Mark_GGG

Mark_GGG



14 Feb

Comment

Originally posted by DNOnnie

"Spell critical strike chance"

Does this mod work on spectres?

If you have the modifier, then it affects your spell damage, not the spectres' spell damage.

If you have a way to give that modifier to your spectres, it will affect their hits that deal spell damage, but not other hits.


12 Feb

Comment

Originally posted by NixonClix

Does the chest modifier "+% to spell critical strike chance" raise the crit chance of heralds?

I have scoured the forums with no answer to this question. Any info is greatly appreciated!

No. "Spell critical strike chance" is the critical strike chance of hits dealing spell damage. Heralds do not deal spell damage.

"x% increased Critical Strike Chance for Spells" or "Spell Skills have x% increased Critical Strike Chance" applies to Heralds, because it cares about what type of skill it is, not the kind of damage dealt.


26 Jan

Comment

Originally posted by [deleted]

can we talk more about how ricochet works? I league started with lancing steel and haven't been able to figure out what works consistently with it in terms of projectile priority since there's dozens of projectiles per second.

so the second line says 30% chance to Chain if projectile hits a wall. is this

a) nullified by pierce and/or fork on your projectile

b) separately calculated on any projectile that makes contact with a wall

c) able to work WITHOUT chain normally? obviously hard to test since the node itself gives +1 chain...

ultimately I don't give a shit for my build, I click machine gun button and things go boom, but it's a pretty unique mechanic that might have way more relevant applications for other skills. anyone done any testing?

A) No, because those aren't valid for collisions with terrain.

B) Yes.

C) No. It doesn't cause them to chain, it only makes them able to "use" their chains at a time they normally couldn't. A projectile which can't chain still can't chain in this case.


15 Jan

Comment

Originally posted by Cronax42

To confirm, Trinity Support will not work with ele hit, because ele hit only deals 1 damage type at a time, therefore there is no 'highest' damage type but only a 'single' damage type right? Or does it consider the other elements to be 0 for the purpose of this interaction?

It doesn't need to "consider" them to be zero, they are zero. The amount of fire damage dealt by a hit that doesn't deal fire damage is zero.

Comment

Originally posted by Kindly-Ad9555

If I perform an attack that takes two seconds to complete due to very low attack speed, how many charges will I get? Or in other words, at what point in an attack animation am I no longer considered attacking?

Whether you are or are not currently attacking has no bearing on gaining charges. You are considered to have attacked at the point you start the attack action.

Comment

Originally posted by thepush

If I hold Charged Dash, do the pulses count as separate attacks for gaining the Fanatic charges?

No. Channelling a skill is one use of that skill, from when you start channelling until you release.

Comment

Originally posted by I_Am-Awesome

Also sorry for the unrelated question but couldn't find any dev response: Can Wild Strike's secondary part hit the enemy you're hitting the melee attack with?

No.

Comment

Originally posted by Boredy0

My guess would be that Shaper of Flames checks against actual damage done on the target.

This is correct.


14 Jan

Comment

Originally posted by Vet_Leeber

Out of curiosity, in the extremely unlikely event that you managed to roll the exact same damage for all 3 elemental types, what would happen? Would it not trigger at all since they're all the highest type?

If no elemental types are not the highest damage type for the hit, then none of them can gain resonance.

Comment

Originally posted by qikink

I was thinking about this, and went searching. Am I right in assuming that alt-quality Added Fire Damage ( Supported Skills have 20% of Physical Damage Converted to Fire Damage ) *would* work?

As I understand it, there's no priority difference between Support and Skill Gems, so this 20% would get added to the total conversion pool to be scaled down to fit in 100%.

Yes.

Comment

Originally posted by OrcOfDoom

Just for clarity -

Trinity only compares the elemental damage, correct? If all elemental damage types were not the highest hit because it was physical, or chaos, then it would just compare the damage from the elemental?

Trinity only does anything at all if the highest damage type of the hit is elemental.

Comment

Trinity gives resonance of all elemental types that are not the highest in the hit. In the (extremely uncommon) occurance of managing to roll exactly equal damage of two types, both those types are highest, and resonance is only gained for the third type, which is not highest.

Comment

The 5% more damage per chain only increases the projectile damage, not the hit damage

Those are the same thing.

Comment

Originally posted by daman4567

So if you're playing a regular ignite build and in a party with someone who has Blackflame, they can force all of your ignites to deal chaos damage?

They can force the enemy to take chaos damage from your ignites.

Comment

Originally posted by daman4567

Is this also the case for things that stack more multipliers, such as many channeling skills and Intensify? Or do those pool their multipliers into one batch?

Intensify does not stack more multipliers. Intensify has "Supported Skills deal (14-22)% more Area Damage with Hits per Intensity" - this is one modifier. The value of this modifier changes based on how much intensity the skill has, the skill does not gain and lose modifiers.

Comment

Originally posted by I_Am-Awesome

I counted double damage as a 100% more multiplier, that's why I used 2.9/3.2/3.5 instead of 1.9/2.2/2.5

Doing (720*1.9) + (720*2.2) + (720*2.5) adds up to 3276, which is 6552 when doubled.

