Last Epoch

Last Epoch Dev Tracker




10 Oct

Comment

Originally posted by RimedGaming

Reflect is damage dealt too you. Keep in mind that this has to go through your defenses that is the amount that is reflected. Then it has to go through the enemies defenses that will be the amount they take.

Example: Mob deals 1000 damage. You have 40% DR so you take 600 damage 93% of that is 558 damage going back to the enemy. At level 100 enemies have 90% DR so then enemies without any further defenses would take 55.8 damage.

Just to clarify, this is mostly correct, but enemy defenses don't actually affect it, including their damage reduction from level. So in your example above the mob would take 558 damage.

It's still definitely weak at the moment, but not as weak as it would be if enemy defenses applied.


08 Oct


07 Oct

Comment

This is a know bug thanks for the report.

Comment

For the first part (about damage effectiveness), yes to 1 and 2, and for 3 it's 150.5. All added damage, whether it's from items, a skill tree node, a passive tree node, attribute scaling, or anything else, is affected by the added damage scaling.

I'm mostly confused as this seems to be one instance where flat damage somehow impacts ailment scaling

Flat damage affects damage instance of the same ability type (melee, spell, bow, or throwing), e.g. flat melee damage affects instances of melee damage. Most ailments don't have an ability type tag, but Abyssal Decay does, it's spell damage, so your sources of flat spell damage apply to it.

The second part is if I allocate Potent Corruption (Abyssal Echoes hits but doesn't apply Abyssal Decay. 20 void spell base damage)... What is the damage effectiveness scaling at this point?

It flat spell damage applies to the hit damage at 100% effectiveness. This i...

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05 Oct

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    EHG_Dodo on Forums - Thread - Direct

Development Update

Hello, Travelers!

Our most recent release, The Sands of Majasa Update, raised the quality bar for our patch releases and is a good example of what our growing team is able to accomplish. We welcomed thousands of new Travelers to our community, and with your help we hope to continue building a home for all Last Epoch players for years to come.

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To our outstanding community members who have been working hard to keep in-game chat an inclusive and welcoming experience for all of our new Travelers - thank you! Due to our quickly expanding community, we acknowledge the need for a major update to our in-game chat services to provide you with a fun an...

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Comment

We have a fix for this internally that will be released with the next patch. Thanks for the report. :]

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Yeah, we’re tracking this one internally. Thanks for the report!

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Thanks for the report.

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This is because Burning Daggers don’t actually cost mana, they consume it which is handled differently. If the tooltip for it is reducing using anything other than the node that follows it, that’s a different issue and if you have a screenshot of that showing it would be good to post that.

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Thanks for the report!

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It isn’t a bug, it’s a side effect because we don’t support double conversions.

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Block Rogue is a restrictive playstyle. You give up damage, ailment application and attack speed for survivability. Trade offs like these is what makes uniques/sets interesting and fun to play.

The only concern I have is that this set is that it is confusing with how it interacts with other conversions. In the future we will find a better way to get this information across to players in a way that is easy to understand.


04 Oct

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Alright, we’ll keep our eyes out for it. Thanks for the report.

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Do you have the Capture the Flag node? Also, if you’ve managed to replicate this/if you have a recording of this occurring it would be very helpful.

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I believe this is because Blood Shade converts Infernal Shade’s base fire damage to physical, but not all fire damage in the tree.

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Could you send your Shield Throw skill tree? A screenshot through imgur or just a list of nodes would be fine.

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Thanks for the reports! We’ve been investigating some things with Cold Static Orb internally and we’ll bring this issue in with that. Appreciate all the digging done. :]


03 Oct

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I’m not sure it’s the general consensus that we want a death penalty anymore. Some do, but we don’t have an official stanse on it. Since those thoughts in old posts we have introduced the loss of potential rewards in the monolith, which kind of acts like a death penalty, without being too punishing. It is very unlikely we’ll introduce an exp death penalty.
There might be something we can do in he campaign, but in general people don’t like dying as you’re set back a bit to a previous checkpoint or have to start over a boss fight.