You combined two of my favourite things... and turned them into a meme. https://i.imgur.com/igZYcOx.gif
You combined two of my favourite things... and turned them into a meme. https://i.imgur.com/igZYcOx.gif
I need to get a real signature :P Thank you for your support!
Ailments are really something you should understand if you're using them.
Can you find the mechanics details of ignite, chill/freeze, and shocked in the game? Honest question as I've never looked. If so, then I would agree that the new ailments don't need to be explained outside the game. I do think the new ailments should be just as understood as the old ones, which got detailed explanations behind them.
Can you find the mechanics details of ignite, chill/freeze, and shocked in the game?
These all have reminder text - any stat which causes them or has a chance to cause them will have reminder text attached (can be viewed by holding alt) explaining the basics of how they work.
The "main" 4 elemental ones can be caused on crit (on hit for chill) without any stats, so it's possible to be inflicting them without having an item that includes that explaination, but I believe those ones are specifically covered by the in-game help panel as well.
The new ailments are the same - if you can inflict Scorched, then the same stat that lets you do that also has the reminder text that explains what Scorched does.
Makes sense, but you don't think it's stupid as hell to make such changes to the passive tree if they're only tied to a few uniques and not found in-game from mobs or general sources? imo only reason to put stuff onto the tree is if you want to make it part of core game and have both players + mobs use it.
We didn't change the tree specifically, we changed the reminder text on things that refer to "ailments" and then explain what things that means, because that has changed. How easy that thing is to get doesn't matter, it is an ailment, so the explaination of what things are ailments needs to include it so it's not lying to the player.
Read moreThank you for the response; there are a few things I'd like to address.
Burning is not a "status effect".
The reason I treat it that way is because that feels like the most reasonable way to implement it in the game's logic: instead of scanning through a large list of possible sources of fire damage over time that affect the player at the moment the flask only needs to flip one bit, e.g. "is_burning", from 1 to 0, that constitutes the removal of burning, and that, in its turn, propagates to the sources of fire damage over time. Isn't it how it's implemented? Otherwise you'd have to hardcode any new source of fire damage over time into the flask's (or any other possible source of the same effect) mechanism of action so that it didn't forget to remove it.
Out of curiosity, were debuff-less (hence, invisible) DoT effects planned from the beginning? Because nowadays it feels weird that you'd single-out burning ground with its own debuf...
The reason I treat it that way is because that feels like the most reasonable way to implement it in the game's logic: instead of scanning through a large list of possible sources of fire damage over time that affect the player at the moment the flask only needs to flip one bit, e.g. "is_burning", from 1 to 0, that constitutes the removal of burning, and that, in its turn, propagates to the sources of fire damage over time. Isn't it how it's implemented?
I'm not sure I have a great grasp on the way you think this stuff is structured, but I have enough of one to say it's definitely not like this.
Have you considered making it so that burns deal significantly less damage during a Dousing flask's effect? Because as of right now it is pretty useless against e.g. Scorching Ray (very noticeable in PvP!) whereas a flask of Heat gives full protection from continuous sources of chill.
The flask's main purpose is i...
Read morei think that's chris' wife. a
nd bex wasn't employed at "horror reef" times yet
I was in the room when that photo was taken.
Somewhat bad photoshop of two people vaguely reminiscent of Bex and Chris.. I know, I know. Chris is really blending in with the background because of the shirt he's wearing but believe me he's there.
That is not Bex
[deleted]
I should have said Nov 16-17, 2019.
Are the discrepancies in the new frigid wake 3 vs 4 seconds and freeze chance on uniques because they changed the patch notes today? Not sure which one is correct now.
PoB is correct there; it was a fairly late change that wasn't reflected in the patch notes.
I can't simulate any effects outside of what's already present in your engine. I don't know LUA. But, I'm happy to do the item template changes, yeah. What format would be most useful to you? A single .txt file?
Yep, that'd be fine.
When will impale receive support ? Like "have you impaled recently"(for the +1000 armr) and "# of impales on enemy"?
Hopefully some time in the next week.
Volkuurs guidance. Only seeing the lightning version
Are you sure? They're all there for me.
Good point. I also noticed a bug earlier. If I have "Increased Duration" linked with something like "Vortex" and then go to look at the duration in the Calc tab, it is listing the "Increased Duration" as "Efficacy".
Took me a second to realize it was the Increased Duration gem and I was confused why it was saying I had Efficacy linked with it.
That's a known issue.
So like, are you able to work on PoB while at the office?
Nope, I've been working only on the game there. Too much to do!
Hey thanks again for your great work!!!
Since i am at work I was wondering if the "mainhand" changes to the melee gems are already in there or if there coming with the other gem changes? Can anyone confirm?
Not yet; that'll be coming with the other skill changes.
Hi, would it be possible in the future to add in the PoE the numbers regarding the conversions that a build has
That info can be found in the Calcs tab.