It appears that the poison chance isn’t being multiplied, it’s just the initial value shown on the tooltip. Thanks!
It appears that the poison chance isn’t being multiplied, it’s just the initial value shown on the tooltip. Thanks!
I’ve tested Focal Blast and Ucenui’s Sphere is working correctly. It may just be hard to see-- Water Orbs are a projectile that deals cold damage.
It doesn’t look like this bug is specific to Focal Blast-- we’ll look into it. Thanks!
Thanks, I’ve confirmed the issue. It’s happening to all kinds of offhands, but that’s the only slot that seems to be affected.
It looks like Siphon isn’t working for detonations that are caused when you arrive. Thanks for the report!
This is a known bug with enemies that resurrect, sorry about that.
Unfortunately the link you posted has expired. If you add the log file to a .zip it will be much smaller and you should be able to attach it to your post here.
It’s likely that this is a bug we have a fix for in 0.7.8, but I can’t say for certain until I see your log file.
We’re aware of this bug and will work on a fix. Thanks!
We’re aiming to include fixes for this in 0.7.8, sorry about that.
In the meantime, there is a workaround that should work. If you open the ladder in-game (by pressing the L key by default) before doing your run, it should be recorded properly. You’ll need to do this each time you log in.
The Celer Mortis node on Skeleton Mage is actually granting 3% base crit chance and isn’t scaling per point. For our next update it will correctly scale with points allocated and the tooltip will state the correct 3% per point. Sorry about that.
Using the actual 0.7.7f numbers your Mage’s crit chance is 40.3%, which seems in line with what you saw experimentally.
I’ve checked Ice Bite and it indeed does not multiply the damage, but the radius change and cold conversion seem fine.
Thanks!
I agree that it probably should be able to hit the same target with recasts so I’ll flag it for review internally. Thanks!
Thanks for the report, I’ve confirmed these and we’ll look into them.
Thanks, there does seem to be some inconsistency for how Thorn Totem stats are being applied. We’ll look into it.
It seems like the Idol itself isn’t working, rather than this being a problem specific to Drain Life. We’ll look into this, thanks!
I’ve tested this internally and the node is generally working.
However, if the amount of health you heal is greater than the amount of health you have missing, it won’t work. (i.e. if Healing Hand would heal for 100 health and you only have 50 health missing, it won’t work).
We’ll look into this, thanks.
Thanks, it turns out the value was changed to 80% less a while ago but the tooltip was never changed. I’ll update the tooltip.
Sorry about the graphical issues-- we haven’t been having the worst issues internally so it’s difficult for us to solve. We will continue working on it.
Are you referring to the delay between casting Ice Thorns and when the projectiles shoot out? I see that you have the Thorn Shield node, which causes Ice Thorns to make a shield for 1 second, and then fire the projectiles. So, this is working as intended.
From the node’s wording, it should be affected by increased healing effectiveness. I’ll note down to either have that fixed or to change the wording. Thanks!
This is true, but the bug reported here is different.
Thanks for the report, this should be a simple fix.
Grasp of the Damned is working as intended for me, I was able to affect more than 3 enemies. Are you certain you have enough enemies within Drain Life’s Area of Effect? If so, please post a screenshot of your skill tree.
Blood Pact is indeed not affected by reduced health drain, which is a bug.
Thanks for the report!