That doesn't make any sense though.
You have a total of x attributes but they get divided by the number of attributes creating a sum of less omni than total attributes?? Like wut
I have no idea what you're trying to say.
That doesn't make any sense though.
You have a total of x attributes but they get divided by the number of attributes creating a sum of less omni than total attributes?? Like wut
I have no idea what you're trying to say.
If you have enough Omniscience to equip Actum, but when you equip it, you no longer have enough so it unequips and you have Omniscience again; does this mean you have an infinite loop?
No - this is already handled because other items with an int requirement could be granting str/dex you need to equip Actum. Actum will be disabled in this case.
For these purposes, is Devotion considered to be an attribute, or are STR/INT/DEX the only ones?
Devotion is not an Attribute (nor is Omniscience).
The new amulet says:
> Modifiers to attributes instead apply to OmniscienceThe wiki says:
> A modifier applies statistics, a buff or grants a skill to an entity. Modifiers are specific to items, monsters, strongboxes or areas.u/Mark_GGG I'd like clarification on whether passives on the tree are considered modifiers and will instead apply to Omniscience. A simple example: will having the passive Beef instead give +30 Omniscience.
A lot of things would break if being put on passives somehow prevented modifiers from being modifiers.
I don't know the context for that wiki quote, but you might be reading it wrong - I think it's saying that modifiers apply to one of those things (and including players as monsters) - i.e. modifiers affecting one item are specific to that item and don't affect other items, a monster's modifiers are specific to that monster, etc.
Just to be clear, this also means that "+X to All Attributes" will add X omniscience with this item, not 3X.
I was searching for attribute modifiers besides increases, reductions, bonuses, and penalties. Is Actum the only exception to this?
I believe so, yes. I was pleasantly surprised when I looked through all the attribute modifiers to see what weird stuff we'd have to support and only found that one.
I bet someone will find a way to use both just because of this post :)
We can but hope.
If it works like other forms of conversion then +12 attributes is +36 omniscience. 5% increase attributes will apply to each attribute individually before they are converted to omniscience (effectively 5% increased omniscience).EDIT: I was wrong see Mark's comment
No, neither this item (which does not do any conversion), or actual conversion work that way. Modifiers in PoE can never apply more than once to the same base value. A modifier either applies or does not apply.
if I have 100 str and 10% str 200 dex and 20% dex
would that be 300 omni with 30% omni = 390 omni
or would it be 110 str + 240 dex = 350 omni
also would 10% all attributes be equal to 30% omni?
Edit:
How does this relate to base stats. I assume wit these not being "modifiers" that they aren't change to Omniscience (just asking to be sure)
As written, neither of those. Omniscience doesn't do anything with your actual values of attributes, just the modifiers to them. If you have 100 Strength, then 32/23/20/14 of that (depending on class) is base Strength, which you innately have and isn't from any modifier.
If you actually have total modifiers of +100 to Strength, 10% increased Strength, +200 to Dexterity, and 20% increased Dexterity, (which I think might be what you meant, but the distinction is important) then those modifiers will not apply to any attributes and will instead apply to Omniscience, so they'll effectively grant +100 to Omniscience, 10% increased Omniscience, +200 to Omniscience, and 20% increased Omniscience respectively. Assuming no other sources of Omniscience, that results in 390 Omniscience total.
Modifiers in PoE cannot apply multiple times to the same base value. A modifier either applies or it does not. "10% increased Attributes" is one modifier, and it's effect is a 10%...
Read more" Exile009 wrote: I'm guessing Omniscience doesn't do anything by itself and it's just what's on this amulet. So it's kinda like Devotion for Militant Faith.This is correct.
Hey Mark, can you clarify if you're changing the definition of "missing fire resistance" on Replica Nebulis as part of this change? As it stands, the help text says it means "missing resistance is the resistance you have below the maximum", but if the maximum is unchanged, you could get negative increased damage numbers when using this jewel.
"the maximum" in this case means the maximum which is capping that resistance, which as of 3.17 may not be the one with the matching name.
If cold resistance is capped by maximum fire resistance, then that's the maximum that is used for working out overcapped & missing resistance.
So why can't you do multiple lines then instead of cramming everything into one? with bullet points and left/right aligned?
Multi-line descriptions are harder and more confusing for players to read than single-line. They are thus avoided unless necessary. Allignment isn't something I can mess with at the description level.
Read moreI get that the intended description is incorrect for how it functions, but that doesn't change how the item is worded now is needlessly confusing.
At a glance, you can not tell what it does so the description fails at its job of well being a description.
If how im assuming the item works is.
Fire resistance maximum is 85. With this gem now all elemental are maximum 85 but solely for the sake of your actual resistance to damage. Another item/mechanic that say relied on on "Maximum Lightning Res" would not see the 85 and instead see the 75 (Or whatever your natural maximum was).
