Mark_GGG

Mark_GGG



31 Jan

Comment

Originally posted by thefabricant

/u/Mark_GGG If an aura is supported by both divine blessing and generosity, it is not active on you. The wording on the gem implies that if the aura is not affecting you, then you can have more than one. Does this mean that by supporting auras by both of these supports, you can support as many auras as you like with divine blessing and all of them will apply to your allies?

Secondly, in the image provided for Divine Blessing (at level 20) it states that supported skills cost +233 mana. For clarification, does this mean that the cost to cast the skill is equal to that base cost of 233, or is it equal to the reservation cost + 233?

If an aura is supported by both divine blessing and generosity, it is not active on you.

Incorrect. The aura is on you, it is not affecting you. Those are very different things. An aura is on the thing it originates from, regardless of whether it is affecting that thing.

Secondly, in the image provided for Divine Blessing (at level 20) it states that supported skills cost +233 mana. For clarification, does this mean that the cost to cast the skill is equal to that base cost of 233, or is it equal to the reservation cost + 233?

The 233 is not a base cost, it is an addition to the base cost. A Reservation is not a Cost. The gem changes the reservation to a (base) cost, and also has a modifier that adds to the cost.


30 Jan

Comment
    Mark_GGG on Forums - Thread - Direct

I tested this in game and the projectiles split just fine while using Sire of Shards.


28 Jan

Comment

Am I correct in assuming that this damage is not effected by the increase in damage effectiveness? Since it is "base" and not "added".

Yes.

Can someone tell me exactly what "Spend Life instead of Mana for effects of Skills" applied to?

Any spending a skill does as part of it's effect, rather than a cost. I think the only case of this currently in game is Arcane Cloak - "Spends x% of current Mana".

Comment

Originally posted by 4mb1guous

With the changes mentioned in the patch notes, starting with Manabond:

Now has 160% Effectiveness of Added Damage at all gem levels (previously 100%).

So, Manabond specifies that it "Deals base Lightning Damage equal to (15-34)% of missing Unreserved Mana". Am I correct in assuming that this damage is not effected by the increase in damage effectiveness? Since it is "base" and not "added".

For Blood Magic:

The Blood Magic Keystone no longer has "Spend Life instead of Mana for effects of Skills" and it now has "10% more maximum Life".

So old Blood magic has these modifiers:

Removes all mana
Skills Cost Life instead of Mana
Skills Reserve Life instead of Mana
Spend Life instead of Mana for effects of Skills

Now it is:

Removes all mana
Skills Cost Life instead of Mana
Skills Reserve Life instead of Mana
10% more maximum Life

Can someone tell m...

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That's for skills that spend mana as part of their effect, rather than as a cost, such as Arcane Cloak's "Spends x% of current Mana"

Comment

Originally posted by frn50

So if I have 2 [[Emberwake]] rings, the "40% less burning damage" stacks additively (since being the same item, it must be the same stat) and I end up with 80% less burning damage?

No, that's not the same stat in that case. Under the hood, Emberwake is one of those rings that gives a different stat based on whether it's in the right or left ring slot, just both the stats are 40% less burning damage multipliers.

But you have identified why rings and one-handed weapons rarely have multiplicative modifiers in general - because we have to do that kind of bullsh*t for them to work.


27 Jan

Comment

Originally posted by ZeusKabob

That's really interesting, now you've got me very curious about how that works internally. In my mind modifiers worked by taking an accumulator bucket for additions/subtractions, an accumulator bucket for increases/reductions, and then multiplying them with each more multiplier in order, optimizing to ignore each step if there's no modifiers to them.

You'd end up not having to create an accumulator for increases/reductions, but then have to do a product of a single more multiplier, which I'd have imagined would be easier.

Perhaps my oversimplified assumptions are what makes it different from what's actually been done.

edit: Oh perhaps the more/less modifiers have to be maintained as objects where increases/reductions can simply have its value added to each accumulator bucket that qualifies for its mods and then ignored from then on?

Stats have values, and those values can come from multiple sources. The value of the stat is fundamentally the sum of all the values contributed from things adding that stat - i.e. any given stat is fundamentally additive with itself. This makes sense, if boots give 3 value of something, 3 passives give 2 each, and a buff gives another 1, you expect to have 10 total value of that thing.

As such, only one stat is needed for standard increased/reduced [thing] modifiers, and each thing that needs to increase or reduce [thing] just adds some value component to the [thing] increase/reduce stat (positive for increasing, negative for reducing).

But each multiplicative modifier needs to be it's own separate stat and can't be re-used in any context where something could end up getting the same one from multiple sources, because they would stack incorrectly if that happened. And each of those stats needs to be implemented in the relevant calculation (instead of re-us...

