Mark_GGG

Mark_GGG



16 Apr

Comment

This is not a bug. CI makes you immune to chaos damage, it does not actually affect resistance. This matters for things that scale based on how much actual chaos resistance you have. The displayed values now correctly reflect that and show your actual resistance value rather than showing 100%, which is not actually how immunity works anyway.

Comment

Originally posted by Uberzwerg

I never realized that Knuth started TeX himself.
Just like Torvalds started Git.

People doing important work in need for the proper tools.

I never realized that Knuth started TeX himself.

He created TeX specifically to typeset one book because he wasn't happy with the other options available.

Comment

Originally posted by bobbechk

Hi Mark

On the same theme, do you know if the wording and mechanics of Indigon has changed to "skill cost" rather then "mana skill cost"?

As an example would the increased skill cost modifier of Indigon also increase life cost for Reap?

I do know whether that changed, yes.

Comment

Originally posted by ThatOneParasol

So... Mirage Archers are distinctly separate entities from us? Sort of like a totem? Does this mean if I use ice bite support + mirage archer support linked to a bow skill gem while I have 10 frenzy charges, the mirage archer will not get the X to Y added cold damage per frenzy charge from ice bite? Is it possible for mirage archers to gain frenzy (or any other kind of) charges?

The Mirage Archer cannot gain frenzy charges and would not benefit from them if it did. It does not use it's own skill, it uses your skill, just like a totem, so your stat modifiers that affect that skill are applicable.

Comment

Originally posted by Asteroth555

it's looking at you.

Does it gaze into my eyes?

Yes. Intensely.

Comment

Originally posted by rrrrrrrrraaaaaaaaa

Yeah, I got that from reading your old comments. Thank you for coming on reddit and clarifying things, you and the team really are awesome.

The window that pops up when you hover over supports that lists which of your skills it can be supported by, that's driven by supportability, and not tags, right?

Yes.

Comment

Originally posted by sergeantminor

Thanks a lot, Mark! This means a lot to me, coming from you. It sounds like you're implying that the enchants and quality bonuses will be pretty interesting, but I'll temper my expectations...

Also, you give me too much credit! You already confirmed the Savage Hit interaction when /u/Ajido inquired about Savage Hits in the megathread.

Huh, so I did. I have no memory of that - it's been a busy time.

Also, technically I only said the third installment would be inevitable after they were known, not that those would be the things that made it inevitable. Lots of other things will probably be known at roughly the same time :P

Comment

Originally posted by Anduryondon

Thanks! The current Archmage text doesn't include the Vaal part, so I just wanted to be sure :)

No problem. Going and looking up the current text to copy-paste it here actually got me to notice and fix a typo in it, so this conversation has contributed to improving the game.

Comment

Originally posted by Anduryondon

Does this include Vaal skills then? Because currently Archmage does not affect Vaal skills.

"Supports spell skills that deal damage with hits and have no reservation. Cannot support Vaal skills, triggered skills, or skills used by totems, traps or mines. Cannot modify the skills of minions."

Comment

Originally posted by sergeantminor

Hi again, here's a follow-up video to my first video about Petrified Blood. I tried to incorporate as many of the questions and suggestions from the last video as possible into this one. The sound quality still isn't great, but the video is rendered at a higher resolution, and the presentation is a bit better I think.

Part two ended up being twice as long as part one. I tried to include some discussion of actual builds at the end, which people really wanted, but the video still focuses mostly on teaching mechanics. Once again, any feedback is appreciated, and feel free to make suggestions for future content!

Good job on these videos. I look forward to the inevitable third installment once all the enchanments and alternate qualities for the skill are known.

I don't think I've seen anyone else consider the Savage Hit interaction, so I'll confirm here that you are correct on that one.

Comment

Originally posted by redlow0992

Just for the sake of clarification, when the CF buff is up it is sufficient to hit enemies (with any skill) to apply the debuff, right? It does not have to be a life-spending skill?

Life-spending part only comes into play to refresh the buff on “you”.

Correct.


15 Apr

Comment

A number of hits is not a measurement of time. "slower" thus does not apply to it.

