Last Epoch

Last Epoch Dev Tracker




12 Aug

Comment

So if we are going to get crazy pedantic with it, technically no. Actors (players, minions, enemies) don't have added damage effectiveness. Each individual damage source has an added damage effectiveness. Most ability objects have just 1 but some can have multiple and each ability can create multiple ability objects (e.g. volcanic orb creates several different types of ability objects depending on how it is specialized).

If a minion or player use the same ability, they get the same added damage effectiveness. Because minions get way way way less added damage in general, their abilities have much higher base damage so they can still scale effectively with % damage stats in the late game. This means that because they have different abilities, those abilities have their own added damage effectiveness stats so minions kinda in a roundabout way have their own added damage effectiveness.


11 Aug

Comment

Originally posted by bierzuk

Do you have a link maybe?

Hi, it's me, Mike from the EHG stream.

You are more than welcome to get a Rah rune tattoo.

I have but one request (that is fully optional). Please post a picture of it :)

Comment

Originally posted by raziel_r

omg i still have ptsd from those hammer pets knockdown in GvG. As the ele or mesmer player i keep getting targeted lol.

Yea... Sorry...I would have been running straight at you the whole time.

Comment

Originally posted by Subject-Home9911

I am shamelessly gonna reply to you and ask you to even throw the slightest glance at my last post on cold flask rogue. It's fine if you're too busy to answer.

The first reply is almost exactly what I would have put.


10 Aug

Comment

Originally posted by 19_more_minutes

Isn't 2h rogue Mike's favorite archetype? /u/ekimarcher

Well, more specifically 2H sword but I did main a bunny thumper in GW for a long time. That was a 2H hammer ranger which was kinda half rogue, half primalist. Still a very cool build.


08 Aug

Comment

Monolith is our next target for some substantial updates - appreciate your feedback and suggestions u/xenosteel ! I'm also reading through the additional comments in this post. Someone mentioned a crab Echo and I'm for it

Post
    EHG_Wick on Forums - Thread - Direct

Changes

  • If a player is currently in a Dungeon run and receives a party invite, the invite will be blocked to avoid disrupting the run.
    • The Inviting player will receive a message “your invite was declined”
  • Fixed an instance that allowed parties to rejoin ongoing boss fights when one of them didn’t respawn.
  • Timeline Search now persists between echoes.
  • Now controller focuses always on the top level modal during dialogues.
  • Added localization to “Dodge while evading and increased dodge rating shard” affix.
  • You can now press CTRL+F when using mouse and keyboard to automatically select the active input field in your currently opened panel such as Stash or Skill Trees.

...

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Comment

I’ll bring it up tomorrow to the balance gang


07 Aug

Comment

Originally posted by cealicuca

I will raise a bug, but I still don't understand how you can claim you tested and it works.

the OP clearly states that:

"Hand Of Aurelus won't trigger a zero cost Healing Hands from Smite if at negative mana"

So the preconditions to the test are:

<0 mana

cast smite + zero mana hh (w Hand of Aurelus)

So if you were indeed to re-test, following the OPs exact conditions, you'd have seen that smite no longer casts (only the casting animation is activated) if you're stationary (like the OP video).

Now, if you stutter move (like you need to do in-game to dodge all the stuff that's thrown at your char or be ready to split immediately) you'd see that while smite is now fully cast, HH doesn't trigger.

smh

I misread it. This thread is 3 months old.

There is a sword Aurelis that has a triggered smite ability. I checked that.

Comment

Originally posted by cealicuca

The way I tested was to continuously cast Sigils of Hope to bring mana down while casting Smite.

Once mana goes into negative, Smite simply doesn't cast anymore (only the animation, no smite on the target). The interesting thing is that if I keep doing it for 10-20 secs, suddenly the mana goes into the negative hundreds (-200 or something) and then goes up, as if Sigils would be still casted (even though it shouldn't since mana is in the negative, and Sigils is not a 0 mana cost).

I did this twice already, so I can reproduce it.

Unfortunately I don't think I can post a recording.

To reproduce - put sigils (E for example) on skill bar and smite as attack. attack (keep mouse right click down) and keep pressing "E" at the same time.

I made a mistake and checked the Aurelis interaction instead because I thought that's what the post was about. It's months ago. Just make a bug report in game.

Comment

Originally posted by cealicuca

fixed 4 mo and yet no release?

smite 0 mana cost + HH 0 mana cost (even without the wand discount) still not working.

what a joke

with the ward nerf (which nerfed all but the most OP builds anyway... look at who got the pinnacle boss ffs!) this hits pala so bad.

