/u/mark_ggg was it a typo or something?
We changed the description because the old one was incorrect on several points about mechanical interactions. Apparently in doing so a number went from being explicitly stated to not being so.
For the record, the default amount of base damage attacks deal is 100%, not 0%, so if the gem actually lost that stat, that would be a huge buff, not a nerf. But it hasn't lost the stat.
/u/mark_ggg is just salty he wasn’t invited to the AMA
I have far too many questions to answer already :P
But Shockwave Totem doesn't meet one of the criteria you listed for the Nova tag:
It interacts with spells which have the new "Nova" tag, which is for AoE spells that non-directionally target an area centred on the caster,
Since it's centred on the totem, not the caster.
The totem is casting the shockwave spell, which is a nova.
Shockwave totem (like all inhernetly-totem skills) is a nova spell which comes "built-in" with a totem that casts it for you. It's the same as Ice Nova being cast by a Spell Totem from the support, the Shockwave Totem skill just comes with the "makes a totem to use this skill for you" part built in, like how Split Arrow inherently has "additional projectiles" but other skills need to get that from a support to have it.
How the f**k isnt shockwave totem not on this list lol
Good catch! That is indeed also a nova, and will have the tag in 3.9.0.
So, to specify an item that has no influence i do this:
ShaperItem False ElderItem False CrusaderItem False RedeemerItem False HunterItem False WarlordItem False
?
There is currently no way to specify an item should have no influence.
I've been wondering about this myself. I don't really want to bother you, but /u/Mark_GGG, can you shed some light on whether those two modifiers will be addtitive or multiplicative?
I would hope and assume multiplicative because they're both "more" modifiers, but there's no precedent for several modifiers of this type to apply at the same time and stuff like stack modifiers can be additive even as more modifiers.
Multiple "more" modifiers are always multiplicative with each other.
I think he was referencing this post from chris: https://www.reddit.com/r/pathofexile/comments/2d6xiv/eternal_and_diamond_supporter_newsletter_76/cjmr9ke/
Ah, I don't remember that one. That would have been a later bug then. I always the remember the "shock did nothing for several months" bug, probably because that was entirely my fault :P
AFAIK, only support gems can change what other support gems can apply. Uniques can't do that. Hence the duration effect on old Burning Arrow because Pitch Darkness exists.
Though I might very well be wrong. /u/mark_ggg, can you confirm?
This is correct. Only support effects can change skills in ways that affect which other support effects can apply. Because this isn't a support effect, it can't change which supports apply to the skill.
In line with more questions about the barrage support. Will galvanic arrow supported by barrage create the damage cone on every projectile? Or is there only one cone per skill activation?
Every Galvanic Arrow projectile in sequence has the damage cone!
Since the explosion includes a part of the weapon damage, does it count as "Damage with weapons"?
Yeah, those kind of stats were why the base damage was added to the explosion, so they'd affect the whole skill.
Cool, that makes sense. Will the sequential projectiles then just target near the cursor instead?
Yep!
Will you inform us of said cap? I for one am planning an explosive arrow miner for stacking one juicy ignite so if capped at like 25-50 arrows these type of builds are dead - which is fair but better to know that going in.
We'll add it to the patch notes when we have a number.
Do the generic bow damage over time modifiers on many of the ranger nodes scale the ignite?
Yep!
Is this taking Ballista into account as well as a potential single player setup?
Yeah, ballista totem support is definitely one of the better ways to stack up explosive arrows in a target.
So are we talking one dude with Quill rain and barrage should be okay? Thanks for the heads up.
That's the goal, yes. Even if the ignite cap is reached, the damage of any extra arrows is still added to the total, so more arrows in a target are never completely wasted.
Speaking of the Barrage support - I don't suppose you'd be able to disclose how it functions when applied to Power Siphon? Does Power Siphon's automatic enemy targeting still function when Barrage Support is in use?
It does function for sequential projectiles on the barrage, but if there is only one enemy it won't auto-target that enemy with the sequential projectiles.
What kind of ignite multiplier are we looking at?
We're doing some last minute balance testing on this, but the goal is to just limit a setup where you have your whole party shooting Explosive Arrow barrages into a target to stack that ignite multiplier to horrifying levels, rather than the average single player setup.