Last Epoch

Last Epoch Dev Tracker




08 Nov

Comment
    EHG_Kain on Forums - Thread - Direct

As long as it’s not attempting to circumvent rules by simply swapping names and discussing real politics, yes that’s fine. #MinimusIsTheOneTrueLeader

Comment
    EHG_Kain on Forums - Thread - Direct

I’m not sure why a thread about how discussing real world politics is against the rules devolved into directly talking about real world politics, but here we are. I’m going to be cleaning up this thread from posts which violate the Code of Conduct.

Please note that discussion of Real World Politics, Religion, and Ideology is against the rules. This isn’t pushing any agenda, as no real world politics are allowed, no matter which side, idea, country, or other is being promoted. Last Epoch is not an appropriate platform for these discussions. People play games to escape the real world and have fun, and that’s what we want to keep the space as. For more information, check out the Code of Conduct, and ...

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Comment

Originally posted by Pandarandr1st

I wish I understood what this sentence meant

I think I can translate.

Dear EHG,

I would really like to be able to change my masteries. I have noticed other people asking for the same feature and I think it would be good for the game.

Thank you for your consideration,

ThanapholJ


07 Nov

Comment

Originally posted by SunBom

You might be right but when I first play this game I use to smash the up button and the majority of the time I keep losing the item I want to up meaning I come out with less potential to finish the item but after I use the dummy item my success rate of getting my item complete seem to be higher.

Yea, that's something called Confirmation Bias. Because you're hoping for a specific outcome, your brain prioritizes results that align with that outcome in your memory. Everyone does this and it's not necessarily a bad thing. If you're really interested in testing this properly then you'll need to start recording all the data from every crafting event.

I have run tests on the system with artificial sample sizes in the trillions to make sure that things like this don't happen and that the randomization is as fair as it can be. So I am quite confident when I say that sacrificing materials to dummy items is a waste of crafting materials and time.

However, if you enjoy doing it, then keep doing it. I don't want to tell you how to play the game. Just trying to have accurate information available to people who might stumble upon this in the future.

Comment

Originally posted by SunBom

 With that video you link ok. Let say if I roll 100 coins and 99 of 99 of them have 50 head and 49 tail what is my chance of rolling a tail at 100 coins is it 50/50 chance still?

Edit: let say if I flip a coin 5 time and they are land on head and when I flip the 6th coin is it still 50/50 on landing head or tail?

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Yea, the chance of any individual (fair) coin flip is always 50/50 regardless of what has happened before.

Edit for second question in the edit: Yup, the chance of any individual (fair) coin flip is always 50/50 regardless of what has happened before.

Comment

Originally posted by SunBom

The outcome of you getting lower potential or higher potential on an item?  Meaning I do couple dummy item and if I roll a high potential once or twice my next roll will not have a higher  chance of lower potential?

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That's right. Your next roll will not have a higher chance of lower potential.

Every roll is an isolated event that has no impact on the rolls that come afterwards and are not affected by the rolls that came before.

Comment

Originally posted by SunBom

Why you trying to convince me that it doesn’t work? You type an essay telling me that it doesn’t work.  Blah blah blah blah.  I bet you are one of those people that find an item you want and go in there and smash that up button and screw up your item huh.

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I literally wrote the code you are talking about. I know how it functions. If you want to keep doing this, that's fine. I just don't want someone else to come across this and think they should do it too.

This method has no impact on the outcome of crafting.

Comment

Originally posted by SunBom

What I do when it come to craft is this once I find an item I want to keep and need to remove any affix or use any rune on it. I will go hunt for 5-10 dummy item usually exalted. I am pretty sure everyone goal here is to remove the right slot and keep the item potential as high as possible so you can do something else with the item.

  1. Let I want to upgrade a slot so what I do is first use the dummy item and upgrade it to see how much potential lost once I see a big number pop up once or twice I than swap it with my main item and upgrade it because usually having lost high potential on an item 2-3 time in a roll is very rare. 

You can do that with all glyph or rune. You use that strategy with rune and glyphs aka rune of removal to have more chance of remove a slot you want.  Rune of removal you can do slot removal there is a way you have less chance of removal the a lot that you don’t want to remove.

Con for this strategy is it will take a lot of r...

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I'm sorry to say that this strategy has no effect whatsoever on the outcome of crafting. There is no artificial luck smoothing system with any rolls in the game. The success chance is exactly the same if you've just hit a very lucky or very unlucky streak. This is just how math works in general.

If you are flipping a coin a million times, you would reasonably expect to get approximately 500,000 heads and 500,000 tails. Now, let's say that you're 200,000 flips into the experiment and you have 150,000 heads and only 50,000 tails. You're somehow flipping heads at a 3:1 rate and you're surely due for some tails right? Well, even in this extreme example, with the remaining 800,000 flips, you can reasonably expect them to still end up at 1:1 and get 400,000 of each from that point on. just because you're down 100,000 tails flips at that point, it doesn't change the odds from 50% from that point onward. It's just one possible outcome of the set of flips up to that point.

