Last Epoch

Last Epoch Dev Tracker




03 Sep

Comment

Originally posted by ButcherInTheRYE

It's simple. Abom Necro, what I play every patch.

The same thing we do every patch Pinky, build an abomination to take over the world muahahhahahah.

Comment

It is intentionally a little vague and the main story isn't quite complete yet. You'll get answers to some of those questions as you go on.

I do a Friday dev stream and a few weeks back had the loremaster on as a guest to answer questions. Once you've made it through the campaign and are still interested, I'd recommend giving it a watch on YouTube to see more lore tid bits.

Comment

Originally posted by TheUnseenForce

melee damage on weapons will still be divided into all the different damage types

To be clear, 100% inc melee damage with a melee skill that deals 50 phys 50 cold would then become 50 * (1+50%)= 75 phys, 50 * (1+50%)= 75 cold? Or (50+50) * (1+100%) = 200, then divided by the proportional amounts (100 phys 100 cold).

I would expect the latter I’m just not familiar with the mechanics and want to clarify.

The increase is applied in full to each damage type, so with 100% inc melee damage a melee skill with 50 phys 50 cold would then become 50 * (1 + 100%) = 100 phys, 50 * (1 + 100%) = 100 cold.

This is similar to your second example, but the multiplication happening prior to the addition is important because increased melee damage would be additive with increased physical damage or increased cold damage in this case. For example if you take the above situation and also have 20% increased physical damage and 80% increased cold damage, then it becomes 50 * (1 + 100% + 20%) = 110 phys, 50 * (1 + 100% + 80%) = 140 cold.

Comment
    EHG_Kain on Forums - Thread - Direct

For the game log file, it would be in a slightly different directory - C:\Users[username]\AppData\LocalLow\Eleventh Hour Games\Last Epoch\Player.log

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    EHG_Kain on Forums - Thread - Direct

Hello there!

I’m sorry to hear you’re suddenly running into these issues. I had a look into the account side of things, and everything appears correct there. Can you include some log files to have a look at?

  • Any files stored in C:/Users/YOURNAME/AppData/Local/Temp/Eleventh Hour Games/Last Epoch/Crashes
    • If you can’t find the AppData folder, follow this guide
  • ...
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Comment
    EHG_Kain on Forums - Thread - Direct

This is something which already occurs with other sources. We feel that it’s easier to explain when the same rules apply more universally than just one source of added damage. Utilizing the term “adaptive” for just spells would only raise more confusion, as it is already commonly inquired. Having them all written the same way means once you understand one, you understand them all. We also have alt text to help describe how it is adaptive, and to provide information alongside the game guide on flat vs increased.

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    EHG_Kain on Forums - Thread - Direct

This is correct! We didn’t mention it here, but for consistency we are dropping ‘Adaptive’ for spell damage. So for any ‘adaptive’ flat damage it will be ‘Melee Damage’, ‘Bow Damage’, ‘Throwing Damage’, and ‘Spell Damage’. Very keen on that one there.

No. The Community Testing Program m...

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02 Sep

Comment

Originally posted by CapitalOrange

When I saw ailment changes, I was really hoping for a change for the tick rate on ailments/DoTs in general, they feel kinda clunky and slow to me, but otherwise looking good, happy to see updates to the SFX, that's big.

The tick rate is likely significantly faster than you think. The numbers of a dot tick are actually several added together.

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    Mike_W on Forums - Thread - Direct

Awesome, just follow the instructions in the post and submit your application in the link above.

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Originally posted by jokomul

The change to the visual ailment stack counter on enemies is pretty awesome. I thought I read a dev comment once saying it wasn't practical to go above 15 so this is a pleasant surprise. I love DoTs in this game and I'm really excited to actually see how many poison stacks I can squeeze out of my build in-game.

It wasn't at the time. Someone had a breakthrough a couple months ago and got it working which is awesome! It's surprising how impactful knowing what stacks actually get up to is. Turns into a little minigame of how high a number of stacks you can get.

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Each crow has an individual cooldown for it, so more crows means more healing.

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Sorry for the miscommunication there, this is not the patch preview. This is just an update on some of the things we have been working on since the last development update. There are other things that are not listed here that will be included in the next patch.

More details to come with the patch preview closer to the patch itself and then full details with the patch notes.

Comment

Originally posted by Lizard_IRL

As I understand, crafting melee damage on weapons will still be divided into all the different damage types, its just the base implicit physical that gets the adaptive property. Implicits that were not physical will remain themed.

I say this becouse with this change scaling damage will be way easier but finding/crafting weapons will be the same as before. Not a bad thing.

As I understand, crafting melee damage on weapons will still be divided into all the different damage types, its just the base implicit physical that gets the adaptive property. Implicits that were not physical will remain themed.

This is correct

Post
    EHG_Kain on Forums - Thread - Direct

DevUpdate_Sep_Banner1920×1080 136 KB

Hello Travelers, and welcome to the September Development Update!

We have big news for you today: The CT Multiplayer Build for Last Epoch is going online 24/7 starting in early September. This means our Community Testers will be in full multiplayer test mode (...

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Comment

Originally posted by Zamirot

humm mana strike for exemple scale from flat melee damage meleedamage% but the spark charge node scale from spell flat and spell damage% right ?

Since mana strike is a melee attack that proc a spell (spark charge).

Yup. I was talking about attribute scaling. Like 4% increased damage per intelligence that you see at the bottom of the skill tooltips.

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Originally posted by Zamirot

not true for a lot of melee attacks that proc spells.

Exemple : mana strike, tempest strike etc

All non-specializable sub skills inherit attribute scaling from the parent ability.

Comment

Originally posted by kresh4n

Sadly both skills do not share same subskills and therefor will scale differently. Indeed both will scale off of spell and lightning spell damage but maelstrom one will also benefit from attunement (4% per point IIRC).

You can check them here: https://www.lastepochtools.com/skills/

Non-specializable triggered abilities which were created by another skill, use that skill's attribute scaling. Usually we try to put the same scaling on the tooltip for the sub-skill as an indicator that it is the same but really it is just passed along.