Impale does have a duration (8 seconds) and temporal chains will make that duration expire slower. It also being removed after 5 hits does not interact with that in any way.

Comment

Originally posted by [deleted]

[deleted]

Support gems have supportability text specifically to describe which kinds of skills things they can support. The supportability system is complicated enough that there isn't really any other way to communicate that information than stating it in text.

Comment

Originally posted by Highcradle

So does this mean you can, in 3.14, use Archmage to support a Herald skill, Herald of Thunder for example, and increase the damage it deals?

Ah, whoops, I got that wrong. The supportability on Archmage in 3.14 is actually that it can support any skill without a reservation. While the cost part could technically apply to a reservation skill, the way it interacts with damage wouldn't really make sense, so it was disallowed.

Comment

No. Corrupting Fever is similar to a Herald, in that the skill does two things:

  1. Applies a buff to you, specifically.
  2. Tracks what you do while you have the buff, and does it's effect when you do a specific thing (in this case both "spend life" and "hit enemy" are tracked for different purposes).

A Mirage Archer isn't you and doesn't have the buff, so the skill never notices it hitting things, because it's not looking at the archer, it's looking at you.

Comment

Originally posted by cowpimpgaming

What about something like Vortex? I imagine it operates like RF?

No - there's no ongoing component to your skill, it created a vortex with set values, then finished casting. You created a thing which is separate to you, and your skill doesn't continue happening to be able to maintain it.

Comment

Fortify, like Ailments, is a "generic" buff/debuff which is not considered a skill effect (regardless of how you gain it), and thus not modified by skill effect duration (or the more restrictive version that only applies to buffs). The duration of Fortify is only modified by modifiers specifically to Fortify Duration.

The "Duration" gem tag refers to specifically skill effect duration, so doesn't belong on this gem - it doesn't have a skill effect duration to modify.

Comment

Originally posted by rrrrrrrrraaaaaaaaa

So, how would you describe them slapping the "chain" tag onto exsanguinate to make it able to chain.

To me, that is a descriptive tag that was added to affect supportability.

It is a descriptive tag (as are all tags to some extent), it does not affect supportability.

Exsanguinate, mechanically, can chain.

Because of this, the Chain Support can support it - its supportability text says "Supports projectile skills, and any other skills that chain.", and Exsanguinate is in that second group. The tag has no effect on this.

Because Exsanguinate is a (non-projectile) skill that can chain, it is given the Chaining tag, primarily to make it clear to users that the skill is capable of chaining (I don't think we give out any bonuses to gems based on having the Chaining tag and I hope we never do because then we'd probably have to go back and add it to all the projectile gems that are currently assumed to be able to chain by default).

The supportability and the tag do not affect each other. Both are there because the skill works in a way that allows it to chain. The tag is not needed for supportability, the supportability is not nee...

Read more
Comment

Originally posted by Wallach

Is there a more specific reason then that the Archmage gem mentions only supporting skills that have a mana cost?

It doesn't in 3.14. Prior to 3.14, all gems had either a mana cost or a mana reservation, and it was fundamentally impossible to have both. Thus Archmage had to be limited to skills with mana costs, because that was all the skills it could work on - skills with mana reservations couldn't have mana costs.

In 3.14 skills all have a cost, and some skills also have a reservation, neither of which have to be inherently of mana. As such Archmage can support any skill, because it's effect can apply to any skill.

EDIT: This is wrong - the cost-modifying part of Archmage could technically apply to any skill, but it's restricted to only support skills without a reservation (which is the closest thing to the actual meaning of it's previous restriction), because it's full effect only makes sense in the context of skills where the amount of damage you do has some relation to how many times you pay the cost.

Comment

Originally posted by FacetiousTomato

But if I hit with a 10dps dot that will be on them for 10sec, and after 3 seconds I gain a "+60% to all damage done" buff, will the enemy I dotted earlier be taking 16dps for the next 7 seconds, or 10?

If you're putting an individual debuff on something, like Ignite, the values of that debuff are inherently set at the time it's created and do not change after that point.

Something like Righteous Fire ort Death's Oath, where your skill is constantly maintaining an aura debuff will be updating it's value on you, which in turn changes the effect on enemies in the area of effect.