Path of Exile

Path of Exile Dev Tracker




03 Mar

Comment

Originally posted by Lucco1

exact same pose and outfit as the original, this is a f**king dankass post

Comment

Originally posted by twociffer

There was before, you just moved it from the left of Einhar to the other side of the entrance. I saw the earlier sceenshot!

Hahaha!

Comment

Originally posted by krone6

what changed?

There's now a stash in the Menagerie.

Comment

Originally posted by WalkFreeeee

Nice photoshop

I thought no one would ever find out that I actually photo-shopped my life and ES. Good eyes you have there Exile! /s

Comment

Originally posted by WaterFlask

this prolly means patch notes is only out next week?

i cri evrytiem

Comment

Originally posted by Quote_a

When you say will "usually" change those values, does that mean there are local damage mods that won't change those values? If so, any examples you can give?

To my knowledge, local damage modifiers will always change the displayed values (outside of cases where other modifiers make such changes irrelevant - quality won't change the displayed physical damage values on Storm Cloud, because increasing no damage doesn't cause any change).

But in that part of my post I was talking about local modifiers in general, there are some non-damage local modifers that do things weirder than just changing the values of an item - for example local modifiers that change what sockets the item has/can have.

Comment

Originally posted by Erisymum

Will this, alongside CoC and similar gems get the meta tag when poe2 drops?

Probably

Comment

Originally posted by Abdiel_Kavash

So wait, are skills supported by SS still able to be hand-cast? Or triggered by other triggers in the same link setup?

(Both questions for both the case when SS is turned on and off.)

The more I think about it, the more mechanical uses I come up with.

No. This is a trigger, and like all other triggers in the game, skills with a trigger cannot be used manually, and skills with multiple triggers are disabled, preventing triggering or using them at all.

Comment

Originally posted by Koervege

Does this imply somehow that the mod doesn’t get factored by the new Spellslinger?

Spellslinger only does anything with the Weapon's damage, which is the damage values shown on the weapon item. These are affected by local modifiers. These values are what becomes your base attack damage when you equip the weapon.

Non-local modifiers don't change those values, so have no interaction with Spellslinger.

Comment

Originally posted by anapoe

Do you happen to know if it goes below zero?

Physical Damage Reduction cannot be below zero.

Comment

Originally posted by Rumstein

+/-% directly is always additive to other sources.

It's directly subtracted from their "increased phys reduction" (which is fantastic terminology...).

it's subtracted from "Physical Damage Reduction".

"increased phys reduction" (or any equivalent) doesn't appear anywhere in the game - there are no "increased" modifiers that apply to Physical Damage Reduction at all, only + and - modifiers.

Comment

Originally posted by Abdiel_Kavash

Oh! Then I misunderstood the functionality of Spellslinger. I thought that each individual active skill linked to SS would have to be turned on individually to be able to be triggered. (Similarly to, say, Blasphemy supported curses.)

Ed.: Also, having SS be an active gem instead of a support gem has some implications regarding the usefulness of some "+ levels of socketed X gems" modifiers. (Or the Empower support!)

Ed.2: Does this then mean that the 0.5 second cooldown is tied to the Spellslinger skill, not to each individual triggered skill? If I have two different active skills linked to Spellslinger -- either in the same socket group, or in two different ones -- will I be able to trigger both skills within the same 0.5 second interval? Or will triggering one skill begin the Spellslinger skill cooldown, which prevents any other Spellslingers from being activated for the 0.5 second duration?

That's actually how it worked in an earlier prototype, but it was changed for a few reasons. The most glaring being that in order to work at all, that had to break the rule that skills with a trigger can't be used manually - you needed to be able to use the skill to turn the reservation on/off, while still making it triggered so the trigger could work (and then of course it needed to not use the overridden "reserve" behaviour when triggered that it did when used, despite being the same skill). We could do that (and did), but having it obey the established rules is more elegant, and safer in terms of potential bad interactions with other future content.

I don't know if we actually addressed this with the prototype, but if we went live with that version we'd also need to break the rule that skills with multiple triggers are disabled entirely (because you could add a second trigger while the reserve was up and then be unable to use it to turn it off). Which runs into ...

Read more
Comment

Originally posted by Abdiel_Kavash

What I'm saying is, to me, Spellslinger seems much more similar to say CwDT: triggers the supported skills when some event happens, and adds some bonus to the triggered skills. Unlike Bane; which can be used and has a notable effect purely on its own, but then gets further powered up by linking other active skills (curses) to it.

What makes Spellslinger a "skill-support", that does not apply to other triggers that do not require to be linked to a skill triggering the effect (again, CwDT for example)?

Like Bane, it has it's own active skill you use. That skill just isn't capable of doing anything until at least one spell is socketed. Bane can be used without any supported curses because it also applies it's own debuff. Spellslinger's skill can't because the only thing it's skill does is reserve mana (amount dependant on linked spells) and "turn on" the triggering of linked spells.

If Bane didn't have the DoT effect, it would still be a skill, it would just be a skill that didn't do anything without a linked curse.

It is literally an active skill that also applies a support effect, which is how Bane works as well. CwDT does not have an active skill, it's an entirely normal support gem.

Comment

Originally posted by Kay0518

Oh totally make sense. Thank you so much! Crystal clear.

For future reference, local modifiers will usually change something in the values shown above mods on the item, and usually make those values display in blue rather than white - because they're applying on the item and changing those properties on the item. So if you compare two weapons where one has a local damage modifier (including quality) and the other does not, you'll see the value near the top of the weapon for it's damage includes the effect of the local modifier. Anything which changes an item's base values that way is a local modifier.

Comment

Originally posted by Abdiel_Kavash

So... does Spellslinger do anything at all by itself, with no other gem linked to it?

Comment

Originally posted by MisterKaos

Blasphemy is the most obvious, though. And it currently already acts like one.

Blasphmey does not currently act like a meta gem, it acts like (and is) a regular support gem. It does nothing at all by itself, and just applies changes to each supported skill individually.

It will likely be reworked to a meta gem in PoE2, but that will involve a significant change to it's functionality, including probably making it a skill-support, like Spellslinger will be and Bane already is.