Mark_GGG

Mark_GGG



27 Jul

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    Mark_GGG on Forums - Thread - Direct

" Angry_Roleplayer wrote:
" Mark_GGG wrote: Tooltip will not and can not update for mana values. Damage is definitely being applied.


It does update on mana values though. Just stops when you still casting.
Looks as...
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26 Jul

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    Mark_GGG on Forums - Thread - Direct

" Ranzear wrote: Any comment on monsters taking zero damage when they have such high block though? That was supposed to be changed back in Legion.
No, specific legion monsters with innate high block were given a glancing-blows-like modifier where those monsters didn't block all damage. That was not a systematic change and has never affected all monsters.

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    Mark_GGG on Forums - Thread - Direct

The rage vortex slows down more for rarer monsters, but it does slow for monsters of all rarities.


25 Jul

Comment

Originally posted by ccllaarence

I have Arcanist Brand + Wave of Conviction + Hextouch + Conductivity. Conductivity definitely isn't applying. Is anyone else experiencing this?

Conductivity has two triggers applied - Arcanist Brand and Hextouch. Skills with multiple triggers are disabled.

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    Mark_GGG on Forums - Thread - Direct

Forbidden Rite causes you to take Chaos Damage. Chaos Damage inherently bypasses energy shield.

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    Mark_GGG on Forums - Thread - Direct

The totems are dying. This is intentional and correct behaviour.

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    Mark_GGG on Forums - Thread - Direct

You are incorrect. Monsters correctly have maximum chance to block attack damage, with a base value of 75. This does apply. With the total mods shown in your screenshot, the monsters will have a final value of 85% chance to block attack damage, because the +100% is limited by the maximum, which has a +10 bonus.

Checking this has led me to an actual bug though - monsters currently don't set a value for maximum spell block, which means they have 0, instead of the correct value of 75. This doesn't mean their block is uncapped, it means the cap is zero - with the total mods in your screenshot, the monsters will only have a total of 10% chance to block spell damage. I will get this fixed.

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    Mark_GGG on Forums - Thread - Direct

Thanks for the report, I have reproduced this behaviour and think I know what is causing this bug. I'll get this fixed.

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    Mark_GGG on Forums - Thread - Direct

This is not a bug. Mutlistrike makes the supported attack repeat. Attacks which repeat cannot be exerted - this is stated in the reminder text for exerting, and is consistent for all forms of exerting.


23 Jul

Comment

Originally posted by Turbocloud

I'm sorry, that still doesn't clarify it for me. could we do a concrete example?

  • Distance from 1st arrow fired to 1st arrow stuck: 25 units.
  • 2nd arrow 10 units from first.
  • mob 5 units from 1st arrow

Assuming 1st arrow is doing the pulse, is the distance now

  1. 25 units - distance fired to stuck - pulse doesn't have its own distance
  2. 5 units - pulse travel distance from 1st arrow to mob hit - pulse is its own projectile
  3. 10 units - pulse always travels the full distance between arrows, so it's based on the arrow spread
  4. 30 units - distance from arrow and pulse are combined.

1

Comment
    Mark_GGG on Forums - Thread - Direct

Tooltip will not and can not update for mana values. Damage is definitely being applied.

Comment
    Mark_GGG on Forums - Thread - Direct

Battlemage's Cry states "Exerted Attacks Trigger a Supported Spell with their first Melee Hit".

The extra description on the support part is just extra clarification that it's the support referred to in the above descripttion.

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    Mark_GGG on Forums - Thread - Direct

Blastchain Mine Support specifies "Supported Attack Skills cannot be used with Melee Weapons". Blade trap can only work with melee weapons.

Comment

Originally posted by Vet_Leeber

Out of curiosity, how would something something Unaffected by Chilled interact in this situation? Would it still get the full, say, 30% increased damage taken, as the 30% Chill is applied even though it doesn't slow them?

If they are unaffected by chill, then chill has no effect on them. Increasing the damage they take by the effect of chill in that situation does nothing.


22 Jul

Comment

Originally posted by 00zau

Does that mean bonechill chilling areas effectively applies a debuff of "cold damage taken is increased by chill effect" or something like that? If I'm reading this right, I can chill something with bonechill vortex, then apply a 30% chill with something else, and get 30% increased damage taken... is that right?

Yes. This is true of all the extra effects applied to things alongside ailments in this way. A thing in the chilling area is still in the chilling area even if a stronger chill is the one currently applying, and thus has the effect. Likewise, something is still chilled by the skill with bonechill as long as a chill from that skill is on it, even if that chill isn't the one currently applying to it.

Comment

Originally posted by Renley_8

Do they count as a Projectile Attack Hit? As in, would they benefit from Point Blank, and would its damage range be based on the beam VS arrow, or beam VS you?

Do they count as a Projectile Attack Hit? As in, would they benefit from Point Blank

Yes.

and would its damage range be based on the beam VS arrow, or beam VS you?

No, it's based on how far the projectile travelled, as is always the case for point blank. This is the distance from where the arrow was fired (not necessarily the same thing as your current location) to where it landed.

Comment

Originally posted by Woodsie13

Also, do the minion's Absolution casts apply the effect to create/refresh the minions themselves? If not, do they still consume the corpses?

The version of the skill used by minions has none of the properties related to minion-summoning, it just does damage.

Comment

Originally posted by KelvynnPoE

Vortex + Bonechill, how is it going to work in 3.15?

Vortex chills the enemy standing in it. Bonechill 3.15 has "44% increased effect of chill on enemies" AND "enemies chilled by supported skills increase Cold Damage Taken by Chill effect".

Questions:

  1. How strong is the resulting chill effect?
  2. How much increased cold damage (from any sources) will the enemy be taking while standing in this vortex?

The enemy in this case isn't being chilled by Vortex, but by the chilling area (ground effect) it creates. Thus the relevant stat on Bonechill for this is the other one: "Enemies in Chilling Areas from Supported Skills increase Cold Damage taken by Chill Effect". But the support always has both stats, so that doesn't really change the answer.

The chilling area has the default chill magnitude of 10% reduced action speed. This is scaled by the 44% increase from bonechill and any other modifiers to the effect of chill (or chilled ground) your character has to determine the final magnitude (to a maximum of 30%). With 44% increased effect from Bonechill and no other relevant effect modifiers, the chilling area will have a magnitude of 14% reduced action speed.

While the enemy is in the chilling area, they increase cold damage they take by the same amount chill is reducing their action speed. So if the chilling area from Vortex is reducing their action speed by 14%, they ...

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Comment

Originally posted by Samsenggwy

If there is only 2 arrow of storm rain. Do the enemy in between take a total of 8 beam hit? Arrow A shoot 4 beam, arrow B shoot 4 beam?

If it stays between the arrows long enough for each arrow to fire its four beams, then yes.

Comment

Originally posted by magicallum

Thanks, Mark!! Very excited.

Along the same lines, for Absolution, would you be able to explain the "larger" Absolution that the minions will cast? This was alluded to in the trailer and I'm not sure if it's still on the gem.

They have two Absolution spells - one normal and one that does the initial AoE and then a follow-up wave extending out to a larger area. Things in the initial AoE will be hit by both. The bigger one has a 6 second cooldown.