Original Post — Direct link
over 3 years ago - /u/Mark_GGG - Direct link

Originally posted by SpyzViridian

Are the Aegis Aurora unique mod "Replenishes Energy Shield by 2% of Armour when you Block" and rare shield mod "Recover x% of Life/Mana/ES when you Block" affected by the "Less Recovery" map mod?

No. The map mod gives less recovery rate, and these are instant recovery which has no rate to modify.

I believe this not entirely true. Tinkerskin has the same wording (Recover 50 Energy Shield when your Trap is triggered by an Enemy), yet if you throw traps with Eldritch Battery the Energy Shield recover IS affected by map mods. I know this because I ran out of Energy Shield way faster in maps with Less Recovery :/

That recovery is definitely not affected by any recovery rate modifiers.

over 3 years ago - /u/Mark_GGG - Direct link

Originally posted by Kaelran

I don't think they ever said they intentionally broke the interaction, I think they just said that Vixen's wasn't made intentionally for Bane.

We didn't say that here, either. We didn't intentionally break that specific interaction, the interaction itself was always just an unintended consequence of the broader unintuitive behaviour that we fixed.

over 3 years ago - /u/Mark_GGG - Direct link

Originally posted by eri37

about the dodge reset evasion question, my understanding is the fail evasion will "hit" so -100 to entropy number but that "hit" will trigger the dodge change and if the player dodge they don't actually get hit by that inicial failed entropy hit but gain the -100 to entropy anyway, is that it?

like entropy number 92 enemy hit entropy goes to 120 player get "hit" new entropy number is 20. the "hit" is checked by dodge and the "hit" is dodged successfully, so the player takes no damage but get a new entropy number 20 not old number 92 anymore

is that it?

This is roughly correct, although it would be better to describe the case where entropy goes above 100 and gets pulled down as "failed to evade" rather than "hit", because if you dodge it, you don't get hit. Entropy is only for evasion, and only determines whether evasion succeeds or fails, which is not enough by itself to determine whether you get hit (although if you have no dodge chance the two are equivalent).

over 3 years ago - /u/Mark_GGG - Direct link

Originally posted by butsuon

"10% of physical damage taken as cold damage" - If you take increased physical damage, you'll also take more cold damage. If an enemy deals x% increased physical damage from an aura, you'll also take more cold damage.

If you have Blackflame equipped and you cause an enemy to take increased fire damage, they do not take increased chaos damage.

Why does damage taken by the player differ from the way monsters take damage?

Why does damage taken by the player differ from the way monsters take damage?

It doesn't. These both work exactly the same.

"10% of physical damage taken as cold damage" - If you take increased physical damage, you'll also take more cold damage.

This is not correct. Modifiers to physical damage taken will not affect the cold damage you take.

over 3 years ago - /u/Mark_GGG - Direct link

Originally posted by viromancer

Why not change the mechanic to "Ignites inflicted by you deal chaos damage over time", since that's kind of how everyone expects it to work? Adjust the rarity of the ring if that makes it too much stronger.

Because that is not possible to do, and changing the system to make it possible would have incredibly bad impact on performance to such an extent that it is not reasonable. The mechanic works the way it does because that's the only way it can work - the description then has to accurately describe the mechanic.

over 3 years ago - /u/Mark_GGG - Direct link

Originally posted by Exadriel

Current description:

"Enemies Ignited by you take Chaos Damage instead of Fire Damage from Ignite"

I mean current wording uses "ignite" and "damage" twice already. Wouldn't following description make a little more sense and touch? :

"Ignites you inflict are taken as Chaos Damage instead of Fire Damage"

If it's not possible to self-chaos-ignite in this game whilst the ring is on than the "enemies" tag in current description is rightfully in tact and my suggestion would change to "Ignites on enemies inflicted by you are taken as Chaos Damage instead of Fire Damage". If it's not the case and you actually CAN self-chaos-ignite then what is the point of "enemies" tag in the current description? I thought "you are not enemy to yourself"... is this not what GGG stated themselves? Correct me if I am wrong

That description would not be accurate, because it does not only change the damage taken from ignites you inflict. It changes damage taken from all ignites, while the enemy is ignited by you.