I tried /item ExaltedOrb and /item MirrorOfKalandra.
didn't work :(
I tried /item ExaltedOrb and /item MirrorOfKalandra.
didn't work :(
It would be CurrencyAddModToRare for the first, and I don't recall off the top of my head, but something like CurrencyDuplicate for the second.
No, the cheat commands will definitely not work on live. Not even for us - they simply aren't part of the release version of the game.
Are there any commands players can use that weren't discovered or are seldom used across the leagues?
All the ones I'm aware of that players don't know are cheats and thus not on live, but there are definitely some seldom used ones. I can't ouch that the list on the wiki is fully up to date, but I would expect most of those work, and some of them many players might not know about.
/cls would be my pick for one that might not be super well-known while still being actually vaguely useful (as opposed to something like /fixmyhelmet, which by now is probably only relevant for some helmets that have been languishing in someone's standard stash for years).
On the subject of things no player asked for that would likely require an absurd amount of dev time.
Why spell accuracy?
I want to keep this short, but I'd love the reasoning for even considering wanting to throw this in the game when attack accuracy was simplified to an extent. Also maybe, who is responsible for that brainchild if it ever comes to pass.
Was a lot of fun to watch.
It really came down to a flavourful way to let the ascendancy avoid spells at the cost of avoiding attacks. Your own Spell Chance to Hit is never going to be something that can drop below 100% (other than in PvP...) even if we one day give players other sources of spell evasion.
Besides commands are there any other secrets that weren't discovered?
Yes
Interestingly Crit% in PoE functions as additional accuracy (if your accuracy isn't capped), since a "missed" crit turns into a normal hit.
This is incorrect. A missed hit never rolls crit chance in the first place.
If you do hit, and the crit chance determines a crit, accuracy is rolled a second time for that hit (without evasion entropy, so fully random), and if that accuracy test fails, the hit is demoted to non-critical.
Crit chance does not cause you to hit more, but lack of accuracy does cause you to crit less.
Any hints? :)
No
Well that makes A LOT more sense in the context of the conversation. Thank you.
Like I'm certain you are aware, but doesn't that open a jar of balance worms (pun intended) for future and even current encounter design?
My crude understanding was you guys use attacks for most things, even some things that look like spells, so it interacts with the defenses that are more common to build, and make spells and damage over time effects for things you don't and expect the player to dodge.
If I had spell block, Dodge, and evade in good numbers, I like my odds that Sirus would never hit me unless you made him cheat.
Slightly related, what's your team general thoughts on Max spell block being somewhat easily achievable?
The same amount of evasion and spell evasion won't give the same chance to evade, we'll be adjusting this number to be a reasonable bonus that doesn't trivialize anything but definitely makes a noticeable difference (as long as you don't forget to turn it off when something starts attacking).