Last Epoch

Last Epoch Dev Tracker



23 Mar

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    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.

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

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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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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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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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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.

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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

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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.


22 Mar

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We've been testing a change that reduces rubber banding in general and haven't been able to repro this issue internally since that fix, so we're hopeful that that has fixed it. That change will be included in a hotfix either this week or next week.

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Originally posted by Smooth_Ad5773

Thanks for the info. So, overall still 4%/stats for every sub and sub-sub spell or there's some weird shenanigans while interacting with the other damages modifiers at some point?

But that's probably a standard amongst all skills with subskill so I'll assume it works fine :D

All sub skills just inherit the stats from its creator, they don't get fresh stats from you.

All skills have all types of stats and just use what is applicable. So technically that lightning strike has any minion stats that you might incidentally have picked up but can't use them.

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Originally posted by Gaverion

Saying Tempest Strike scales with attack speed... Are you trying to hurt people?

Well, I mean, it does...it just converts the attack speed.

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Originally posted by Smooth_Ad5773

Since I like the skill and somes tooltips are missing I tried to list what could impact it in order to maximize its damage. Most of thoses have been tested, other are deduced from the game mechanics.

Main take away from it :

  • attack speed scale everything, as stated in the skill description.

  • so does strength and attunement (untested for the combined skills)

  • the three elements include a physical part, wich put elementals modifiers at 2/3 efficiency (1/2 for somes combined, stronger, spell) . That's a big downside of the skill

  • 2 spells are dot, and the others can hit and apply ailments (and proc equipments/shaman lightning). Since the two dot have a cold component, frosbite can be a interesting way to scale damages with tempest strike

Please make your own testing and confirm and infirm this if you are interested, I'll update

So attributes work a little weird. Technically they only actually are calculated for the main skill. That converts the attributes into stats and those stats are passed down to the triggered abilities. So all the parts benefit equally from it but not because they say they do or not.

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Originally posted by nerdybro1

Thanks! That worked.

If pressing X worked, that means you loot filter is hiding them.

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It did not always do that. The first version was just in place. It was largely ignored by most players in favor of just more swiping.

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It's not gone. Please be patient. It will get fixed and you will get your stuff. We have the transaction record that we can always fall back to as a reference if we need to. Don't worry, it's not gone, we haven't had any issues with the underlying records of who actually has what.

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Originally posted by PizzaurusRex

How are discussions on porting Last Epoch to consoles?

Well, nothing has changed in the last 19 hours since I made the post you replied to.