Mark_GGG

Mark_GGG



15 Apr

Comment

Originally posted by blvcksvn

Hey /u/Mark_GGG, just to clarify, will Archmage work with Reap/Exsanguinate as long as you add a mana cost via Voidbringers or Apep's Rage?

All skills have costs, they just are sometimes zero - not having a cost just means the value of that cost is zero. Since Reap's base mana cost of zero is (probably) lower than a % of your unreserved mana, Archmage will raise the mana cost to that value. You don't need any uniques.

Comment

The skill that applies Corrupted Blood is Corrupted Fever, not the skill you hit with.

Just like how if you kill a shocked enemy with a bow skill, and that causes Herald of Thunder to damage things, that damage is still from Herald of Thunder and not scaled by bow modifiers.

Comment

Archmage changes the mana cost of a skill, it leaves the life cost alone.

Comment

Originally posted by ragnorke

Agnostic and the Overleech can't work together unfortunately.

Overleech requires you to only reserve 49% of your life to work, whereas Agnostic requires you to reserve 50%.

I believe Mark specified that if you only reserve 49% of your life while using Agnostic, Agnostic will keep draining mana (since you aren't at full life yet), but it won't actually heal you because Petrified Blood stops it from reaching the final 1%... So it'll just be a huge constant degen of mana most of the time.

I think some builds will be better off keeping the Overleech and using MoM with it, or CS/ES... Whereas others would prefer Agnostic. It's very situational.

I believe Mark specified that if you only reserve 49% of your life while using Agnostic, Agnostic will keep draining mana (since you aren't at full life yet), but it won't actually heal you because Petrified Blood stops it from reaching the final 1%... So it'll just be a huge constant degen of mana most of the time.

I definitely did not say that. It's techncally true, but misleading, because it's also true if you reserve 50%, or 99%. Agnostic cares about being on Full Life, which means 100% of max. Any reserved life prevents you being on full. It is not like leech, which is removed when unreserved life is filled.

Comment

Originally posted by Kingkarlos19

/u/Mark_GGG

Can you guys please fix Soul Catcher before the league starts?

Its currently not effected at all by "Flasks applied to you have #% increased Effect"

Would be nice to have that fixed with the Vaal Changes :)

It is already correctly modified by flask effect modifiers.

Comment

Originally posted by Posid

yeah no I was definitely wrong. But I wasn't wrong about reduced being additive, it does work like that in other places? Increased modifiers directly interact with reduced modifiers in an additive fashion, take for example reduced/increased mana reservation Vs less/more mana reservation.

My mistake here isn't the reduced part, the mistake is thinking of +resistances as being an increased modifier instead of just being a flat modifier. Which is just terrible math really :)

Yes. All "increased" and "reduced" modifiers that apply to a given value are additive with each other, and apply the total of summing those modifiers to modify the base value, whatever that is, by a percentage of itself.

Additions/subtractions are different (and are applied before % modifiers) - they add or subtract directly from the base value.

This is most commonly known with the distinction between "+x% to Critical Strike Chance" and "x% increased Critical Strike Chance".

Comment

Originally posted by FussyBirdTV

Why can't you just let us have fun? This skill seems very boring now. Get ready for self cast Crit OR spellslinging DoT variants cuz it's all you will find now yaaay such diversity.

Letting the totems gain charges would literally not do anything because they don't use their own skills, they use yours. It would only mislead players.

Comment

Originally posted by sergeantminor

Hi Mark, can you clarify how spending mana through Arcane Cloak interacts (if at all) with Petrified Blood's "Skills gain a Base Life Cost equal to x% of Base Mana Cost while not on Low Life"?

Specifically, if you have a level 1 Petrified Blood and are currently above 50% life, will a level 1 Arcane Cloak have a base life cost equal to 18% of current mana (40% of 45%)? The current wording of Arcane Cloak is different from other specifications of mana cost, so it's a little ambiguous to me.

If so, will each of these only be affected by modifiers to their respective cost types? As in, the amount of mana spent is affected by modifiers to "Mana Cost" and generic "Cost" modifiers, and the life spent is only affected by "Life Cost" and generic "Cost" modifiers?

Arcane Cloak has a mana cost of zero. It will gain a life cost of zero. The effect of the skill is to spend some mana, but this is not a cost.


14 Apr

Comment

Originally posted by Tonexus

With mines, does sufficient "skills have -x to total mana cost" mean that you can use mines on empty mana as long as you have enough unreserved mana for the reservation portion of the skill?

Yes. If you can get the cost to zero, you only need to worry about the reservation, and reservation doesn't require spending anything in 3.14

EDIT: Also, if you have a way to throw multiple mines in one skill use, you need to manage the reservation for each individual mine, but only pay the cost once for each time you use the skill.

Comment

Originally posted by Poincare_Confection

/u/mark_ggg, two questions about Chainbreaker:

  1. Is the 3 rage cost affected by the cost modifiers of linked support gems?

  2. If Chainbreaker makes one of my skills cost 3 rage, and I have less than 3 rage, then am I unable to cast the skill?

Yes and Yes.

Comment

Originally posted by Posid

it's reduced and not not less resistance, so you'd need however much resistance the modifier detracts, should just be a negative additive resist.

That is not what "reduced" means anywhere in PoE.