So using double damage at last gives me a little less damage, but now it should be correct right?

Also it means that for 5 missed spikes, I now substract [(112*5)*2.2]*2, which is 2464, so brings my final damage with 10 spike hits to 4088.

I realized I should factor double damage after each individual attack, so redid the calcs for that and total comes out as 9504.

(720*1.9)*2 + (720*2.2) *2 + (720*2.5)*2 = 9504, after subtracting 5 spikes its 7040.

Now makes more sense, and should be the correct one right?

Just tagging u/Mark_GGG to be sure since I'm not exaclty sure about where to factor double damage.

Double Damage is equivalent to a 100% more damage multiplier (although it is not implemented with one internally). The error in the calculations came from combining that additively with other more multipliers - all more/less modifiers are multiplicative with all other modifiers to the same value.

A modifier giving 90% more damage (such as Seismic Cry on the third hit) and a modifier giving 100% more damage (which double damage is mathematically equivalent to) combine as "damage * 1.9 * 2", not "damage * 2.9".

This is true of all more/less modifiers, not specific to double damage (which technically skips the more modifier part entirely - double damage is applied directly as "multiply by 2", which is why it's equivalent to a 100% more damage modifier - because that would result in multiplying by 2 as well.

Comment

Originally posted by Rumstein

/u/mark_ggg Blackflame's DoT "Conversion" - My understanding of the wording is that the chaos-ignite will scale with Fire damage modifiers on the character, but chaos resistance on enemy? (i.e. does not actually scale with %chaos damage). Is it correct to assume this, and that the ring effectively adds the mod "100% of ignite damage taken as chaos" to enemies ignited (same damage taken as rules)

My understanding of the wording is that the chaos-ignite will scale with Fire damage modifiers on the character, but chaos resistance on enemy?

This is broadly correct, but is true of all ignites. There is not a "chaos ignite". All the ignites are still fire, but enemies with at least one of your ignites on them take chaos damage instead of fire damage from any ignites on them.

the ring effectively adds the mod "100% of ignite damage taken as chaos" to enemies ignited (same damage taken as rules)

Not quite. The stat it's giving is the one it describes: "take chaos damage instead of fire damage from ignites". This is equivalent to the mod for taking chaos damage instead of physical from bleeding, found on [[Apep's Supremacy]]. These modifiers change which base stats the debuff applies to you, meaning they apply before any "x Damage taken as y" modifiers, and that such a modifier can still apply to the chao...

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Comment

Originally posted by L0rdAr1s

Can someone please tell me a difference between wording on "Outbreak" and "Spores on the Wind"? u/Bex_GGG or probably better u/Mark_GGG as a person who usually takes time to explain wording? First is just usual additional chance to proc, nothing special, but second sounds a bit weird. Are maps dropped in this region going to get a chance to drop with a new mod, which will guarantee a blight encounter in them? I mean it has almost same wording as "Pathological" node for Delirium, which is basically "maps found in this region have 10% to have a random delirium orb used on it".

Are maps dropped in this region going to get a chance to drop with a new mod, which will guarantee a blight encounter in them?

Yes. Specifically an Enchantment mod. I believe the text of the atlas tree mod has been extended to make this clearer for release.

Comment

Originally posted by ConradOCE

Hi Mark, regarding your above post about fixing this bug with storm secret.

I just wanna confirm if it is also a bug with the unqiue Hiltless as it also works like the storm secret currently does. Hiltless's wording "enemies you attack reflect 100 phys damage to you" could almost be taken as the enemies are actually hitting you? and thus Hiltless could be the only way of forcing enemy hits? (would be awesome if so for example cheiftons passive Tasalio, Cleansing Water, which gives 50% life recovery when hit by an enemy's fire damage recently). If this is the case than the interaction is still bugged for Hiltless because the reflect damage probably shouldn't apply with on hit effects of arctic armour.

Or is the Hiltless just bugged same as storm's secret and that it's not actually considered an enemy hitting you?

Thanks for your time!!

Hiltless causes enemies to reflect damage to you, as you correctly interpreted from the description. The Arctic Armour stat(s) should not be applying ailments when hit by reflected damage, and this bug is also fixed in 3.13.0.

Comment

Originally posted by 77x0

Hey u/Mark_GGG a couple of mechanics questions about: Inquisitor>Instruments of Zeal>"Gain 1 Fanatic Charge Every Second if you've Attacked in the past second"

  1. Do triggered attacks work for this? (Static Strike ticks, Riposte/Reckoning/Vengeance, Hidden Blade, Replica Maloney's Mechanism)
  2. Do Mirage Warriors or Blink/Mirror Arrow clones generate their own charges? (for the purposes of Supreme Grandstanding)

Edit: forgot to put 'Replica' before Maloney's Mechanism

Do triggered attacks work for this? (Static Strike ticks, Riposte/Reckoning/Vengeance, Hidden Blade, Replica Maloney's Mechanism)

No. Triggering an attack is not attacking.

Do Mirage Warriors or Blink/Mirror Arrow clones generate their own charges? (for the purposes of Supreme Grandstanding)

No. Those are separate entities and do not have your passive tree.