If that's how it works then it would more accurate to specificy that its only for the damage calculation function of resistance and still use regular wording.
Without this thread reading that description there's 0 way in hell I could have ever actually figured out what this gem did by reading that description. Mainly because for as much as the menta...
nothing ever talks about your resistance to damage cap as being "limited". So seeing "Is limited by" means basically nothing.
This is a valid point, and after discussion with one of the designers we're changing this to use the word "capped" rather than "limited", as that is a much closer match to existing terminology in the game (uncapped resistance & overcapped resistance).
What they said actually makes a lot of sense. If you go in PoB and change the affixes of an item in the editor it changes the function of an item. The game literally reads the affixes of an item to know what it does, it’s not just for our edification.
EDIT: I see I’m getting some downvotes. Our person says it’s one way and the devs have stated this. If anyone has evidence to the contrary with dev confirmation just let me know. My original statement was not made with 100% certainty!
EDIT2: to clarify, I’m assuming PoB reads the affixes to derive the function of an item and the game does to. This may be wrong. /u/Mark_GGG has been in the thread so maybe he can confirm whether the game works this way or not.
I'm not 100% sure what you're saying even with your clarification, but I think you're off-base with regards to how the game works.
Stat descriptions have no effect on functionality. I could whip up a script to go through and edit every stat description in the game to say "You are likely to be eaten by a grue", and the the game would still work the same way, but it would be much harder to play, due to having no idea what anything actually does. (EDIT: I didn't do that - much faster to edit the code that loads the description files to just use that string instead of the ones re...
Read moreDamn thats worded terribly. Just say "all maximum elemental resists are equal to your highest maximum elemental resist" or something
That would not be the same mechanic. This does not change the values of maximum resistance, which is important for interactions with other game mechanics.
How does any of that matter to not wording the item to be confusing as shit.
How an item works mechanically has no relevance to how a description is read and interepretted. All this is saying is you intentionally made it confusing because hows its coded is confusing so screw UX design.
There are significant differences between the mechanic proposed above and what the item does. The actual values of maximum resistances matter for several game mechanics, so setting those to be equal to a value is not the same thing as making resistances be limited by a different maximum.
It is impossible to for the item to work in a way matching the wording proposed above, for the reason that I already explained in the previous post.
Therefore the item uses wording that actually reflects what it does, rather than describing a different thing that it doesn't and can't do.
How an item works mechanically has no relevance to how a description is read and interepretted
Having the item's description be different to what it actually does would be more confusing, not less. How the item works mechanically affects what the description can be, because the description has to accurately describe how the item works, not lie to the player...
Read moreWhat about adding "maximum" in the beggining?
"Maximum Elemental Resistances are limited by your highest Maximum Elemental Resistance". Current wording sounds like it limits your actual (uncapped) resistances, not maximum. Was it omited due to fitting the mod in one string? If yes, not worth it imo.
"Maximum" would make no sense there. Maximum resistances are not limited by maximum resistances, they are maximum resistances.
Normally, each resistance is limited by the matching maximum resistance - fire resistance is limited by maximum fire resistance, cold resistance is limited by maximum cold resistance, etc.
This item makes it so all elemental resistances are limited by the highest of your maximum elemental resistances, instead of the normal behaviour where each is limited by it's own maximum. So your (non maximum) elemental resistances are limited by the highest maximum elemental resistance, which is what the item says.
Almost feels like the wording is intentionally convoluted.
Why not just word it like that?:
-76% to all elemental resistances
Your maximum elemental resistances are equal to your highest maximum elemental resistance instead
That's impossible for multiple reasons, the most fundamental of which is that you can't have a modifier both affect the value of a stat and depend on that stat's value.
If something cares about which maximum resistance is highest, it fundamentally can't be evaluated until after the values of maximum resistances are calculated, and if it affects the value of maximum resistances, it has to apply before then.
It's been there a long ass time already. But it's also pretty hard to really notice, because you have to hover over the socket without hovering over what's socketed inside.
It's nice, but also mostly useless
It's been there a long ass time already. But it's also pretty hard to really notice, because you have to hover over the socket without hovering over what's socketed inside.
Anytime you're hovering over the jewel, you're also hovering over the socket passive, so can see the popups for both. Hovering over the edge of the socket only (and thus not the jewel) is only needed if you want to see the passive popup for the socket but not the item popup of the jewel for some reason.
Jewels have always done this. Jewels don't give you stats directly, they apply stats to the passive which is the socket. You get those stats in the same way you get the stats of any passive - the jewel socket is allocated, so the stats of the socket are granted to you. So you're seeing stats in the passive popup for the socket passive, just like any other passive you hover.
" cyclon2 wrote: if thats the case than the item info text is wrong, it stil says that "LIFE LEECH effects recover energy shield".The text is not wrong. They are Life Leech effects, and while you are on full life they are causing Energy Shield recovery.