Mark_GGG

Mark_GGG



25 Mar

Comment

The concept that eventaully became the Historic jewels was originally concepted as a way of corrupting the passive tree - Something a bit like Glorious Vanity, but with no way to know what effects it would have. It being non-removable once socketed in the tree was discussed.

It wasn't used at the time, but Hrishi and I liked the core idea enough that we kept discussing and refining it, and eventually Hrishi found it a home in Legion, and we expanded the concept so each civilisation could change the tree in different, usually more predictable, ways. I think this has ended up better than the original concept, personally.


09 Mar

Comment

Originally posted by Sleelan

Sure, except that in the case of Primal Aegis, the buff text is in a way more verbose than the source of the buff in the Elementalist passive. Not only does the passive not tell you the duration of the no-damage buffer either, but it doesn't even specify that it can only block elemental damage from hits. Yes, it may seem intuitive that an Elementalist skill would only block elemental hits, but the passive description explicitly reads "Block damage from hits." So someone Jousis might make a build and not get the full information on how the skill works until he gets to read the buff text, which you're arguing is too verbose already.

The passive explicitly gives you a skill - like all skills, the detailed information for this skill can be seen in the character panel, including duration, and the in-depth description of the skill's mechanics.

Your point about the skill-specific modifier the node adds is a good one, though. This happened as a side effect of how the Aegises work - they have a stat to determine how much damage they can take, and a separate stat to determine which types of damage they can take - this only affects the former, so uses a description which matches that. But in this context it could be changed to be more clear for players who don't look up the character panel for the skill's fuill description. I've adjusted that for 3.14.

Comment

Originally posted by SuperJelle

In general, I would like to know how stuff affects me yeah of course - that's no matter if we are talking about how much damage my main skill does (imagine if Arc simply read 'deals lightning damage') or how a gloom shrine works. Are some things more important than others? Sure. Is it dumb to intentionally leave out relevant information? Yep.

I don't think there's anything wrong with wanting that, but for PoE we've always had what I thought was a pretty clear division of trying to give all relevant details where possible for aspects of your character, and not doing that for other objects acting on the character - the shrine is a separate entity that applies it's own effect to you, just like a monster using a skill, and we don't show all the stat values the shrine uses in-game for the same reason we don't show those for monsters.

Comment

Originally posted by MaskedAnathema

I would love to see an item that allows a gem to have negative quality. I can't think of why I wanted it off the top of my head, but I know there would be some fun interactions there.

I've proposed this a couple of times (including while we were building the alternate quality gem stuff), but it hasn't made it into the game. Yet.

Comment

Originally posted by HINDBRAIN

for mechanical clarity.

Guess that's a bit of a losing battle... I doubt the average player knows details like buff duration vs skill duration vs flask duration - that's not explained anywhere in game, is it?

I'm not sure what part of that would need an explicit in-game explaination. Those things, at least, work really intuitively for the most part - in the case of skills, and buffs granted by skills, pretty much all of those list a duration, outside of cases where the base duration is variable based on some non-predictable element, and those still explicitly use the term "duration" to make it clear those modifiers apply.

Modifiers referring to "skill effect" modify values which are a) on skills, and b) called "duration". In addition, in almost all cases you can see a total duration on the relevant skill popup, and observe whether it changes.

Modifiers to buff duration come in two kinds - the one that applies to the character as a whole explicitly says in modifies "Duration of Buffs and Debuffs you create with Skills". This in almost all cases applies to things created by skills which are shown on the relevant skill popup as "buff duration" or "debuff duration". There ar...

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Comment

Originally posted by SuperJelle

There's simply not enough need to duplicate that information in the tiny popup when you hover a buff icon to justify the work of getting that information

What about stuff like shrine effects where the information is not available anywhere in-game because the buff descriptions are so useless? Surely you can't seriously believe that third-party Wikipedia sites are the

more appropriate places

for basic game information.

Shrines are intentionally mysterious - they aren't supposed to be things the player knows exact details of.

Comment

Some alternate qualities were intentionally chosen such that the "best case" may not just be geting as much quality as posible - while standard quality stats are intended to (at least almost) always be good to raise, the alternate quality system, since no-one has to use an alternate-quality gem if they don't want to, gave the opportinuty to experiment with stats that have more interesting tradeoffs, which appeal to certain segments of the playerbase.

The alternate quality stats were also considered in light of how they might interact with any potential future content that allowed getting higher values of quality on gems than are currently possible. It's cool when something new gets added to the game that makes people go back and re-examine some older things because new interactions open up.

Comment

Originally posted by [deleted]

[deleted]

This is correct. The buff texts are just little hardcoded strings to give a quick idea of what a buff or debuff is doing. They're not intended to be comprehensive, and trying to make them be so would be a large amount of work for little gain because most people never read them, and that information is already available to players in easier-to-read forms in more appropriate places. That information is part of the skill, which is a separate thing from the buff, and only really connected on the server (buffs are entirely server-driven). Having buffs not only able to insert values into their texts, but do so with values that aren't even part of the buff, but need to be accessed from individual skills would be an extra system that needs to be implemented, takes effort to maintain, and would require buffs serialising more values to the client in a lot of cases - which is bad because buff serialisation is already something we have to keep working to reduce for performance.

