Path of Exile

Tremor Rod and You: Why using any other mine that is not Pyroclasm Mine is killing your sequences

Tremor Rod and You: Why using any other mine that is not Pyroclasm Mine is killing your sequences

Mines can be placed on the ground to be detonated as a sequence, and the item Tremor Rod allows for the reactivation of these mines a second time to enable larger sequences of detonations… However, the way some of these mines become "Rearmed" is cutting short the sequence. Here i'll show you some tests i've run to explain how these sequences work, how Tremor Rod Rearms the mines and why some mines work worse than others.

I. How Mines work

Mines can be placed one at a time, and when one is detonated, another mine within its radius of influence activates after the mine that came before. If two or more mines activate, we call it a "Chain" or a Sequence".

Here we can see three mines being detonated in a sequence.

Here we can see three mines on the ground, but only two are detonated since the second mine is too far away from the third mine.

Here we can see the maximum distance between mines to be detonated in a chain.

Here we can see two sequences being started from the same "Detonate" command. These are two separate sequences.

Here we can see five different mines being detonated on the same sequence.

Here we can see a sequence that also detonates a mine that was placed after the sequence started

As you can see, a sequence detonates all mines in an area as long as every mine can be activated by a previous mine in a sequence. Here is an example of 19 mines being placed and detonated in a sequence, while more mines are being placed. There is a point in the sequence when detonations happen so fast that a new mine cannot be placed before the sequence ends, and thus they cannot be detonated in the same sequence.

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II. Tremor Rod

Tremor Rod is a Unique Staff with the ability to allow mines to be detonated a second time.

Here we can see a mine being detonated and rearmed.

Here we can see two mines being detonated in a sequence, and both of them being rearmed.

Here we can see a set of 10 mines being detonated, being rearmed and then being detonated again in the same sequence.

Here we can see a set of 10 mines being detonated, being rearmed, but NOT being detonated again in the same sequence.

III. Testing

The mines being rearmed by Tremor Rod have a "Period of grace" on wich they cannot be reactivated.

Here we can see a series of 5 Pyroclast Mines being detonated, and only two of the five mines become rearmed and re-detonated, leaving three mines on the ground.

Here we can see a series of 7 Pyroclast Mines being detonated, all of wich become rearmed and are reactivated, leaving no mines on the ground.

Here we can see a series of 3 Pyroclast mines being detonated, of wich none become rearmed soon enough to be detonated a second time.

Here we can see a series of 19 Stormblast Mines being detonated, of wich four become rearmed and are reactivated, leaving fifteen mines on the ground.

After further testing, when setting up a sequence of 19 mines on the floor, all mines including those that use Blastchain Mine support and High-Impact Mine support can only reactivate four mines when detonated, except for Pyroclast Mine. This happens because of two reasons: First, the differences of how mines react to "signals to be detonated" from three different sources: Player source, Detonated Mine source, and Re-Detonated Mine Source. Second, because of Pyroclast Mines having no "Rearm animation".

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First, let's see the animations of all mines when being rearmed: Pyroclast mines are the only mines that don't have a "rearm animation".

Second, let's see how mines react to being Activated and Reactivated:

This is how a mine reacts to being activated by a player, by another mine, and by a Reactivated Mine.

However, while a mine is being rearmed, it can be reactivated manually during this "Reactivation Period". Other mines that were also reactivated recently can't recieve a signal from a mine activated during this "Reactivation Period". We can see this Here.

Here you can see a sequence of three mines being detonated. Then, a fourth mine is placed next to the first mine, and the first mine is detonated during Reactivation Period. This way, only the first and fourth mines are detonated, however the second and third can't recieve a signal from the first mine because it was activated during the Reactivation Period, and the fourth mine is too far away to activate them either.

There is a difference between Pyroclast Mines and all other mines, since Pyroclast Mines don't have a reactivation animation they can go into this Reactivation Period faster. Here we can compare two sequences of mines, one is Pyroclast Mines and the other is Stormblast Mines. Because Pyroclast Mines don't go trough the Rearm Animation they can reach the Reanimation Period much faster, and become available to be reactivated before a Stormblast Mine could. This allows the shown Pyroclast Mines sequence to be fully detonated a second time while the Stormblast Mine cannot.

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Conclusion:

Mines that are detonated in a sequence (EX: while using the Tremor Rod Staff) become unavailable to be reactivated and detonated again for a short period of time. The mines placed by the skill Pyroclast Mine don't go trough a Rearm Animation, and thus either the Pyroclast Mines have an advantage of having a shorter wait time to be able to be re-detonated, or all other mines suffer from an oversight that doesn't allow for mines arleady detonated to be reactivated as fast as Pyroclast Mines due to them going trough a Rearming Animation resulting in broken sequences.

Here we can see Pyroclast Mines being detonation in their full glory.

Here we can see Blazing Salvo Mines being detonated to little fanfare.

Source

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