Well that makes A LOT more sense in the context of the conversation. Thank you.
Like I'm certain you are aware, but doesn't that open a jar of balance worms (pun intended) for future and even current encounter design?
My crude understanding was you guys use attacks for most things, even some things that look like spells, so it interacts with the defenses that are more common to build, and make spells and damage over time effects for things you don't and expect the player to dodge.
If I had spell block, Dodge, and evade in good numbers, I like my odds that Sirus would never hit me unless you made him cheat.
Slightly related, what's your team general thoughts on Max spell block being somewhat easily achievable?
The same amount of evasion and spell evasion won't give the same chance to evade, we'll be adjusting this number to be a reasonable bonus that doesn't trivialize anything but definitely makes a noticeable difference (as long as you don't forget to turn it off when something starts attacking).
u/bex_GGG can you investigate if we can have this?
I started looking into it yesterday but I don’t have anything to report yet.
is the implicit operator really an exact match for the number, but not for the colours? is it just a typo?
No typo. For Sockets and SocketGroup, the default operator (=) is a little odd, in order to preserve backwards compatibility. So yes, the number is an exact match but the colours are not.
The exact equals (operator ==) will force both number and colours to exactly match, if you want. Or you can use operator >= to make both number and colours accept more.
does such condition apply to multiple groups on the same item?
Yes, operators affect all conditions, if multiple conditions are specified.
would SocketGroup 4 match an item that has 1 group of 4 linked sockets and 1 group of 2 linked sockets?
Yes. SocketGroup matches items that contain a matching link. It doesn't care if there are other non-matching links. If you want to filter for 4 links with no ot...
Read moreWhy do you say “tends to be”? Maim can be an aura for the character, but besides that, in what way can enemies apply maim/hinder not using the usual methods?
Hinder can also be an aura (Singularity unique item), and can be applied by mines (which can be from an attack or spell skill). And once that's been done for players it's something designers may well have re-used on monsters somewhere without me being aware of it - my knowledge is much better on "what mechanisms have been added to the game" than on "which of those are currently used in specific contexts (such as: by monsters)", because I'm involved in making the thing work, not so much in all the places it then gets put to use.
So you're saying the name is "similarity" league?
Interesting question.
We have a plan for something similar to this but not exactly like this.
Read moreplease more light options please more light options please more light options
...f**k
AreaLevel changes everything though. One of the main reasons for having separate filters is because you can't distinguish area levels. Now you can have wisdoms showing at low level, but not high level, in the same filter. There's a ton that can be done with that command alone and it's possible that I could eliminate a strictness level and go down to 2 filters from 3. At the very least a lot of the override blocks will be reduced or removed.
Mirrored is nice, especially for chance bases. Sockets finally recognizing Abyss sockets is also neat.
edit:
SocketGroup "X": Groups of linked sockets on an item, for example "RGB". Can have multiple SocketGroup requirements within one filter, for example 'SocketGroup "RGB" "BB"' would filter for any option in that line rather than all options in that line.
Not sure what's cha...
SocketGroup could already filter for multiple options in one line - it's how my levelling section has been written for over a year now.
Ah, you're right. This isn't new.