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Comment

By default:

  • Fire Damage from hits can Ignite
  • Cold Damage from hits can Freeze
  • Cold Damage from hits can Chill
  • Lightning Damage from hits can Shock
  • Hits always Chill
  • Critical Strikes always Ignite
  • Critical Strikes always Freeze
  • Critical Strikes always Shock

The "can" in those first four means that if the hit tries to apply that ailment, damage of that type is counted for determining how strong the ailment will be (a hit can't inflict an ailment at all if it deals no damage of a type that can inflict it).

The "always" in the second four means the same as having 100% chance to inflict the ailment - the hit will always check how much damage it does of types that can inflict that ailment, and attempt to inflict it (but will fail if it dealt no damage of approriate types, or not enough damage to the point the ailment would be insignificant and is skipped).

You need both things to m...

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Comment

Originally posted by ddwdk

Hi u/Mark_GGG , I was wondering if "15% more projectile speed" from the projectile mastery work as a more multiper to speed and dmg or is it just a increased multiplier. Appreciate ur works :D

The mastery only affects increases and reductions to projectile speed, not "more" or "less" modifiers.

Comment

Originally posted by AssociationEarly

Yes absolutly ! Ill take my chances : /u/mark_ggg would you be gracious enough to clarify for the sake of the new bow mastery "arrow speed = bow dmg" if projectile speed counts as arrow speed or if you specificly need the stat "arrow" speed to benefit from the mastery ? Thx

The mastery stat in its final version actaully affects increases/reductions to projectile speed. There are very few sources of arrow speed modifiers in 3.17.0, but technically the mastery would work with them, because a modifier to arrow speed is a modifier to projectile speed that is further restricted to only arrows - the mastery makes this apply to damage with bows, but still restricted to only arrows. At least for now is still all damage dealt with bows uses arrows, so this extra restriction doesn't change anything.


26 Jan

Comment

Originally posted by GKP_light

please change the "reduce" to "less".

for near all build, it would change nothing, and it would be mush more clear.

It changes a lot internally, adding overhead to the modifier that is unecessary.

Comment

Originally posted by Ignisami

Resists use different wording. Flat reductions and increases are listed as +/- resist and not increased/reduced. Which means that increased/reduced (in the absence of other sources of increased/reduced, which is the case for the vast majority of builds) effectively acts as a more/less multiplier to resists instead.

That's not resistances using different wording. That's resistances using exactly the same wording as every other modifier in the game.

"increased" and "reduced" always modify a value by a percentage of that value, they never just add or subtract. They stack additively with other modifiers to the value, not with the value itself.

This is consistent across every "increased" and "reduced" modifier in the game.

Comment

Originally posted by dicedragon

Reduced in the context of resistance is different. Just like "increased damage taken" is a more multiplier for general use but additive with itself.

Reduced resistance exists on the blight helmets.

(#)% reduced (element) Resistance - This modifier is calculated differently than this one: -(#)% to (element) resistance

Flat number sources of plus or minus resist are added together first.
Reduced modifiers are multiplied after. When you have positive resistances, reduced modifiers make your resists less. When you have negative resistances, reduced modifers raise your resistances. At 50% reduced resistance all positive or negative resistances will require twice as much flat percentage base for players trying to reach their desired amount. 

From the wiki for the fire one.

Reduced in the context of resistance is different.

This is incorrect. "reduced" in the context of resistance works exactly the same as "reduced" everywhere else in PoE - it lowers the value (resistance in this case) by a percentage of that value, and stacks additively with other "reduced" or "increased" modifiers to the same value*. This is what "reduced" always means in PoE, with no exceptions.

There is nowhere in PoE where "reduced" just subtracts from a value - the minus sign "-" is used for those modifiers, because they are not reductions.

* this part is responsible for the damage taken thing you mention - "damage" and "damage taken" are different values - one being calculated by the attacker before any mitigation, and one being calcualted by the defender after mitigation. While those values are often related in some way, it's entirely possible for them to have nothing to do with each other. They are fundamnetally ...

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24 Jan

Comment

Originally posted by BellabongXC

All you're doing is nitpicking without adressing the point I raise and in a passive aggressive condescending tone at that. Thanks for chasing people away from the game. You nerf the usability of an item and try gaslight me into thinking it's buff when nothing changes for the builds you think it's a buff for. So f**king out of touch.

Your nitpicking makes things even f**king worse "Hurrdurr it's a new stat" without touching on the actual mechanical nerf to starting rampage. Snarky Dev's are nice.

