Mark_GGG

Mark_GGG



12 Apr

Comment

Originally posted by thatsrealneato

Could you clarify how "damage prevented from hits" works in the context of Juggernaut's Unbreakable node? I assume this refers to only prevention of damage taken, not prevention of life loss, but petrified blood does use the word "prevent" and the wording on the Unbreakable node makes it a little unclear as to how the two would interact.

Petrified blood does not prevent damage. It prevents loss of life from damage. preventing damage happens earlier than that.

Comment

Originally posted by Ajido

Does Petrified Blood affect the player getting savage hits? If I were to be hit for 15% of my maximum life (A savage hit), but I only take 9% upfront due to Petrified Blood, does that still count as a Savage Hit?

Savage Hits are determined by how much life you lose to the hit, which is what petrified blood modifies. It can change a hit that would have been a savage hit into one that is not.


10 Apr

Comment

Originally posted by Exystance

I’m not sure I get it well, so will I die if the first bottom life reaches zéro or will I die when the second part of the life on the picture reach zero? ( in a case you only taking degen and not a big hit killing you)

If your actual current life (the part which is not transparent, everything below the line labelled ???! in the OP picture) reaches the bottom of the orb, you have zero life and are already dead.

If the petrified blood life loss indicator (the part of your current life which is darkened) reaches the bottom, then you are not dead yet, but will die when you finish losing life unless you do something about it.

Basically, the part of your life which is darkened shows that you are going to lose that life, but haven't yet lost all of it. If that covers all your current life, then you're going to lose all your life (and thus die). If it doesn't over all your life, you're only going to lose the dark part, and the brighter part below that will remain.

Comment

Originally posted by Barnyard_Pussy

Can you tell us what the spikes/ribs surrounding one of the Health Globes in the ultimatum trailer is?

It's a visual effect of petrified blood.

Comment

Originally posted by Regisle

To clarify, becouse I am on lowlife with cowards my regen will let me reach 100% life as it at no time stops me being lowlife anymore?

also another question, can you clarify if I am correct in that the extra damage I take that would have made my life negative counts as being "below half", for example say I have 5000 life and I take 6000 damage after mitigation, 2500 of this is above half life, and 3500 is below half life, so I endup taking 2500 * 1 + 3500 * 0.6 = 4600 damage instantly leaving me on 400 life, and 3500 * 0.4 = 1400 life over 4 seconds

To clarify, becouse I am on lowlife with cowards my regen will let me reach 100% life as it at no time stops me being lowlife anymore?

No. You count as currently on low life. Anything that tries to ask whether you are currently on low life will get an answer of "yes".

Petrified Blood 's recovery restriction is not asking that. It is asking whether a particular source of recovery would move your life to from below to above the low life threshold - coward's legacy does not and can not change this.

Comment

Originally posted by Notsomebeans

The petrified blood loss indicator shows your current life minus the expected total loss from petrified blood - this will be accurate if you don't have any other forms of recovery/loss happening, and if you do, it will move as your current life does to stay up to date. If it reaches the bottom of the life orb, you know you need to do something to change that because you're going to die otherwise.

would it make sense to apply this effect to other non-permanent dots like ignites/poisons (bleeds may be harder)?

not really, only things that directly change life are predictable in this way - those deal damage, but that damage may or may not cause any amount of loss of life - the total expected loss simply can't be calculated in the same way.

Comment

Originally posted by ploki122

The Reserved Life line would actually be "unreserved life" .

The Leech Pool line reprensents all recovery that aren't infinite, so it includes flasks, leech, recovery from warcries (I believe), and other heals like thaté

The ???! line would probably be your current life.

The Current Life??? I guess? line represents your remaining health assuming that you took all Petrified Blood damage at once (it's not quite your remaining life after PB ends, since it doesn't seem to account for recovery).

Total life seems accurate to me!

To clarify further:

Reservation blocks out the part of the orb that you can't use for anything any more, effectively lowering the cap. Below that, everything above current life is transparent (you don't have life here but might gain it), everything below current life is opaque (you do have life here but might be losing it).

The recovery indicator ("leech pool" above) shows your current life plus the expected total recovery from flasks and leech - this will be accurate if you don't have any other forms of recovery/loss happening, and if you do, it will move as your current life does to stay up to date. If it reaches the top of the life orb, you know you're on track to recover to full.

The petrified blood loss indicator shows your current life minus the expected total loss from petrified blood - this will be accurate if you don't have any other forms of recovery/loss happening, and if you do, it will move as your current life does to stay up to date. If it re...

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Comment

Originally posted by taggedjc

Could the wording perhaps be changed to "removed when life is capped out" or something, just to keep a distinction? Or even "when life is filled" which could be technically different from being at full life.

(That is, your life can be filled even though you're not at full life if you have some life reserved, such that it's as filled as you can get it)

I will definitely be keeping these suggestions in mind for potential future improvements to clarity here.

Comment

Originally posted by Dokomox

u/HolyCheeseMuffin never claimed it was the only way, so why would Mark reply "No.."?

agnostic's mana drain when "you are not on full life" actually triggers off having reserved life

The "actually" implies that what it cares about is whether you have reserved life or not, which is incorrect.

Comment

Originally posted by dotasopher

Kinda unrelated, but can you explain why I die to any dmg as CI + EB, when I have both Molten Shell up and MoM.

Molten Shell takes 75% dmg before life or ES, and MoM takes 30% dmg before life. Are these two stats not additive (additive as in applied at the same time, therefore diverting 100% of the dmg away from life)? Various sources of MoM-like effects (hiero, cloak of defiance, watchers eye) are clearly additive, so what in the wording of Molten Shell indicates that its not additive with MoM?

