Talk:Soul Taker: Difference between revisions

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>Dndmpdju9kvo4fwpxn5
(Please clarify "insufficient mana")
>Dndmpdju9kvo4fwpxn5
(Please clarify "insufficient mana")
(No difference)

Revision as of 20:40, 26 February 2020

"allows melee attacks to be used even if the character would have insufficient mana"

I have 5 mana and press a button of a skill whose cost is 8. Will the skill (action) be started? If a skill consumes mana "continuously" (I guess possibly channeling): what will happen when mana level becomes zero? Will the skill be stopped?

I have 0 mana and press a button of a skill whose cost is 8. Will the skill be started?

I have 5 life and press a button of a skill which is BloodMagic-ed and whose cost (life cost, as mana-replacer is life) is 8. Will the skill (action) be started? Does it depend on my mana (real mana, not "mana-replacer") level?

Please try to formulate it. Perhaps something like:
For each melee attack skill in the user's active weapon set,
If the cost is to be payed in real mana (not in mana-replacer), then change the cost X to
minimum(real_mana_level, X).
In other words, if the cost would be greater than the mana level, set that cost to the mana level.

Is it true that in general, for any skill, to start it, its cost (the final cost, possibly applying mod effects, like this) have to be smaller or equal to the "mana" (real or substituted) level. Dndmpdju9kvo4fwpxn5 (talk) 20:40, 26 February 2020 (UTC)