Edit: I read it wrong, tested Aurelis instead.

I just tested it again to be sure. It is in and does work. Best guess of why it's not working is that the mana cost is technically slightly above 0 but the tooltip is rounding down. I thought we made it never round down to 0 unless it was actually 0 specifically because of this situation but I can't think of another reason. You can try using the free when oom node in the top left of smite's tree or try using a wand and Aurelis in the off hand to force the mana cost down to zero all the way for sure. I just tested both and they work.

If you'd like to submit a bug report, please use the in game bug reporting tool as it is much more effective.


05 Aug

Comment

Originally posted by Airowird

Also unrelated; Isn't it past midnight over there? To quote my mother: "Don't you have work in the morning?"

Get some good sleep please, it's more important for your health than people realise!

(And totally not because I want you properly energised to make LE even better!) 😉

Nah, it's still yesterday. And I'm "on vacation" right now so I don't have work in the morning.

Comment

Originally posted by Airowird

Atleast now we know why you're not a fan of turning shards & glyphs into currency, you'ld have to redo all that shoddy forge code!

Nope, unrelated.

Comment

Originally posted by Sembiance

If you always just prioritize the higher priority bugs, this bug will literally never get fixed. Like ever. There will always be something more important.

Have you thought about tagging the bugs with a rough guesstimate of “time to fix” and then allocating 1 or 2 days every month or so to fix a bunch of the easy to fix bugs, low hanging fruit?

Sometimes fixing 100 little things like this will vastly improve the perception of quality of the game, rather than in the same time only fixing 1 higher priority bug.

Yes, part of the triage process is age and estimated duration. I frequently just grab a bug or two like this in between bigger ones. Or even if I just need a break from working on a big one. We also will sometimes put someone on task to just hit as many of these as possible. There was a patch a couple back that had a ton of little skill bug fixed, most of those were 2 people.

Comment

This isn't actually a bug but it might not be designed well (I can say that because it was me). It's not using 2. The slot in the forge which holds the modifier item is actually a full on storage slot that you are moving a rune into. This means that as soon as you select it, one has been moved and the count in your materials panel is one less. When you used it, another was automatically moved into the modifier slot. If you clear the slot or select something else, it will get placed back in your storage.

Edit: airowird has been around for a long time, I think they were just having some fun, no need to downvote so hard.

Comment

If it has been reported using the in game bug reporting tool, it's probably sitting in someone's queue listed as low priority. They probably have a half dozen high priority bugs that are consuming their life and haven't even noticed it yet. Who knows, it might even be sitting in mine.

We don't pull bugs from reddit as a primary reporting source. We sometimes get bugs from here if a dev stumbles upon it and you get lucky or it's so high impact that it gets a ton of attention. However, in that situation, they have also all been reported in game. The in game reports go directly into our triage system automatically.

Edit: but yes, this should be an extremely easy big to fix. However, it could be something crazy that's much more complicated. I doubt it though. Someone probably just typed 5 instead of 8.


04 Aug

Comment

Originally posted by GoldenPigeonParty

You can get omnis at only 345 that close to center? My luck is crap. I'll have to try this.

Distance to center is a fairly significant factor too, it's going to be rough farming omni there.


01 Aug

Comment

We have a lot of ongoing efforts to continue optimizing, some large some small. To give some specifics

  • we've very recently started an effort to pack textures differently for all visual effects across the game which should reduce their memory footprint substantially
  • we've just signed a highly regarded console porting studio to work in an integrated manner with our team with their main focus being performance optimization which is needed as consoles have strict requirements here
  • we've got an internal optimization team spun up and finding targets on a weekly basis to chew through empowered with newly licensed analysis software
  • we've got developers with a working prototype of skin meshed renderer batching for a many enemies of the same type on screen. This could be a very impactful update that would even allow for larger "swarming" events that are very performant
  • we are looking to implement addressables which would drastically reduce th...
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Comment

Thank you, adding that to our Ctrl+F checks haha :blush:

Comment

Balance Changes

Our recent fix to cases where conditional damage bonuses were applying incorrectly had some unintended consequences, which heavily impacted specific builds in ways players could not have anticipated. To correct this, we’re buffing these skills or effects to restore the power they had before this fix.

Witchfire

  • Base damage increased from 300 necrotic and 300 fire to 600 necrotic and 600 fire.
  • Grimhilde’s Domain now grants Witchfire 2% more damage per 1% ignite chance with fire skills (from 1% per ...
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