Daniel_GGG

Daniel_GGG



23 Jan

Comment

Originally posted by KarvarouskuGaming

Does this bug fix only affect people that haven't yet encountered Sirus yet (so pre-20 watchstones) or also people who are trying to spawn their influence by running one map past 20 watchstones?

The example /u/Hartlin_GGG mentions above is only referring to pre-20 watchstones Atlas, but the wording in the patch notes could mean it affects both states?

The 33% roll to spawn in a map they had already spawned in applied to both pre- and post-Sirus spawning. With post-Sirus spawning the roll compounded with the base chance for an encounter to spawn.

The original patch note was ambiguous about it applying to post-Sirus conqueror encounters, so I can see how people wouldn't have known it was intentional.

Comment

Originally posted by [deleted]

So the base encounter rate of conquerors, which is around 30% to encounter in an influenced map, isn't being changed, right ?

That chance is not being changed at the moment, no.

Comment

Originally posted by PacmanNZ100

Was this actually a bug or intended design?

It seemed like having to run maps across the region to "find" the conqueror made sense. Bs you find the influence in one map then find it a second time running that map back to back.

This was intended. Originally you couldn't encounter a Conqueror twice in the same map during that "chase" at all. This was then changed to a 33% chance in 3.9.1, and now we are removing the penalty for running the same map completely.

Edit: clarity


17 Dec

Comment

This is a bug!


04 Mar

Comment

Is bug, will fix


20 Jun

Comment

Fixed, will probably go in a patch sometime after 2.3.1


06 Apr

Comment

Originally posted by insomm

Ondar's guile is the god send to any projectile build that wants to avoid reflect.

I can't fully explain it to you out of the top of my head (I recommend you give it a read in the wiki), but the way evasion works with crits is the hits get rolled twice, once to see if it crits, and once to see if it hits. The way this works with crit reflect is that not only you have a chance to avoid the hit entirely but also to turn a crit into a normal hit, making it much easier to handle.

The only thing you want to avoid is something like a lioneye's glare or resolute technique (hits can't be evaded), or you won't be able to evade your own reflect.

Reflected damage cannot crit, so the evasion check to downgrade a crit isn't really applicable

Comment

You can evade the reflected damage from all parts of ice shot unless you have the "hits cannot be evaded" stat


25 Feb

Comment

Originally posted by pes_planus

So how do you explain what happens in the video?

It's a bug. If it's bugged in the way I think it is, it should be easy enough to fix :)

Comment

Originally posted by abcnever

cyclone has a target limit of 8. that's why this happens. It has been this way ever since the release of the skill and i still dont understand why GGG hasn't removed the limit yet.

There is no target limit on cyclone.


12 Jan

Comment

The patch note is incorrect. 1.3.0 actually fixed the mana orb not showing as reserved when you had Blood Magic.


18 Dec

Comment

Damage over time cannot penetrate resistances, so no

Edit: Also damage over time applied to yourself doesn't use any of your offensive modifiers


15 Dec

Comment

Originally posted by Ghudda

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.


12 Dec

Comment

Originally posted by [deleted]

[deleted]

Yes, sometimes

Comment

Originally posted by angripengwin

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.

Comment

Originally posted by Fluffcake

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.


01 Oct

Comment

" Malone wrote: Does it mean that base item is decided before the rarity ? If I remember well, GGG staff said the contrary before...


No, the rarity is decided first using the method Mark described.