Mark_GGG

Mark_GGG



19 May

Comment

Originally posted by SpyzViridian

Are the Aegis Aurora unique mod "Replenishes Energy Shield by 2% of Armour when you Block" and rare shield mod "Recover x% of Life/Mana/ES when you Block" affected by the "Less Recovery" map mod?

No. The map mod gives less recovery rate, and these are instant recovery which has no rate to modify.

I believe this not entirely true. Tinkerskin has the same wording (Recover 50 Energy Shield when your Trap is triggered by an Enemy), yet if you throw traps with Eldritch Battery the Energy Shield recover IS affected by map mods. I know this because I ran out of Energy Shield way faster in maps with Less Recovery :/

That recovery is definitely not affected by any recovery rate modifiers.


18 May

Comment

Yes. Necromantic Aegis gives block chance to all your minions (assuming you have a shield with block chance).

Most staves have block chance as an implicit modifier, which they will have when animated.

An animated Wings of Entropy can block because it counts as dual wielding, which grants an innate block chance bonus.


11 May

Comment

Originally posted by sergeantminor

How does this interact with Immortal Ambition? While on full life, Immortal Ambition makes life leech instances recover ES instead of life. This means that, while on full life, your "total life recovery per second from leech" is zero (provided that you have no life recovery per second from mana or energy shield leech, which doesn't exist yet). Thus, Strength of Blood grants no damage reduction while on full life if you have Immortal Ambition. Does all that check out?

If it does, then I'm curious how these worked prior to 3.14. Did these two keystones always have this anti-synergy? In other words, prior to 3.14, did Strength of Blood grab your "total recovery per second from life leech" value before or after it was turned into ES recovery by Immortal Ambition? I used this combo back in Heist League, so it would be interesting to find out that it wasn't working as I thought.

I believe previously Strength of Blood would have scaled based on that recovery, but also would have prevented it. Both parts of it now care about Lire Recovery form Leech rather than Recovery from Life Leech, so the current version will not scale on that ES recovery but also will not prevent it applying.


10 May

Comment

Originally posted by sergeantminor

Okay, I'm nearly done with the script for this video now, and I have a couple more questions.


If I have Ghost Reaver, 1% of damage leeched as life, and 1% of damage leeched as energy shield, does this function the same way as 2% of damage leeched as energy shield? Or does it create two separate instances of energy shield leech? I'm pretty sure it's the first option, but I just want to make absolutely sure.


My understanding of how leech worked prior to 3.14 is that "maximum total recovery per second from life leech" was simply a cap on the "total recovery per second from life leech" value. Now, in 3.14, "maximum total life recovery per second from leech" does not directly cap this value. Instead, it considers life recovery from all types of leech (life, mana, ES), adds them together, and caps the result. (Currently neither mana leech nor ES leech can grant life recovery, but theoretically this could change in the future.)

Strength of Bl...

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If I have Ghost Reaver, 1% of damage leeched as life, and 1% of damage leeched as energy shield, does this function the same way as 2% of damage leeched as energy shield? Or does it create two separate instances of energy shield leech? I'm pretty sure it's the first option, but I just want to make absolutely sure.

They are spearate.

Strength of Blood's description is out of date and will be updated - it cares about total life recovery per second from leech now.

Comment

Originally posted by Educational_Fun6048

Can just forked projectiles hit the same target if up close? I ask because I'm trying to setup a slivertongue barrage build with hydrosphere to fork the projectiles and want to know if it's a useless setup for more single target damage.

No.


06 May

Comment
    Mark_GGG on Forums - Thread - Direct

Mefchanically, there was definitely never any delay. All debuffs apply their stats immediately.


05 May

Comment
    Mark_GGG on Forums - Thread - Direct

Lucky and Unlucky cancel each other out.


03 May

Comment

Originally posted by Kaelran

If the amount you're trying to leech with a given instance is higher that the maximum per leech instance, raising that maxumum will allow that leech instance to recover a higher amount

But raising the amount you leech with recovery rate modifiers so you reach the maximum faster does not cause the instance to end sooner.

