Mark_GGG

Mark_GGG



06 Dec

Comment

This is very odd and I can't think of a way this could happen. the buff won't do anything for that skill, but how you were able to get one for that skill in the first place is a mystery. Can you tell me your account and character name, please, so I can look into what might cause this?


05 Dec

Comment
    Mark_GGG on Forums - Thread - Direct

" cyclon2 wrote: its looking like after my hp is filled, it starts using the max recovery amount for es, instead of the health.
This is correct behaviour - the maximum recovery from leech limits apply based on the type of recovery (ES, in this case), not the type of leech (life), since 3.14


15 Nov

Comment

Originally posted by Terrible_Ad6495

Skeletons already exceed the aggressive aggro range if I recall dev statements correctly. That's why they get the dash from the feeding frenzy gem instead to compensate for not needing the aggression.

For the rest of them, I hate how I can't even move without my minions breaking off unless I'm doing something suicidal like running towards the enemy. In the end, I found the best strategy to keep my minions on the enemy while continuously moving (because if you don't move, you die, dammit) is to run circles around the enemy. Which is still dangerous, of course.

Skeletons already exceed the aggressive aggro range if I recall dev statements correctly. That's why they get the dash from the feeding frenzy gem instead to compensate for not needing the aggression.

This is correct. As do pretty much any enemies that might get used as spectres.


05 Nov

Comment

Originally posted by Epsi_d2

Does converting the physical damage taken to elemental then counts in this formula as "prevented", or does the check for physical damage in a hit happen after the conversion?

"Damage taken as" (which is not conversion) changes which type you treat the damage as for all of the process of taking the damage - if you take the damage as a different type, you never see that as physical damage, so that isn't physical damage prevented.


03 Nov

Comment

Originally posted by sergeantminor

That's not the part in question. Strength of Blood permitting instant leech is intended, and the 3.15.3 patch notes made that clear.

The part that seems like an exploit is instant leech applying to energy shield when life is not full (but unreserved life is full). It's difficult to rationalize why Immortal Ambition would work this way.

The part that seems like an exploit is instant leech applying to energy shield when life is not full (but unreserved life is full).

Yeah, this part is a straight-up bug, and will be squashed at some point, in some way. The rest of it is just a good-quality breakdown of some lesser-known/understood mechanics, as expected from sergeantminor.


02 Nov

Comment

Originally posted by MayTheMemesGuideThee

Speking of damage prevention/ damage receiving, can you please clarify in what order Spell Suppression kicks in? After phys mitigation, but before damage taken modifiers (reduced, less)? Or Spell Suppression is %less (spell) damage taken (like old wording from balance manifesto document implied).

I also didn't expect it would apply to damaging ailments, nice.

Suppression is very similar to Block, in that it happens after damage is calculated, and then prevents some of that damage. So those two are after pretty much anything else that affects damage values. Damage prevention from suppression is applied a little before Block (because Suppression occurs before damage is used to calculate stun, and Block occurs afterwards).

Comment

Transcendence will prevent Armour applying to Physical Damage, but Physical Damage can still be prevented in other ways.


29 Oct

Comment

Originally posted by OrcOfDoom

Just for clarification. Is stun a non damaging ailment? I was always under the impression that double damage helps stun, but I would love some definitive answer.

Stun is not an ailment at all, it's just a thing some hits do, but stun chance is based on damage dealt, so doubling damage increases the likelihood of stun

Comment

Originally posted by SmarmyPapsmears

Thanks for clarification!

So the mod will give 200% armor even with defensive catalysts?

Also, how does this interact with having other forms of 'defend with armor' like if they have a different amount? (For instance, defend with 120% armor while not on low ES)

Also, how does this interact with having other forms of 'defend with armor' like if they have a different amount? (For instance, defend with 120% armor while not on low ES)

If you try to defend against a given hit with multiple different armour values, the highest will take precedence.


28 Oct

Comment

However, if you use a defensive catalyst on your jewelry, the mod becomes 24% chance to guard with 240% more armor

No it doesn't. The 200% is not a stat value.