What about Molten Shell + Frost Shield + Jinxed Juju, are they additive effects? Can I survive damage while being CI + EB ?

No those are not and cannot be additive. MoM is before life but not before ES, so inherently is happening later in the process of working out how the damage causes you to lose stuff.

Comment

Originally posted by Kowalski_ESP

It is not possible to be on full life while you have reserved life

Then why are life leech instances removed if I have reserved life and I top my unreserved health?

I never reach full life while having reserved life and yet my life leech instances are still removed. It seems inconsistent with Brutal Fervour and Immortal Ambition wordings

Yes, this is something I'm not super happy with, but where short descriptions that are easy to understand for almost all purposes won out over longer and more confusing descriptions with a small amount more technical accuracy - "full life" means your life orb is 100% full. Leech and flasks are removed when life is as full as it can be, accounting for reservations, not actually on full life, but are described as simply being removed on full life because it's clearer for the majority of cases.

Comment

Originally posted by eggirus

What about projectiles from a skill like Molten Strike? They can chain?

Yes. Under normal circumstances they never encounter the situation in which they would do so, but that's not the same as being unable to.

Comment

Originally posted by destroyermaker

Seems better to rename it

Why? The name was never to indicate it was a type of bleeding, and it had that name before any of that mess was started. The name refers to what the debuff represents - something go its blood on you and the corruption in that blood hurts you.

Comment

Originally posted by culexdd

i am having a discussion with a friend about this, and neither of us wants to give up on it, because your example is only at max health, so maybe you can clarify what would happen instead if you were at 500 hp, 50% of the total of 1.000, when you take that hit of 1.000?

i am telling him that if you take a 1.000 hit, and you are already at 500/1000 hp, you would take 600 instantly, and 400 as degen at gem level 1.

While he is saying that if you are already at 500/1000, and take the 1000 dmg, you would still take the 800 instant, and 200 degen, like you showed as example on 1000/1000 hp.

which is correct? or are we both wrong?

If you're at 500/1000, then all of the life you'd lose from the hit is being taken from the bottom half of the life, so all of it is subject to the prevention. 40% is prevented, so for the 1000 damage hit you'd try to lose 600 life immediately, but only actually lose 500 because that's all you have. Then you'd not actually lose any over time on account of being dead.

Comment

Originally posted by yusayu

How does this gem interact with Cast when Damage Taken? Since it modifies the Life Loss "after" taking damage and not the damage that is taken directly, it would stand to reason that the full damage is counted for CWDT and the life loss resulting from that damage is then reduced by Petrified Blood and redistributed as Life Loss over Time, correct?

Assume I'm at 50% life and I take 1000 damage, my CWDT gets 1000 damage counted, then you would lose 1000 life but Petrified Blood prevents 400 of that to be taken over time, or do only the 600 non-prevented life loss get counted toward CWDT?

Yes. That is one of the things I was referring to when I said "you will still take 1000 damage (which matters for anything counting damage taken)". Petrified Blood doesn't mess with damage at all, only the change in life.


09 Apr

Comment
    Mark_GGG on Forums - Thread - Direct

" ekaye wrote: Yes, why is "fiddle with the target's resistances" an "offensive stat", but "inflict damage over time" not? How is an aura granting damage to you different from Corrupting Fever granting "apply corrupting blood on hit" to you?
Corrupting Fever is not granting "apply corrupted blood on hit" to you.

The coorrupting fever skill puts a buff on you, and tracks what you do while you have the buff. The skill notices when you hit things, and that causes it to calculate a corrupted blood debuff, based on it's own skill stats, and apply that. The corrupted blood is not applied by you... Read more
Comment

Originally posted by Luxa_Gwenhwyfar

Is the phys dot that these new skills apply considered an ailment?

No.

Comment

Originally posted by Praetorian_MK-II

Is this requirement applied to non-projectile skills only? Because otherwise a lot of skills are supposed to have the chaining tag:)

Projectiles can inherently chain, they don't need a separate tag for it because the projectile tag encompases that.

Comment

Originally posted by Regisle

To confirm, something like [[Coward's Legacy]] doesnt boost this to 100% as the effect doesnt apply for "low life" but specifically the bottom half of the pool regardless of the state your in

(as cowards doesnt change the point that you are lowlife it just sets whatever flag for lowlife to true)

but DOES "increase the threshold" for regen/leech? (while on "lowlife" you can recover from regen/leech/lgoh etc...)

Coward's Legacy]] doesnt boost this to 100% as the effect doesnt apply for "low life" but specifically the bottom half of the pool regardless of the state your in

Correct.

but DOES "increase the threshold" for regen/leech? (while on "lowlife" you can recover from regen/leech/lgoh etc...)

No. The rule is not that you benefit from those while on low life, which is what coward's legacy pretends you are but that recovery from those sources can't change you to the state where you aren't in low life any more. Coward's Legacy doesn't affect this.

Comment

Originally posted by parzival1423

Please please reply, I'm theory crafting an Exsanguinate build: Will Fury valve work, and more importantly, will general convert mods work to fully convert the DoT aspect to something else, like Cold via Hrimburn gloves, plus Watcher eye mod etc.

There is Very few sources to amplify a pure Phys dot thats not a bleed (besides general spell damage %) so I'm theory crafting an Occultist who converts it all to cold damage first. Also, we've never had a spell-based non-bleed built-in-like-TRain Phys DoT, i think

Edit-WHOOPS can’t convert DoTs. Rip that. I think Fury would still work though

Edit 2-And screw me, Fury probably doesn’t either. I just saw the +7 tendrils and assumed it worked like that, that they were all projectiles.

Damage over time cannot be converted.