Last Epoch

Last Epoch Dev Tracker




26 Nov

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You know when a TV show clearly has plans for a few more seasons but the network gets nervous and cancels the show early. Then the writers have to cram 3 seasons of story into 1 or they do a wrap-up mini movie after the fact. That was our other option. We did a bunch of research to see what people will generally prefer. We don't have the time to complete the story by a launch window that we need. So, the options are rush the ending or launch with the campaign unfinished.

Also, I don't expect everyone to track all of our news, but just in case, this wasn't a general revelation from last stream. I and many others have said that the last 3 chapters would be coming post 1.0 for a long time now.

And it's not like it's going to take years to finish it. And it's not like the story is going to just stop when the main campaign is finished either.

So while this might be disappointing, it is by far the best option we have.

-Mike


25 Nov

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Originally posted by EartwalkerTV

Well I guess you could get over 100% crit chance, it doesn't do much above 100% unless they have crit avoid.

How does crit avoid work anyways? Is it a % or a flat amount reduced crit chance?

Crit avoidance is the chance to convert an incoming critical hit to a normal hit. See my reply to the guy who replied to me for an example. (I was being nice to the other guy, I'm right on this one)

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Originally posted by JustRetributor

Oh, really? Overcap crit doesn't compensate for crit avoidance? Tell that to all the top players who have actually optimized their builds and can easily shred through enemies with high crit chance. But sure, let's ignore all their hard work just to make a point. Keep living in your fantasy world where crit avoidance reigns supreme.

I have always understood critical avoidance to be the chance to convert an incoming critical hit into a normal hit.

The example I've heard in the past is that if the player has 200% critical strike chance (overcapped by a full 100% extra) and they attack, all of their hits will be critical hits. Then if the enemy they are attempting to hit has 10% critical strike avoidance, 10% of those critical hits will be converted to normal hits. This means that 200% critical strike chance hitting a 10% critical avoidance enemy will crit 90% of the time. This means that overcapping critical strike chance doesn't compensate for crit avoidance.

I haven't attempted to recreate this example to test it though.

I'm willing to be wrong about this though and if you've got another explanation on how it actually works, I'm happy to hear it.

Edit: overcapping crit chance does help compensate for being blinded though. That's an ailment that gives you the stat 50% less critic...

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They are not the same thing. They are only related in the sense that they are both lighting spells.

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Originally posted by EartwalkerTV

Well I guess you could get over 100% crit chance, it doesn't do much above 100% unless they have crit avoid.

How does crit avoid work anyways? Is it a % or a flat amount reduced crit chance?

Overcap crit doesn't compensate for crit avoidance.

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If you're playing offline, it's basically just going to feel like a big patch with a bunch of awesome stuff and you'll keep using what you've got.


24 Nov

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Switching to steam only has allowed us to make the game way better. This is mostly just because we've had a ton more time to work on the game itself.

Adding GOG right now would be really difficult. It's actually going to be getting very slightly easier in February but we still don't have plans to do it.

DRM is usually first in the discussion and we don't use steam for its DRM, it's all the development, distribution, patching, testing and marketing tools that we need from it.

One of the main issues we see people having with steam is that they don't want to need to be online to play the game. If this is the issue for you (and it might not be) then, good news, with 1.0 we are adding a true offline mode. If the game is launched in offline mode, you won't have access to any of the online features and it won't call home at all so you can play it on an airplane or remote island if you want. You can also still go into online mode later if you choose.

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There is no cap on how hard you can penetrate a monster.

Monsters have 0% resistances unless they have a description like "Resists fire damage", which typically means they have around 40% resistance to that damage type. Penetration and resistance reduction effects, such as shred and mark for death, can make effective resistance go negative, resulting in more damage dealt.

There's no a limit to that, so if you have 270% penetration against a monster with no inherent resistance you will deal 270% more damage to it. If you have 270% penetration against a monster with 40% resistance to that damage type, its effective resistance will be lowered to 230%, causing you to deal 450% more damage to it than you would have dealt with 0% penetration (3.3/0.6 - 1 = 4.5).

