Heh, I don't think the community outside of Facebook knows about this Path of Exile meme.
Heh, I don't think the community outside of Facebook knows about this Path of Exile meme.
Call the next one "Danny DeVito is the greatest actor that has ever lived"
I'm running out of titles for these 2 incoming
Next title, "Please help me."
Oh, I'm sure you can think of something Bex.
I did. :P
You're assigning your own meaning to those terms which is not inherent in their definition.
Leaving aside that the correct term for this shape is a sector (a cone is exclusively a three-dimensional shape, not two-dimensional), since I've already lost the office fight for correct geometric terminology; areas in the game are defined by their shape -they frequently spread the damage to things in that shape out over time, and that doesn't change what the shape is.
Ice Nova's damage is still dealt a circular area, even though it doesn't deal all that damage at the same time, but spaces it out based on distance from the player.
The damage pattern of Ground Slam is directly equivalent to this skill - you seem to be trying to draw a distinction entirely based on visuals (the fact that the spikes at one end of the damage area are still visible at the same time as those at the other), which is not at all how anything in the game is or will be defined, because those ha...
Read moreIf I have 70% chance to avoid being frozen, and am then frozen, if I use a Taste of Hate to push my freeze avoid chance to 100%, will it remove the freeze since i'm now in the "immune" threshold?
There is no "immune" threshold. No amount of chance to avoid being Frozen can ever become equivalent to Freeze Immunity - because avoiding being frozen is inherently something which can only happen at the time you would be frozen.
100% chance to avoid being frozen is equivalent to "cannot be frozen" - both mean that no freeze can be applied to you. This does not do anything to freezes that were already applied.
Theres no way a game like poe uses integers for hitbox locations
Locations are absolutely integers, and that's entirely normal. I'd be very surprised if any game like this tried to use floating point math for that, because it's entirely unecessary, makes some very common calcualtions less efficent (espescially in pathfinding, which is a bottleneck in a game with this many entities doing it at once), and is extremely liable to cause desync, because floating point calculations can result in different answers when run on different processors, causing disagreements between the client and server.
Integer locations on a small grid are better in pretty much every way for the game logic (a continuous/floating-point location can be layered on top for display purposes, avoiding any "jaggedness" of movement - we do this).
This does not technically mean that modifying radius values by less than one would have no difference, though, since areas are actual circles and thus the extra fractional parts could be the difference be...
Read morebut they only give one third of sulphite
Thanks for the suggestion! I'll go tell the team. :)