Damage over time cannot penetrate resistances, so no
Edit: Also damage over time applied to yourself doesn't use any of your offensive modifiers
Damage over time cannot penetrate resistances, so no
Edit: Also damage over time applied to yourself doesn't use any of your offensive modifiers
Fixed a bug where Static Strike's to-hit checks did not alternate hands correctly while dual wielding.
Thought it was intended behavior. I've been building for main hand damage with it since level like... 30. I'm level 84.
It alternated weapons for damage, just not accuracy checks.
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Yes, sometimes
I think it's that identical buffs no longer stack up, so if you have, say, inc phys dam, and kill another inc phys dam, you'll just have one 'stack' of inc phys dam rather than two.
EDIT: see /u/Daniel_GGG below for the correction
Killing multiple monsters with the same mod still stacks - the bug was that you could get the same mod multiple times from killing one monster.
Edit: Multiple auras of the same type have never stacked though.
Kind of surprised they waited a year to decide that this wasnt intended.
This bug was introduced in 1.2.0, so it would only have been around for a few months. It was also fixed locally as soon as we discovered it, 1.3.0 was just the next patch that we could reasonably deploy the fix in.
"
Mpro wrote:
no israeli corner? :)
" liquidSG wrote: So how are currency drops factored into this? Does it roll it before the "is it unique/rare/magic roll first?
" ...Read more
" Mark_GGG wrote: Any arbitrary drop has a certain chance to be upgraded to magic, any drop that does has anohter chance to upgrade to rare, and any rare drop then has another chance to upgrade to unique. IIR increases the first chance - the chance an item will drop as (at least) magic. By doing so, this has a knock-on effect on the other rarities - if twice as many items drop as at least magic, and N% of magics upgrade again to rare, then, twice as many items will drop as rare, since the same n% is applied to a greater number, and the same again for uniqe.
" Malone wrote: Does it mean that base item is decided before the rarity ? If I remember well, GGG staff said the contrary before...
" mekakat wrote: The wording of Increased Item Rarity leads me to believe that each equipable item has an associated numerical "rarity." Each time an item drops, a random rarity is determined and then multiplied by your IIR. If this rarity is above a certain threshold (but below the next), it will be a magic item, or if it is above a higher threshold it will be a rare. I suspect Unique items may have different drop mechanics, so they will be disregarded.No, rarity is not a numerical value. There are four rarities in the game: Normal, Magic, Rare, and unique. "ra... Read more