This mod is mechanically exactly the same as when it was described as "with double Armour", the description was just updated for consistency because there's now another way to set the % of your actual Armour value you defend with to a different value than 200%.

Also, the stat gives a chance to defend with 200% of Armour, not 200% more Armour.

Comment

Originally posted by TheDravic

That is not true. Double Damage applies only to hit damage, so does not double the damage of damaging ailments, but it does affect the hit damage, which is what is used to calculate non-damging ailments.


22 Oct

Comment

Originally posted by Seiyashi

  1. Petrified Blood doesn't change the damage you take, just when you take it.

It doesn't change when you take it, either. It changes how/when you lose life as a result of taking it, but all the damage of the hit is taken at the time you're hit.

Comment

Originally posted by HelmedHorror

Yeah, it bothers me too. I can always tell which section of the patch notes Mark wrote by checking for the wrong "it's".

You'd think having the other "it's" (it is) in the same sentence would clue him into the fact that the possessive its must be the other one.

I can always tell which section of the patch notes Mark wrote

I don't wrote patch notes.

Comment

Originally posted by high-water-mark

do blocks count as preventing physical damage from hits in general? (whether at 100% effectiveness or 35% effectiveness from glancing blows)

i have seen considerable confusion about this interaction this week.

If the amount of physical damage in a hit before any mitigation is calculated for that hit is higher than the amount you end up actually taking, the difference is the amount of physical damage prevented. Blocking does cause this, outside of extreme cases like the one this thread discusses.

Comment

Originally posted by SingleInfinity

In that case, wouldn't using block's inherent 'block value' of 100% and subtracting from that be the most clear way to provide the information? So in this case, "-20% damage reduction from block".

I know "damage reduction" is actually a different step in the equation, so obviously that's an imperfect wording, but wording along those lines would both be more clear and get around the "modifiers change a base value" assumption, right?

That seems substantially less clear in general

Comment

Originally posted by TritiumNZlol

If I block 🛡️ a hit 🎯..

Does the blocked hit count towards the "recoup x% physical damage prevented" in jugg (life) or the new divine shield passive (es) ?

If so, if one were stack 105% block damage taken along with "+40% phys damage taken" from abyssus. Take Transcendence to have no armour mitigation or any physical mitigation for that matter... does the damage prevented become negative and therefore their recouped life/es respectively become negative?

I'm not sure what to do with this information if the above assumptions are correct?

No. You won't count as preventing any damage from that hit.

Comment

Originally posted by SuperJelle

What is the drawback of adding the '+' wording? In the current version, the wording on the items directly contradict each other thereby leaving the player guessing how they interact. It's also very similar to Loreweave's max res in wording but functions totally differently.

Adding is a meaningful concept for damage, which doesn't apply here. Also lots of people will only see a single source of this at a time, and wonder what it adds to - people have a tendency to assume there must be a base value for things to add to.

Comment

I am very excited to see what kind of weird bullsh*t people eventually come up with for this.

Comment

Originally posted by tacotaco_yum

It's strange - in POB (and, I assume, in game) this effect stacks, but based on GGG's own wording conventions it shouldn't. Explicit "You have" and "you take" modifiers specifying a static value are not meant to stack or be modifiable. If I were reading these mods without knowing they stack I would assume that they don't. It should be worded "You take +20% of damage from blocked hits" rather than a static number.

Multiple effects saying to take an amount damage when something happens always stack - it's identical behavior to each one independently doing it's thing.

Comment

Originally posted by IonDrako

Question about it not snap shotting, does that mean the weapon's damage will adjust without a recast if you get additional ES from some source (shrine, headhunter stolen mod, support character aura, etc) or will you need to recast it for the weapon numbers to update?

And if it requires a recast does that mean you'll keep the recasts boosted numbers even after the buffs wear off?

Question about it not snap shotting, does that mean the weapon's damage will adjust without a recast if you get additional ES from some source

Yes