Last Epoch

Last Epoch Dev Tracker




24 Mar

Comment

Originally posted by Polantaris

You were right to challenge my assertion. I definitely no longer think this. I tested it off the dummy and went out of my way to make sure I was watching only DoT numbers.

My problem is that my build hits so many times it can muffle the DoT numbers! The yellow numbers from my hits would cover the white numbers and I was missing them. However when I stop attacking and leave the DoTs to just do their thing they're never yellow.

Sorry!

It's all good, I just might be the person who made that system and know it pretty well. :)

Comment

Originally posted by StonejawStrongjaw

"stats which are conditional on the status of the target don't get passed along".

idk what that means

More damage to ignited enemies.

It is conditional on your target having the status of being ignited.

More damage to high health enemies.

It is conditional on your target having the status of high health.

Comment

Originally posted by ZZZZZiiiiiLLLLL

I've never seen yellow dots. But it seems like majority of my hits are big and yellow. Does that mean I'm criting every hit??

yes


23 Mar

Comment

Originally posted by Shrukn

Just delete the official forums at this point, you never post anything important for long term players only unknown faceless redditors, or in discord, you only communicate here as its more 'popular'

No. I got linked the thread here, I replied here. Please avoid hyperbole to try and prove a point.

Edit: I literally replied to a thread you posted in earlier today.

Comment

Originally posted by Polantaris

Would love if a dev confirmed but I feel like DoTs being yellow is because they're a combination of multiple DoTs, but that's a guess based on observations. My Bladedancer that deals Poison, Bleed, and Ignite, gets yellow DoT damage almost all the time.

I challenge the existence of yellow dot damage numbers.

Comment

Originally posted by flutterkind

Do non-conditional nodes (or nodes whose conditions depend on yourself rather than the enemy) from the respective trees apply to each of the subskills listed above? I know you mentioned on Discord that at least for Spirit Wolves they shouldn't apply because Spirit Wolves isn't considered a subskill.

I haven't checked every single node so there is bound to be an exception. However, since Spirit Wolves is not a subskill but rather a minion triggered ability, it does not inherit these things.

Comment

Originally posted by Kelvara

Ok, one last question about subskills, do the rules you mentioned also apply to subskills inherited from other sources such as mastery trees? Such as Fire Aura, Shock Nova, Shaman's lightning procs, etc. Do they also affect ailments applied by the skill?

sadly, it depends. Most of the time, probably not

Comment

Originally posted by Socrathustra

As always this does not pass to equipable skills which might be triggered, e.g. Lightning Blast triggered by disintegrate.

I presume this is because they use their own skill tree unless otherwise stated? And what about the meteors cast by, uhh, black hole (it's been a while since I played, I forget names)? They're an equipable skill, but they explicitly don't use the tree. Should they benefit from black hole's effects?

black hole meteor is the exception, let's call it comet instead and it's like any other normal subskill now

Comment
    Mike_W on Forums - Thread - Direct

We considered this and it is not easy to implement. It’s easy to describe but that’s nowhere near the same thing. I know things can seem easy without all the information on how underlying and adjacent systems are implemented but this is not simple, quick, easy, or performant to implement.

Comment

Hello! We are aware of this bug and are looking to find a fix for it. Thanks for the report!

Comment

This is a server-only patch. To connect to the new server version, start a new session by returning to the Login screen or restarting your game. You don’t need to download any update.

Bug Fixes

  • Fixed an edge case that could cause short-term progress rollbacks when connecting to another server. We’re still working on additional fixes.
  • Fixed a bug where runes and glyphs consumed by a player could be taken from another player on the same server in some situations.
    • After performing a craft, the modifier and support item slots are automatically refilled. However, the items placed in these slots were always taken from a specific player (usually the first one to join the server), rather than the player who made the craft.
       
    ...
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Comment

Originally posted by Kelvara

Hi Mike, thanks for the response, I did a lot of the testing for this video and couldn't figure out a pattern after testing Static Orb and Chakram (though I see how Chakram works).

Another thing that is often discussed in the community with subskills is conversion, especially with the new more consistent conversion in 0.9, the way subskills do or don't convert still seems very inconsistent. Is this still intended to be handled on a case by case basis, or should there be a rule for that as well?

Ideally they would all follow a rule. I don't have details on which will or won't be converted going forward yet.

Comment
    Mike_W on Forums - Thread - Direct

Please use the main thread for this discussion.

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Comment

Hi everyone, Mike here from the aforementioned discord text. I'm really sorry about the mass confusion that I've caused, I messed up when I answered that person's question. I checked one of the conditionals and assumed the others worked the same. The Vengeance "while below" node does get passed along.

What I should have said was "stats which are conditional on the status of the target don't get passed along". I know how misleading what I said was because there are conditional effects that are based off of you which do get passed on.

These inconsistencies are definitely a problem, and we will be working to make these rules more obvious, explicitly stated, and consistent so that we can take the guesswork out of making a character.

So, I checked the list, and here is what does and doesn't work. Conditional effects which are based on the status of your target do not get passed to sub-skills. Conditional effects which are based on you do get passed along to sub-s...

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Comment

We are working on changing how corruption is reduced in the monolith to make it much quicker and easier to reduce it when you overshoot like you described. It should also hopefully make it more intuitive, because shade echoes will always increase corruption rather than sometimes reducing it.

Comment

Originally posted by Tagek

So if I'm understanding you correctly..

If you proc Fireball by casting Flame Reave (with the Catalyst of Ash passive), Blade Weaver will increase the damage of Flame Reave AND the procced Fireball, but not of spells cast by the procced fireball? (like the flame burst spell that procs for every 5th fireball)

OR are you saying that when you proc Fireball through Flame Reave, only Flame Reave gets the damage boost and NOT fireball?

when you proc Fireball through Flame Reave, only Flame Reave gets the damage boost and NOT fireball

Comment

Yea, I've been rocking it as a combo defensive iframe skill and an execute for my 2H flurry rogue. Still early days but I'm really enjoying it.