Your post made statements about the mechanics of the item that were incorrect based on your misunderstanding of the new stat (conflating it with the existing stat on the skill), and a lot of people seemed to be taking those as correct, so I wanted to correct the misunderstanding for the community before people spent time and effort theorycafting based on incorrect information about what the new stat does.

I pointed out some other minor inaccuracies (one of which I was wrong about myself, my thanks to the community for pointing that out), because I know from experience that there's a portion of the community who if they see me respond to only part of a big post like this will assume that means I'm confirming all the rest is correct, and that can lead to misunderstandings down the line - I labelled the nitpicks as such to acknowledge they aren't really important to the main thrust of the post.

I don't do balance or have any particular insight into why these changes we...

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Comment

Originally posted by MarsJupiter77

Would auto-attacking a hydrosphere not work for this? Seems like it could entirely replace worm flask since people use it already to do things like get rage. This assumes they don't nerf hydrosphere in a related way.

On-hit effects don't work on hydrosphere in general, this stat is not an exception to that.

Comment

EDIT: To avoid anyone misinterpreting this post, I'd like to clarify that I posted only to clear up some incorrect understandings about the new mechanic and how it works, so the community can discuss and theorycraft around the item more accurately. I didn't comment on the balance stuff or interactions with certain builds because that's not my area and I don't know enough about that side of things.

As it works now, with it equipped, any kill by any ally adds a rampage stack to you.

This is not correct. Only kills by you, your skills or your minions add to your Rampage. Allied players, etc do not. /nitpick This doesn't work the way I remembered, and I don't have time at the moment to do more thorough testing.

it gained the ability to have a 25% chance to generate rampage stacks upon hitting a unique enemy. This is important to remember when we look at the changes to the sword GGG has made. It was also a hidden...

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Comment

Originally posted by xlxlxlxl

That wasn't a myth. They specifically removed it in 2.2. https://www.poewiki.net/wiki/Rampage

No, your rampage used to grant stats that boosted your minions, and those were removed in 2.2. Minions have never been able to have their own rampage/gain rampage kills, and still cannot.


22 Jan

Comment

Originally posted by sephrinx

Yes, I read that as well. It still doesn't make any sense at all.

Just because it's one modifier doesn't mean it grants half or a third the amount of attributes.

One modifier affecting two attributes still affects two attributes. This bothers me on a very fundamental level to an extreme degree.

30 Dexterity is a total of 30 attributes.

16 strength and 12 Int is a total of 28 attributes.

12 All Attributes is a total of 36 attributes.

I cannot brain on how function why this way it does.

Modifiers don't change how much they modify things based on how many things they are modifying.

A modifier giving +2 to level of socketed projectile gems will give +2 to the level of a projectile gem socketed in that item. If you socket a second projectile gem, that one will also be affected by the same modifier, and also get +2 to levels. The total amount of change you get is 4 gem levels (two on each gem), compared to 2 when there was only one gem, but that doesn't matter. The modifier applies a consistant modification to each thing it can apply to, regardless of how many such things there are. It doesn't start giving only +1 to each of the two gems to keep the total the same.

A modifier giving +10 to all attributes is similarly giving a modification of +10, and is applying to the value of each attribute. This item makes it stop applying to each attribute value, and start applying to omniscience.

Comment

Originally posted by xyzpqr

/u/Mark_GGG are Curtain Call's...um..."requirements on attributes" counted as attribute requirements in the context of this item?

Similarly, are they modifiers to attributes? What about the "+1 Life per 4 Dexterity" on Shaper's Touch?

It seems perhaps that these are attribute modifiers, but not modifiers to attributes, and the requirements are requirements on attributes, but not attribute requirements.

Curtain calls stats do not have requirements, they have a condition. Requirements are only the requirements to equip the item.

"+1 Life per 4 Dexterity" is not a modifier to attributes because it does not modify attributes.

Comment

Originally posted by superglue12

In the case of +14 to str and dex, it seems that WOULD grant 28 omni, but +14 all attribs is just 14 omni. Because one you are applying the +14 once (to all attributes) and one you are applying the +14 to both str and dex.

This is incorrect.

Comment

Originally posted by sephrinx

But he stated earlier that you still get the attributes, they just don't apply to your character as they normally would.

I'm sure they are far more adept in c++ than I am, so they can easily write up a bit of code that would be able to do this. I'm curious as to why they aren't, and for what purpose it has been intentionally made to function this way.

But he stated earlier that you still get the attributes, they just don't apply to your character as they normally would.

I don't know exactly what you mean by this, but I don't believe I've stated anything of the sort.

The item makes the modifiers stop applying to attributes. Therefore they will not modify attributes. The character will have their base attributes, which come from their class, and not be able to modify them further.