stacks multiplicatively with chance to freeze from skills, e.g. skill freeze chance is checked, then Frostburn freeze chance is checked. Not sure how it interacts with the non-orange freeze chance from rares or Azurewrath.
Does not interact with the set bonus from Chantodo’s set. Works like a normal absorb shield in all other respects. *thanks to Mystikal for busting Chantodo’s interaction. *Not* thanks for causing a hurricane in my closet via the butterfly effect, which he also did. Uncool.
Drops around 4-6 gold piles. The amount and total value of the piles appears to be the same regardless of massacre size, e.g. a 10-kill massacre will result in just as much bonus gold as a 200-kill massacre. Gold value seems to be increased by %gold find from equipment and difficulty setting.
Damage bonus is additive with MW/Sparkflint/Cold-Blooded/etc., per the damage buffs section of the mechanics guide. Aside from treasure chests, the buff can also be applied by looting corpses, floor tiles, bookshelves, and other similar clickables.
Haven’t actually found this item, nor have I really seen anyone talking much about it, so I’m not sure how the armor bonus is applied or what its exact mechanics are. I’d assume it would be additive with Energy Armor, Archon, or IA:Crystallize. If anyone has this and can test it that’d be great.
For Wizards, these probably only work on secondary animation attacks like Explosive Blast or Arcane Orbit. Might work with Storm Armor and damage-dealing Ice Armor runes, as well. If anyone has a pair of these and has tested them out, please do share any observations.
Seems to tick at a rate of about once per second. The trail will linger for about a half second before dissipating. Enemies standing within about 5~ yards of you will be damaged by this effect, even though it does not seem to be touching them visibly. The fire trail also seems to damage enemies slightly before they come into direct physical contact with it. Has proper interaction with all fire-related passive and active buffs/debuffs, e.g. Flame Blades, Gale Force, Conflagration.
Cold damage reduction is multiplicative with all other forms of damage reduction, including Blur. Orange text does exactly what it says on the tin. Jailer effect still deals damage but won’t immobilize you. Similarly, Frozen explosions still deal damage but no longer freeze. Doesn’t do anything against chill/snare/stun, as far as I know. Haven’t seen these in action since PTR, anyone care to confirm they still work this way?
Bonus movespeed ramps in the same manner as Rogar’s Huge Stone, e.g. at 3/4 life you gain 6.25% MS, at 1/2 you gain 12.5% MS, at 1/4 18.75%. The full bonus is applied at 1% health instead of 0% for reasons that should be obvious.
Thanks to Jaetch, EmperorMao, apo, Boozor, Melkor, tictactucrac, pwn, couchy, Lightbringer, Zoidburg, BDF, Aphraell, Aimless, Madholm, PieHole, ChangBooster, dolynick, TekkZero for observations made about a lot of the stuff here. Can’t remember who did what, specifically, anymore, since I took things from all over the forums and have the memory of a dog.