Y...

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04 Nov


31 Oct

Comment
    EHG_Kain on Forums - Thread - Direct

Dungeon keys can only drop after the point in the campaign at which they exit. This allows subsequent characters to utilize them as campaign skips, while preventing first playthroughs from being RNG in if you get a campaign skip or not. While T1 Lightless Arbor starts at level “22”, it’s not a particularly easy task at that level. This is as it’s intended to be for more experienced players that have already beaten the game once to utilize as a skip (though we have been discussing the exact difficulty balance of this).

Each dungeon also has multiple tiers, scaling all the way to endgame. In the case of Lightless Arbor, once you complete the campaign, it automatically unlocks a higher level T2 version of the dungeon that will be closer to your level.

Comment
    EHG_Kain on Forums - Thread - Direct

I’ll pass this along to the lore team. While unrelated to lore text, I just wanted to also mention that if you right click on a key, it will open your map and center on the area for where it’s used.

I also want to note for this discussion that the “Alternate Path” is not describing a different physical approach to the dungeon, but rather that going through Dungeons is an alternative campaign path, as they start in one area, and exit in another, several chapters later.

Comment

Originally posted by Jtmoor

Anyone have an idea what this refers to?

“And now for an Osprix eye view of things happening in Eterra. Over in the Felled woods, our weather team has noticed an anomaly involving thick fog and an ethereal floor causing a bit of a stir. Traveler’s are encouraged to… Wait… I’m getting word that the fog is clearing and the ground has returned to its original solid state. Well Traveler, feel free to explore to your heart’s content. We apologize for the false alarm. On to more pressing news.”

This is referring to a bug that appeared for a short time in which Felled Wood was missing textures, looking almost like a heavy fog. This resulted in a "nameless king" joke (which was hotfixed)- https://www.reddit.com/r/LastEpoch/comments/1g9iwj7/huh_so_when_do_i_fight_the_nameless_king/

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Hello Travelers!

Today we have a very important question…What emotes you would like to see on our Twitch channel! We see so many of you every week and want to get your input regarding things like what emotes you want to be able to use, the art style, and should that emote be animated or not.

We’ve been watching what emotes you use in our streams and tracked down all the emote requests that have been made in the past to put together this poll. If you have any ideas not listed here though, do let us know in the comments!

First up…

Art Style

From Impressionism to Surrealism, art evokes emotion and emotes let you express those emotions! Let us know what styles you prefer, you can choose just one or as many as you want.

  • Chibi...
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Post
    EHG_Wick on Forums - Thread - Direct

Welcome Travelers to the Eterra Monthly October 2024 Edition!

We’ve got a fully loaded report for you today, so buckle up, and let’s get started.

A New Dawn for the People

The Immortal Emperor’s campaign for power has been halted. As immortal soldiers occupied Eterra, a large resistance was staged to fight back. The battle began on September 19th and raged until October 20th. This resistance has since succeeded against the occupying undead army, and the Immortal Empire was forced to retreat. Resistance leader Yulia had this to say,

“The travelers are a force to be reckoned with and they are here to stay. The Emperor is welcome to press his influence whenever he wishes, but we will always push back!”

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28 Oct

Comment

Thank you so much for the updated information! Our team has been able to repro the terrain issue and can now move on to correcting that.

Comment

Originally posted by bad3ip420

By engine upgrade, do you mean the graphical fidelity will be improved and item textures will reflect what they actually look like?

The thing that irks me the most is that I will get these cool looking gears but doesnt look like it once you equip it.

Those are 2 different things really but neither are completely changing in 1.2. The engine upgrade is a new version of unity that for example will, amung other things, let us leverage some more modern technologies like DLSS and FSR. This will eventually increase the graphical fidelity of the game for anyone using a video card that can use these (pretty common at this point).

As for the 3D models of unique body armour being representative of 2D artwork, we add new 3D unique models every patch but we can make new unique items faster than we make the models so it's a very slow battle. We are working on some new tech to make the process of skinning unique armour models to various character body types faster and better. Still a ways out though.

Comment

Originally posted by ilusm1337

For OP instance, only 5 mana is gain as ward?

If you are at 100 mana and then you use an ability and your mana goes down to 90, you have just spent 10 mana. The mana efficiency number has nothing to do with it.

Edit: I guess if you're trying to pre-calculate the amount, the mana efficiency value does mean you spend less mana than the mana cost on the tooltip says you will so it kinda affects it in a round about way.

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Mana spent is the amount your mana went down when you spent mana.

Mana efficiency means that mana does more.


27 Oct

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Originally posted by Reasonable-Public659

It’s so f**kin cool that y’all answer questions here

I'm not addicted to reddit I swear. I can stop whenever I want.