Mark_GGG

Mark_GGG



09 Oct

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    Mark_GGG on Forums - Thread - Direct

Being "unaffected" by a debuff does not stop that debuff being inflicted, it means that debuff being on you does not inflict any of it's stats. In the case of bleeding, that stat is physical damage over time.

So while you are unaffected by bleeding, bleeding will still be inflicted on you, and this is correct. But it won't be causing any damage.


08 Aug

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    Mark_GGG on Forums - Thread - Direct

There are two distinct things named "Far Shot" in the game.

"Far Shot" as a stat is an named keyword effect in the game, which has not changed. It's effect is "Projectile Attack Hits deal 20% less Damage to targets at the start of their movement, dealing up to 60% more Damage to targets as the projectile travels farther".
This is what Lioneye's Glare grants.

"Far Shot" is also the name of a notable passive skill on the Deadeye ascendancy tree.

Previously, the "Far Shot" passive skill granted the "Far Shot" named effect (as well as other stats). It listed this by having "Far Shot" in the text of stats it grants. This has now changed to no longer grant the "Far Shot" named effect, and instead grant a different effect that also scales damage with projectile distance, and is spelled out in full as it is not a keyword. This being a distinct effect means it will now stack with the actual "Far Shot" bonus if you have both.

The patch not... Read more

23 May

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    Mark_GGG on Forums - Thread - Direct

This is not technically a bug. Totem range only defines the maximum of how far away a totem can detect enemies. If the totem's skill can't reach that far it will detect them, but will not use the skill until they get close enough to be hit by it.

I've made a note to look into why this totem's range is set so high when it only ever has the one skill and can't reach nearly that far with it.


05 May

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    Mark_GGG on Forums - Thread - Direct

This is not a bug. Triggered skills target where the trigger happens - for the case of triggers from using your skills, they target the same location as the skill you used that triggered them.

Ice Nova is a self-targeted skill, it always targets your own location (and a skill which requires a direction, such as a movement skill will pick a random direction if targeted at your own location. Ice Nova of Frostbolts targets a location near the cursor because it has to look for frostbolts in that area.


27 Mar

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    Mark_GGG on Forums - Thread - Direct

I fixed a bug with Blazing Salvo forking in 3.23.1 (the projectiles did fork on hitting enemies, but then didn't travel any distance, just fell straight to the ground and exploded). Chain was working fine at that time.

I have tested in-game just now and both chain and fork do correctly work. They require one of the projectiles to hit an enemy (chain can occur from terrain if you have a stat to allow it), which is not guaranteed due to the randomness of the projectile's trajectories, but does reliably occur when they do collide with enemies.


20 Mar

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    Mark_GGG on Forums - Thread - Direct

This does not actually happen.

Ice Nova of Frostbolts has a special behaviour explicitly described on the gem, where if cast on a frostbolt, the spell will not repeat, but the nova will occur again from the same frostbolt. When not cast on Frostbolt, it repeats normally.

Repeating means a single use of the skill plays the cast animation again, causing all effects of the skill to happen again. Ice Nova cast on frost bolt does not do that, instead you play the animation once and then after the nova happens, it just happens again without your character repeating anything.

What's actually happening in the linked video is you're spending mana more frequently when casting on the frostbolt because you are no longer repeating - rather than paying the cost and playing the animation twice, you're paying the cost and playing the animation once, but each animation is still giving you the second nova after the first from that cast. So you are spending more frequen... Read more

11 Dec

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    Mark_GGG on Forums - Thread - Direct

Those modifiers specifically apply to Reservation Efficiency of Skills. Midnight Bargain is an item, not a skill. Aspect of the Spider is granted by an item, but is itself a skill.


07 Dec

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    Mark_GGG on Forums - Thread - Direct

Storm Brand inherently deals area damage, the transfigured gem does not change that. It sends beams to some number of targets, including the branded enemy), and deals damage in an AoE around those targets hit by beams.

Storm Brand of Indecision only hits one enemy (the branded enemy, if it has one) with a beam, but that beam still causes damage to that enemy and those around it, just like the base skill's beams.


21 Oct

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    Mark_GGG on Forums - Thread - Direct

This is not a bug. Summoning a totem is not casting a spell.


18 Sep

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    Mark_GGG on Forums - Thread - Direct

" a_z0_9 wrote: Either the skill description or its mechanics is wrong:

" Modifiers to the skill's duration will also affect the delay between these strikes.


