" Demon_Knight83 wrote: We love you, Bex! I think we're all excited to see what the next five years holds for the community.
<3
" Demon_Knight83 wrote: We love you, Bex! I think we're all excited to see what the next five years holds for the community.
re. 4) Wasn't there a bug a while ago which made many bosses raiseable as spectres?
Granted, they were completely broken from a balance perspective. But a lot of the mechanics worked as-is.
Not all, and many of those caused weird problems or crashes as well. Map Bosses in general are safer (because of being built in general to support the twinned mod), although there's still a distinction between spawning multiplies at level generation and spawning something during the gameplay which isn't expcted to be spawned that way. But lots of the non-map bosses are tied to their area in odd ways - as one example, any Brutus dying will permanently change the environment/lightning settings for that instance (I know from experience this causes weirdness if you spawn and kill him in the wrong area, but just spawning the extra means that can occur without killing the "real" one). They also grant quest flags, do special drops, and other, weirder mechanics, all of which are tied to being that monster.
Any hints? :)
No
1) That's not how tags work. Tags don't cause any behaviour, they signal behaviours the skill has. Actually making converted monsters be minions doesn't work under the current minion system and would require substantial changes to minion systems as a whole before we could start on that. This is nowhere close to "easy", nor a "small" change.
2) Not only is that not how tags work, the behaviour you suggest isn't even the behaviour that would be indicated by the trap tag. Conversion Trap is a trap, and thus already has the trap tag. There is no way to just arbitrarily change modifiers that affect traps to also apply to other effects of the skill being used by the trap - specific types of modifiers could potentially be manually applied, similar to how, say, Caustic Arrow has a stat that makes projectile damage modifiers apply to it's damage over time. Even then, this would only apply to the conversion effect, not the monster itself, because that monster fundamentally d...
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Any good rare one-haned weapon would be the most broken, because of the horrible things that would result from Animated Guardian having the stats of two off-hand weapons at the same time. Depending on the specific stats invloved that could be anything from "crazy op" to "crash the instance", but it would definitely be broken.
Interestingly Crit% in PoE functions as additional accuracy (if your accuracy isn't capped), since a "missed" crit turns into a normal hit.
This is incorrect. A missed hit never rolls crit chance in the first place.
If you do hit, and the crit chance determines a crit, accuracy is rolled a second time for that hit (without evasion entropy, so fully random), and if that accuracy test fails, the hit is demoted to non-critical.
Crit chance does not cause you to hit more, but lack of accuracy does cause you to crit less.
Besides commands are there any other secrets that weren't discovered?
Yes
Outstanding work! I love it!
Help Alva find the Vaal Architects
nice