If I have 400% increased leech/life recovery rate I recovery 10% from an instance in 1 second, which is the maximum, but it can go for 5 seconds and recover 50%.

That's why I say it doesn't do what it says it does.

Maybe it should be called "maximum base recovery per leech" or something.

But raising the amount you leech with recovery rate modifiers so you reach the maximum faster does not cause the instance to end sooner.

This is not a thing that can happen. The maximum is on the amount of recovery from a specific leech instance. Those modifiers only affect the total amount of leech recovery you get from all instances as a whole. The "extra" recovery does not come from any of the instances, and thus is not subject to their maximum. The total leech on your character is not the same thing as the leech of a single leech instance.

This is similar to the distinction between damage and damage taken.


02 May

Comment

Originally posted by Kaelran

Does "maximum recovery per leech" not function exactly the same as leech duration?

I mean I guess you could say it doesn't because the leech could run out before that point, but "maximum recovery per leech" doesn't even do what it says it does, and for people who understand how leech works it's pretty much synonymous with leech duration already, making it just confusing for new players.

Seems like leech duration but you have to understand that leech can run out before the maximum duration is less confusion than maximum recovery per leech but it's not actually maximum recovery per leech and you have to fully understand how leech works and hidden numbers like 2% per instance base with 10% maximum recovery base to get what that means.

Does "maximum recovery per leech" not function exactly the same as leech duration?

No.

but "maximum recovery per leech" doesn't even do what it says it does

It absolutely does do exactly what it says.

Each instance of leech has a maximum amount it can recover. This stat modifies that maximum. If you do not reach that maximum, this changes nothing - like any maximum it only matters if you try to exceed it. If the amount you're trying to leech with a given instance is higher that the maximum per leech instance, raising that maxumum will allow that leech instance to recover a higher amount, which will mean it lasts longer because it recovers at a fixed rate.

A modifier to leech duration would always change the duration of leech instances (and would require that either leech is not determined by an amount to leech, or that the rate not be fixed - one of the three has to be determined ...

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Comment

Originally posted by Kaelran

I always find it weird that the leech duration stat isn't just called "leech duration" because the "maximum recovery per leech" is always based off of 2% and doesn't change with mods that makes the leech hit 10% faster. Just seems to be a confusing name.

There is no stat for leech duration, and having one does not work within the system.


30 Apr

Comment

Originally posted by sergeantminor

"Total Recovery per second from Life Leech is doubled" from Vaal Pact makes each leech instance recover life twice as fast but halves its duration (since it doesn't change the total amount recovered by that instance). The result is that your leech duration is shorter, but it takes fewer hits to reach the leech cap. Never mind!

This is incorrect - this modifier is specifically to the total recovery per second you get from all instances of leech, not to individual instances. It thus does not affect the rate and duration of any individual leech instance, but increases the total recovery per second you get from all of them (up to the maximum). Because each instance's duration is unchanged, this will result in more total life leeched in cases where you were not already at the maximum total recovery per second. In practice, this will help you reach that maximum with fewer instances of leech.

Comment

Total Recovery from Life Leech is doubled (first part of Vaal Pact) is mising from your summary - nothing cancels that part. Eternal Youth cancels only the maximum recovery doubling (the second part of Vaal Pact).


29 Apr

Comment
    Mark_GGG on Forums - Thread - Direct

This is not a bug. The shield implicit makes you take some physical damage as lightning damage, which can cause shock. "damage taken as" modifiers apply only once - they do not iterate to repeatedly change damage, or in some cases they would never end.

Comment
    Mark_GGG on Forums - Thread - Direct

This is not a bug. Reservations are not costs.

Comment

Originally posted by sergeantminor

Hi Mark! I'm working on a similar video explaining leech mechanics, and I'm wondering if you can clarify some things for me so that I don't spread misinformation.


First of all, the wording on "increased total Recovery per second from Life Leech" was changed in 3.14 to simply "increased Recovery per second from Life Leech." Does this reflect any actual change in the calculations?

