Mark_GGG

Mark_GGG



21 Oct

Comment

Originally posted by hius

Was the old arctic armour not per second?

It's cost was not. It had an effect that made you lose mana per second, but that was not its cost.

Comment

Originally posted by EchoLocation8

Each tick of channeling is upfront, I think. I'm pretty sure from the game's perspective a channeling skill is "cast" rapidly.

Each time you pay the cost of a channeling skill is paying an upfront cost. But you are incorrect about channeling being rapidly casting - it's one long cast, over which you pay the cost multiple times.

Comment

Originally posted by LateNightCartunes

Nice! So just throwing out a number, if I had 50% increased effect of Elusive, then it would provide 60% increased Crit Multi when initially applied? (Seeing as it scales down over time like you said)

Yes

Comment

Originally posted by omageus

Lose all Inspiration Charges after Spending a total of 800 Mana on Upfront Costs and Effects of Supported Skills

Any idea of what is an "upfront cost"?

Upfront Costs are all costs not paid per-second. The distinction is necessary because Link skills introduce the concept of per-second costs to PoE, and some things can't work with those so now need to specify.

This is not a functional change, just needing to be more specific since there's now a new type of cost for which the amount spent can't be tracked on a per-skill basis.


20 Oct

Comment

Yes. Note that Elusive works by scaling it's effect down until it's removed at 0% effect, so you won't be getting the full bonus the whole time.


19 Oct

Comment

Those effects are always only for hits. It is fundamentally not possible for individual sources of DoT to ignore defensive mechanics.


18 Oct

Comment

Originally posted by mercurial_magpie

Is this also the case with recovery on block like the one on Testudo or Bone Offering? I previously tested that taking Glancing Blows, having max block, and leaving myself with only 1 life I actually survive blocked hits from Act 1 The Coast enemies even though I should've died from Glancing Blows damage. So it seems like in this case the recovery happens before or at the same time as the damage, but I'd like to make sure.

On Block stuff happens before damage from the hit

Comment

Originally posted by kroxywuff

Speaking of life and flasks. Could you say if poison concoc uses the life on the flask (with flask mods only) for scaling or the life you'd gain if you used it (flask nodes and item buffs to it etc).

It uses the "Flask's Recovery Amount". This is the value on the item, like spellsinger/battlemage for weapon values, or the shield skills for shield values.

Comment

With spell echo you are casting the spell once, and that cast repeats. You are not casting again.

Also, that mastery technically doesn't do that; what it actually does, and will be described as in the final release, is happen every 5th time you pay a skill's cost (which makes no difference in the repeating case, but is important for channeling).

Comment

Originally posted by butsuon

The reason I ask is because the wiki has this graphic explaining areas where an enemy gets hit for 200% of base damage, from when the skill used to do less damage with the pulse than the ring.

Do you have a clip, a thread, or anything to back up that Shock Nova is a two-hit skill?

Do you have a clip, a thread, or anything to back up that Shock Nova is a two-hit skill?

I wrote the code.

Comment

Yes, the ring hits, then the full area hits. unless things teleport, stuff hit by the ring will also be hit by the larger full-area hit

Comment

Originally posted by madeoneforporn

So the build/setup doesn't work, in that taking the Savage Hit kills you before the enchantment uses the flask to heal you?

There was a pretty deep video explaining and demonstrating the concept about a month ago, was the creator mistaken and he was somehow dying without it and surviving with it for some other reason?

E: Just saw your edit.

Presumably so. You can't recover life when you're dead, and all the life loss to damage of a hit has been removed from your life before it checks for using flasks that way.

Comment

Originally posted by madeoneforporn

What about for the Forbidden Taste setup that I mentioned?

It uses the flask enchantment "Use when you take a savage hit" to mitigate or even heal beyond the damage you "take". Or am I misunderstanding and you are saying that that is how that works?

That is not changing the fact you take the damage, which causes you to lose life. The gain you get from the flask is separate from that loss, and does not "cancel it out". If the hit kills you, you die.

It's possible that flask use happens before the life loss from the hit is applied, rather than after, in which case if not on full life it could recover enough to prevent the hit killing you? I'm not sure off the top of my head when that one specifically happens.

EDIT: No, determining a savage hit happens after life is modified from taking damage (which makes sense). The flask recovery will happen after you lose life to the hit, as long as you're still alive.

Comment

Originally posted by Cinara

Yup, it's the same way Ghost Shrouds have always worked, in that they can prevent what would have been a oneshot if the healing is enough.

They don't do that. You recover ES from ghost shrouds after taking damage. If the damage killed you, you're dead and can't recover.

Comment

Originally posted by madeoneforporn

that is 100% false and was demonstrated in the Forbidden Taste build, and the Gluttony of Elements build before that

instant recovery when damage is taken happens simultaneously and the difference is applied

instant recovery when damage is taken happens simultaneously and the difference is applied

That is not universally true in the way you imply. That happens for Gluttony of Elements because the result of taking elemental damage causes you to gain life instead of lose it (negative loss). The total changes to life as a result of taking a hit of damage are indeed applied together, so taking physical damage that lowers your life by 100 in the same hit as elemental damage that raises it by 100 results in 0 change, but this isn't that. This recovery is not happening at the same time. You are still taking the damage, and then healing afterwards, which you can't do if you're dead.

Comment

Originally posted by Pintash

> Cannot be Chilled or Frozen while Casting a Spell

Will this work for channelling skills? Are you considered casting during the entire duration of a channel?

Yes

Comment

Originally posted by APFrenchy

Sorry if this has been answered somewhere else, but I'm a little confused on the new fortification mechanics. Do the fortification stacks:

A. You have many stacks, all with the own duration that expire separately (Sort of like Poison stacks)

B. You have many instances of fortification on you, but only the largest one applies (Sort of like ignite)

C. You have many instances of fortification on you, they all stacks together, and getting new stacks refreshes every stacks duration. (Sort of like how charges work)

D. Some other option that I haven't thought of/one of the above options but I explained it poorly.

A

Comment

Melee Hits with Vigilant Strike fortify you for 8 seconds rather than the default 5. That stat is specifying that specific skill fortifies on hit, and overriding the duration of the fortification it grants when it does.

Comment

Originally posted by anne_dobalina

Life Leech/ES Leech support gems state "on hit" but Doryani's from my experience works with Ignite. I can't recall if the Heart of Flame/Ice works for ES for Ignite/Cold DoT.

EDIT: Wording on Doryani is "0.2% of Elemental Damage Leeched as Life". My last ignite build was in 3.12 however so not sure if that's been amended.

No form of Leech has ever worked with damage over time. Leeching from damage is a hit-only mechanic.

Comment

Originally posted by Vezko

So what exactly is the point of the restriction if you could just put Empower, Enlighten or Enhance into the actual weapon (or body armor in the case of the amulet)?

Or am I missing something here?

edit: forgot about the +2 gems and possible corruptions

The exceptional supports are fundamentally different from other supports - they modify the skill gem, not the skill it grants you - and thus have a different implementation than standard supports. The way they work relies on being physically linked, and as such we weren't able to make them work with this mechanic.