The line makes me think the skill should perform 6/.25 + 1 = 25 instant hits against single target if its duration is scaled down to 0.

What is expected:
  100% reduced duration Vaal Storm Call hits target or a group of targets
  fixed amount of times (s...
Read more

12 Sep

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    Mark_GGG on Forums - Thread - Direct

The behaviour is correct. Links are one-way. If you link to another player, they are the linked player, you are not.
If another player links to you, but you don't use any links of your own, you are their linked player, but you do not have any linked players.


06 Sep

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    Mark_GGG on Forums - Thread - Direct

This is not a bug and is not new.

Different character models have their own entirely separate animations. The Ranger's AoE spell animations happen to generally have the contact point (the point during the cast time when a spell "goes off") later in the animation compared to the Witch (roughly 56% through the animation compared to 34%).

This makes very little difference in general, but in cases of very specific timing such as this, the difference will matter - the Ranger would need more cast speed for their cast curse to be applied before the cascade from the triggered one, compared to a Witch.


24 Aug

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    Mark_GGG on Forums - Thread - Direct

We're aware of the bug described here and it has been fixed.


23 Aug

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    Mark_GGG on Forums - Thread - Direct

" Thistimeyoudie1990 wrote: If I step into a map with a floor degen stepping on this normally stops energy shield recharge rate right?

lets say I step on it without petrified blood and with full life the degen reserves my life and I lose life equal to the difference but my energy shield recharge from eternal youth is not interrupted.
I tested in-game and this behaviour with damage-over-time specifically is as you describe currently. This is a bug.

The reason for the bug is that internally, taking damage from a hit and taking... Read more
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    Mark_GGG on Forums - Thread - Direct

" Thistimeyoudie1990 wrote: When using Dissolution of the flesh and Eternal youth combo no damage should be able to stop your energy shield recharge since you are reserving life not actually taking damage.
This is not and has never been true.

You are taking damage, and the result of taking that damage is changed from losing life to reserving life. But reserving life can still make you lose life - if your maximum unreserved life drops below your current life value, you inherently lose life equal to the difference,... Read more
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    Mark_GGG on Forums - Thread - Direct

"Damage Types" in path of exile are Physical, Fire, Cold, Lightning & Chaos (there's also technically Darkness, sort-of).

Attacks, projectiles etc are ways damage of any or all of these types can be dealt, but they are not damage types.

The Ngamahu passive skill transforms modifiers that apply to damage types other than fire to instead apply to fire damage. It does not change anything else about those modifiers, such as being restricted to attacks, or other conditions for getting the bonus to apply.


21 Aug

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    Mark_GGG on Forums - Thread - Direct

" Gobi_Senpai wrote: If I have Righteous Fire enabled, a monster ignites me, and then the ignite goes away, do I stop taking damage from righteous fire if I have Kaoms Binding equipped?
No. You were consistently taking burning damage from Righteous Fire the whole time, so never stopped taking burning damage - the mod on Kaom's Binding only does something if you stopped taking burning damage; i.e. you change from taking some amount of burning damage (fire damage over time) to taking 0 burning damage.


27 Apr

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    Mark_GGG on Forums - Thread - Direct

Skills triggered by CwDT target the object that dealt the triggering damage to you. It looks like in your case, you're dealing damage to yourself with Heardbound Loop ring to trigger these, so since you're the origin point of the damage, the skills will target your location.


20 Apr

Comment
    Mark_GGG on Forums - Thread - Direct

No modifiers to Mana Cost affect the Life Cost. They only affect the Mana Cost
Modifiers to Cost affect both parts of the cost.

Comment
    Mark_GGG on Forums - Thread - Direct

I don't see anything here that definitively appears to be a bug.

Fireball's projectile explodes only in the case where it can't continue onewards - this is not new. Fireballs that hit a target and split, pierce, fork, chain or return do not explode. That was the case before 3.21 and is still the case. Fireball's explosion is the projectile itself exploding, it can't do that and also continue on.

In the video with the boss, the returning projectiles are travelling through the boss, which would indicate they're piercing it, which is why they don't explode there. IF there is no pierce on the projectiles then something else is happening, but the non-pierce case seems to be working correctly for me in-game.

The Kinetic Blast projectile itself never explodes, but it creates explosions randomly around it each time it impacts something/stops moving, regardless of whether it continues on with one of the afformentioned behaviours.

Returning projectiles... Read more