The ski...

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06 Mar

Comment

Originally posted by Escupie

That seems like a pretty big nerf to make without mentioning it in the patch notes.

It was not a nerf, the stat never actually did that. This was only a description fix.

Comment

This was a description fix with no mechanical impact. The previous description incorrectly gave players the impression that hitting an enemy while it was ignited would permanently change it to a state where it would then be destroyed when killed, regardless of what killed it, which has never been true. The new description more accurately communicates what the stat has always done - destroying ignited enemies if your hits kill them.


04 Mar

Comment

Originally posted by Smooshfaced

It also originally could roll surgeon's, back when surgeon was gain a flask charge on crit, instead if a chance.

As you can imagine, it was very broken.

Also, the original version of Diamond Flasks was always crit during flask effect, rather than making crit chance lucky. Totally balanced.


02 Mar

Comment

Originally posted by cer_nagas

Thanks for the reply Mark. Since you're here, I have one more question. Can forked or chained projectiles hit the same target? F.ex I shoot 2 arrows (A and B) at once, they then fork into A1, A2, B1, B2. Can A1 hit a target that B1 already hit?

No.

Comment

1) No, each instance of movement travels 150 units, unless something else interferes.

2) No, projectile speed has no interaction with this distance, it only modifies speed. On specific projectiles which are limited to only travel for a set time, such as freezing pulse, increasing speed means they get further by the time they stop, but that has no interaction with the projectile movement only taking them a maximum of 150 units, and has no impact on most projectiles - only time-limited ones.

3) No, see 1.

4) Yes.

5) No, outside of specific skills that explicitly provide an exception to this, such as Shrapnel Ballista.

6) Yes. Barrage makes arrows be fired sequentially rather than at the same time.


25 Feb

Comment

Originally posted by Exdunn

Hi Mark, any chance this has something to do with affliction charges? I logged a bug about affliction charge not increasing the effectiveness of chill and shock https://www.pathofexile.com/forum/view-thread/3058624.

Yes, that modifier is included as part of the multiplicative modifiers that was not being applied (because it was reapplying the additive one in it's place).


18 Feb

Comment

Originally posted by kfijatass

Hi /u/mark_ggg , would you mind pitching in? Don't you require 200% cold ailment effect to achieve 30% chill? Is something not accounted for here that the fellow here can achieve 30% self-chill with exactly 110% chill effect?

Something is unaccounted for, yes. I don't know what.

With exactly 110% increased effect of chill (or increased effect of chill on you, or any combination of those stats that totals 110%, because they're addiive), using Icefang Orbit, Winterweave, and The Golden Rule, when I hit and poison an enemy, my character gets a chilled, with a base magnitude of -10 (reversed from 10) and an effect modifiers of +110%, resulting in an action speed modifier of +21%, exactly as expected. Other values also give corect results. I cannot reproduce any other result in-game without something else that modifies the effect of the chill. Could be a modifier to ailment effect, elemental ailment effect, cold ailment effect, etc.

I can only conclude that the character either has some other modifiers to the effect of the chill applied to them than the 110% claimed in this thread, or has some other source of increased action speed (unlikely based on the screenshots, since it ...

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17 Feb

Comment

Originally posted by Regisle

so with multistrike the limit is 90 (30 * 3), how does this work with a channeling skill (something like cyclone)?

A single use of a channelling skill is one action, no matter how long you channel for.

Comment

Originally posted by qaz012345678

Wouldn't multistrike let you bypass that because you don't need to do the input?

Engine limitations only limit you to starting one action per frame. An action which repeats x times is still all one action.

Comment

Originally posted by MayTheMemesGuideThee

can you please explain why

"Socketed Skills deal 20% more Attack Damage"

works with socketed minions while

" Vaal Skills deal (80-120)% increased Damage during effect"
doesn't work with Vaal Skeletons (in case if it doesn't)?

Both mods affect skills.

The first is a support effect, which is directly adding a stat (more attack damage) to the skill. All stats of the skill itself are copied to any minions that skill creates, so they get more attack damage in their base stats. Anything that is affecting socketed skills specifically works this way.

The second is a stat on your character which affects the damage of Vaal Skills they use. This changes the damage that skill deals, but isn't add stats to the skill itself so there is nothing to copy to the minion.

I have made a note to find that second description and update it to the more modern format ("x% increased Damage with Vaal Skills") for clarity.


14 Feb

Comment

Originally posted by Loreweaver15

Does Primordial Might's "increased damage if you've summoned a golem in the past 8 seconds" work with the Elementalist's auto-resummon ascendancy passive?

Yes, the Golems are specifically described as "Resummoned" because this is summoning them.

Comment

Originally posted by Mekanticore

The way its worded you would think grandstanding would apply to minions. Its bad because it doesn't.

This is incorrect. Supreme Grandstanding causes all allies and enemies in range, including minions, to share charges with you (which is defined as when they gain a charge, you also gain a matching charge).