So... can we buy stacks of Scarabs at once?
Scarabs aren't currency items
So... can we buy stacks of Scarabs at once?
Scarabs aren't currency items
It's not steam, GGG has to go and make a dev page for themselves in steam (it's a new addition https://store.steampowered.com/publisher/)
Okay, this is done now! https://store.steampowered.com/developer/GrindingGearGames
So that we(I) can vote for them as The best developer award.
Okay, that's done now. Sorry for the delay! https://store.steampowered.com/developer/GrindingGearGames
Wtf? Even if I had good internet this would be annoying. With adsl2 and 250gb data/month, this is basically making it impossible to play.
I know the last update was all f**ky, so I did the full download since they didn’t really have an answer for it. But why do I have to redownload exactly 14.1gb again when my game file is at 14.1gb installed?
Just to be clear, the last two mods only count mods the actual map item, not from Sextants or Scarabs that may apply to it.
Scarab stash tab you say?
They go in an existing tab which will be modified to accommodate them.
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AnExile_onthePath wrote:
"all users who were affected will have to re-download the game one last time to get back to normal"
Just to be clear, does this mean that everyone who had the 14g download will now have another 14g download next patch? Or does it mean that they will have to reinstall the game?
But Discharge doesn't specify that you get the damage from discharging a charge, it only says you get damage bonus per charge, for example:
Discharge all the character's charges to deal elemental damage to all nearby monsters.
Deals 221 to 331 base Fire Damage per Endurance Charge
So if I have +1 to minimum endurance charges and I have only one EC and no other charges at the moment, I cannot cast discharge because I have no expendable charges. But let's say I generate a power charge to allow me to cast dischargwould I still get the fire damage bonus to it, because I had an endurance charge that wasn't discharged?
Discharge does not say that currently, because the detail was meaningless until the introduction of modifiers to minimum charges.
I'm curious as to how it will look on our buff bar. Would it show up as 1 charge with no listed duration? When you have above the minimum number of charges, do they then also show up with a duration for those charges and when the duration runs out the other charges expire while one remains?
It's definitely something intriguing, although I'm not sure how much potential it actually adds to any builds, considering how most builds that want consistent charges will either want multiple charges anyway, or have some way of generating charges which effectively keeps them at maximum regardless of your minimum. Could be useful for Tectonic Slam builds that don't go Juggernaut (as long as Tectonic Slam doesn't have that synergy changed), I suppose. And maybe for things like Tulfall that make you lose all of your charges under certain conditions where you might want to keep some?
Would it show up as 1 charge with no listed duration? When you have above the minimum number of charges, do they then also show up with a duration for those charges and when the duration runs out the other charges expire while one remains?
Yes to all of the above.
So is infinite Flickerstrike a thing with this mod?
No more so than it already is at 0 minimum charges.
What happens if you have 0 maximum endurance charges, but 1 minimum endurance charge?
EDIT: My guess, having thought about it for a bit, is that Max charges determines whether you can gain a charge, and min charges determines whether you can consume/lose a charge. I would assume, then, that if you had no charges (which I'm pretty sure is the case when you change zones), that you wouldn't then be able to gain up to 1.
What happens if you have 0 maximum endurance charges, but 1 minimum endurance charge?
We discussed this internally for a bit - like proton streams, we can't allow the maximum and minimum to cross. The rule implemented is your minimum charges can't be raised higher than your maximum (it could have been the other way around mechanically, but that made less sense).
In effect, maximum charges is also maximum minimum charges.
i don't think they went that indepth in coding this to make sure that this cannot be consumed by skills, why would they? It makes more sense for it to act like an infinite duration endurance charge that recharges upon consumption.
You have the difficulty of implementing those things way backwards.