Comment

Originally posted by SpacetimeDensityModi

Does the reservation cost change affect how proxied reservations spend resources? Aura totems for example? Ancient Waystones Hiero new meta

Spell Totem Support still replaces any reservation the skill has with a cost for when you use it. If the skill had both a reservation and a cost already, these costs will add together.

Comment

Originally posted by neohongkong

Percentage reservations are now stored with more precision internally, allowing them to have up to two decimal places in the percentage value, however the total amount of resources reserved must still be a whole number. This prevents some cases where small reductions in reservation values would have no effect due to rounding. As an example, if a skill reserves 50% of Mana, a modifier granting "1% reduced reservation" will now change the reservation to 49.5% Mana, where previously it would still be 50% due to the change not affecting the percentage by a whole number. However, it is still not possible to reserve less than 1 of something, so for a player with 100 Mana, that 49.5% reservation will still reserve 50 of it. For a player with 1000 Mana, 495 would be reserved.

thanks GGG

When I worked out I was going to have to rewrite all the code related to costs and reservations anyway, I decided I wasn't gonna not get that change in at the same time.

Comment

Originally posted by Nath_Physio

I need to know if totems can gain blood charges with reap!

Players have 5 maximum blood charges. Totems and other monsters have zero maximum blood charges.


13 Apr

Comment

Originally posted by TheBreakfastBaron

Hey Mark, idk if you'll see this reply, but I do have a question regarding the mechanics of Corrupting Fever. If I want to scale the damage of the Corrupted Blood, would I link damage supports to the skill that is applying damage to enemies (i.e., link them to Split Arrow because Split Arrow is applying the Corrupted Blood to enemies, and Corrupting Fever doesn't scale with damage links because it's only a buff spell), or would I link them to Corrupting Fever (because it's providing the damage to be applied in the first place)? I was thinking of league starting with this and this will change my build plans depending on how it works.

The Corrupting Fever skill applies Corrupting Blood to enemies when you hit them while you have it's buff. Other skills do not apply corrupting blood.

Comment

Originally posted by Waniritxxxiii

Thanks for the clarification. I have another question regarding petrified blood mechanics if you don't mind. You have confirmed that it grants an overleech mechanic because life never reaches maximum.

How would this work with Eternal Youth and Wicked Ward?

I suspect that we could technically get an "over-recharge" effect where say we start recharging, get to 50% after 1 second of recharge, get hit by a mob at 2 seconds, and continue recharging for another 2 seconds back up to 'full' without having to wait for recharge to start again.

Is this accurate or will the Eternal Youth life recharge stop at 50% life with petrified blood?

Recharge, unlike leech, has no interaction with reaching full in the first place. Recharge does not stop when ES (or life) is filled. There is thus no concept of "over-recharge". It's just recharge.

Comment

Originally posted by thewot94

How does Reap interact with spellslinger? Does it reserve life since it doesn't cost mana like normal skills?

No. Spellslinger specifically gives each supported spell a base mana reservatrion, and calculates it's own rewservation based on adding those together. It doesn't care what cost a skill has.


12 Apr

Comment

Originally posted by ClockworkSalmon

Because of this modifier on Reap's skill gem, spell damage modifiers will work the same way as damage over time modifiers, so poisons you apply with reap will be modified by pain attunement and other spell damage increases/more multipliers.

While afaik spell damage doesn't affect poisons you apply with BV. So unfortunately there's not much synergy if you go reap+bv poison and stack spell damage, your reap will have good damage with poison but the spell damage wont buff BV poison.

Edit: nevermind, this doesn't work anymore. My old ass building knowledge is showing lmao.

The mod that Reap and Essence Drain now only works for the skill's own DoT, it used to work for ignite/poisons but doesn't anymore. Build ruined.

Because of this modifier on Reap's skill gem, spell damage modifiers will work the same way as damage over time modifiers, so poisons you apply with reap will be modified by pain attunement and other spell damage increases/more multipliers.

No. "this Skill's Damage over Time" refers specifically to the damage over time effect that belongs to that skill - the specific one it applies as part of it's skill effect and which is unique to it. It does not affect poison, other ailments, or other additional DoT effect like Decay.

Comment

Originally posted by Waniritxxxiii

Wait so in the screen shot this post is referencing there is petrified blood expected life, but no petrified blood spikes. Did the player disable petrified blood while there was damage staggered still or do the spikes not always show or is this screenshot from a build before the spikes were added or something else?

Probably recorded before the spike visuals were finished, but I'm pretty sure it will look like that if you turn off petrified blood while the loss of life remains.

Comment

Originally posted by Myaccountonthego

Hmmm. I found some replies where he clarifies it's not really damage (so the soul of Arakaali is clear), but no specific mention on whether or not it affects ES recharge.

As far as I know blood magic no longer interrupts ES recharge, but it used to, despite also not being damage. If life loss isn't damage it also shouldn't interrupt ES recharge, which would be important for hybrid builds or using Eternal Youth, but I haven't seen it explicitly confirmed.

Blood Magic used to affect ES Recharge because ES Recharge used to have nothing to do with damage. It was caused by losing ES, or losing whatever ES is protecting (usually life, but sometimes mana).

The change that made blood magic stop interacting with it was when we changed recharge from caring about any loss to only caring about loss caused by damage. The over-time loss from Petrified blood is not damage.