My interpretation of the previous wording was that worked like this, where it figures out your total recovery per second first, then increases that:

T = total recovery per second
M = maximum life
N = number of active leech instances
I = increased total recovery per second

T = M * 0.02 * N * (1 + I)

Does the new wording imply that it's now directly multiplying the 2% recovery per second, before the number of active leech instances is factored in? Given that multiplication is commutative, there doesn't seem to be any practical difference between t...

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There is no functional change to those stats. Those descriptions were not supposed to change and will be fixed. We started trying to shorten the wording on those, then undid that, but it looks like some of them didn't get reverted.


Technically, neither of your formulas are exactly accurate to what happens in the game, although the first one is closer. This is because there is no step that multiplies by the number of leech instances - each instance is individual, and gives a specified amount of recovery per second to the player, and the modifications are done to the total amount provided by all instances.

Currently, I don't think there's anything available to players that lets one leech instance have a different amount of recovery per second to another, but the system does no exclude this possibility, so it does not multiply a fixed rate by the number of leech instances - each instance specifies how much recovery per second it applies to the player, and mo...

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Comment

Originally posted by schmidlidev

Thanks for the reply Mark!

This indeed does make a lot of sense.

"your Hits" means any hits from your skills or your character's stats in the rare case of non-skill hits.

Is there any reason then that Blast-Freeze shouldn't just say "your Freezes"?

Also I think this an unrelated mechanic but it technically involves totems, why can't Ancestral totems trigger Cospri's effect Trigger a Socketed Cold Spell on Melee Critical Strike.

They don't have any socketed skills to trigger. They only have one of your skills - the one they hit with.

Comment

Widely known mechanic that doesn't work on totems:

40% more Elemental Damage if you've dealt a Crit in the past 8 seconds

The damage bonus from that stat does apply to your totems, because they are using your skills. But a totem dealing a critical strike is not you dealing a critical strike, so them critting cannot "turn on" that damage bonus.

Cold Conduction

"your Hits" means any hits from your skills or your character's stats in the rare case of non-skill hits. Totems use your skills, hits with those skills are your hits.

Blast-Freeze also works with totems

This one is indeed a little less clear. The problem here is we have to balance accuracy for all cases against how over-complicated a stat description looks when the extra details don't matter for normal cases, which makes people confused about the simple applicatio...

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27 Apr

Comment

Originally posted by hfok

So If I have a pure physical damage skill and have 50% phys to cold as well as 50% phys to fire and nothing else, trinity will do nothing for this hit?

EDIT: Another question on the same line is, if I am using Doomfletch's Prism, I will not proc trinity at all if I have no other extra/conversion going on as the game rolled how much I do make it as an extra to each element base on that roll?

So If I have a pure physical damage skill and have 50% phys to cold as well as 50% phys to fire and nothing else, trinity will do nothing for this hit?

That is a possible but unlikely result. Each damage type will still roll within its min and max damage values, and unless the skill in question has no damage variance at all, it is unlikely that both damage types will roll the same value for a given hit.


16 Apr

Comment
    Mark_GGG on Forums - Thread - Direct

Chaos Inoculation makes you immune to chaos damage. It does not affect your chaos resistance. Resistance does not matter for damage when you are immune.

Previously it also had the effect of setting your chaos resistance to 100% for display purposes, and that was considered fine because changing the resistance number didn't affect anything and it looked cool.

But that isn't the case any longer. There are effects that scale on how much chaos resistance you have, so while the chaos resistance value doesn't matter for damage (because you're immune to that), it does matter that the value be correct, and display correctly in the character panel, so this has been corrected in 3.14

Comment
    Mark_GGG on Forums - Thread - Direct

Chaos Inoculation makes you immune to chaos damage. It does not affect your chaos resistance. Resistance does not matter for damage when you are immune.

Previously it also had the effect of setting your chaos resistance to 100% for display purposes, and that was considered fine because changing the resistance number didn't affect anything and it looked cool.

But that isn't the case any longer. There are effects that scale on how much chaos resistance you have, so while the chaos resistance value doesn't matter for damage (because you're immune to that), it does matter that the value be correct, and display correctly in the character panel, so this has been corrected in 3.14