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Originally posted by LoneyGamer2023

Did they say anything about the item affix range? I get it for uniques. if ya could at least filter out like the lower 50% half of drops, it'd make the boring gear so much better, especially for like idol hunting.

ex- hide item range - 50% max affix range threshold hold. 1,2, 3, 4, 5 afixes. Next option: Color red if above 50% max threshold

We have commented on that before and it's the same answer as LP. We have actively chosen not to include it and don't intend to add it at this time.


23 Nov

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The current online version still has this issue. In the past we haven't been able to give much of an indication if it will get fixed because we didn't have a good lead on a way to fix it yet. It's still not fully fixed internally yet but I wouldn't give up hope for 1.0. At the very least the Emperor of Corpses is fed up with it and is done being pushed around. (it's the same issue just from a different angle)

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    EHG_Mike on Forums - Thread - Direct

You’ve just essentially described the Circle of Fortune item faction but added a blessings middle man.

Also, we are going to make it so you can switch between previously discovered blessings instead of needing to farm it again.

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Originally posted by Independent_Mind_425

are there logs or something someplace that would tell me what's happening?

Not really, at most it will tell you that a controller was disconnected/reconnected over and over.

You can find them here if you want to check though: https://support.lastepoch.com/hc/en-us/articles/1260805192629-The-Game-s-Log-File

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Originally posted by Independent_Mind_425

i dont believe a button is held down unless one is broken and i haven't discovered it yet but i have a razer tartarus, a razer naga hex mouse and im using a hard razer mousepad thats solid black and a regular keyboard. and for controllers i ws trying a brand NEW elite i bought yest and an older plain series x controller both hooked up via wire not bluetooth

Yea, I was more looking at the constants because you said that you tried multiple controllers so it's unlikely that those are the issue. Something that isn't changing is more likely. It's possible that it could just be the game but this isn't a bug report that we get almost ever so I was looking for ideas elsewhere. I thought that if a constant stream of input was coming from somewhere else that the game might be flipping back into keyboard/mouse mode automatically.

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This is going to sound weird but do you have a key held down on your keyboard? Or maybe an older optical mouse and a mousepad with a really "busy" and high contrast image on it?

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Only minion damage affects your minion's damage.

You are not your minions.

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Steam is required to play now. You need to link your Epoch account to your stream account to play.

Detailed info here: Migration to Steam - Last Epoch Forums https://forum.lastepoch.com/t/migration-to-steam/52234


22 Nov

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Originally posted by JustRetributor

Wow, it must be really tough for you to switch between different ways of spelling such a complex word like armor. I mean, who needs consistency in language, right? It's not like there's any value in having a standardized spelling system or anything. Keep up the great work, guys.

Thanks so much :)

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Originally posted by Ephemeralgravity

Hi ekimarcher, would you mind to clarify the second sentence. You are saying spells should always be using player stats, specialized or not, hard cast or procced, but I don't understand "will never inherit from a triggering ability". Thanks!

When an ability triggers another ability, one of two things happens.

  1. The initial ability casts the second one and the second one gets all the stats that the first one had.

  2. The player automatically casts the second one and the second one gets fresh stats from the player.

The way the game picks which of these to do is not 100% consistent but almost always, if the ability is one that could be equipped onto your bar, number 2 is picked. Otherwise, number 1 is picked.

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Originally posted by t1r1g0n

Nice to know thanks.

This is almost right, you don't need to have maelstrom specialized for it to use the player's stats. Maelstrom, along with any specializable skill will never inherit from a triggering ability. It doesn't matter if you have actually specialized in it or not.


21 Nov

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Originally posted by marv257

What is the difference between the Armor and Armour stat? Or just misspelled in one occasion?

It's just a typo, Armor is how it's spelled in the USA. Armour is how it's spelled in the UK and anywhere that derives from there like Canada or Australia. We have several people from those places so sometimes we type Armour out of habit by mistake.