Mark_GGG

Mark_GGG



08 Dec

Comment
    Mark_GGG on Forums - Thread - Direct

The base case of the skill is stage 1 - there is no "0 stages" case for this skill. The first stage isn't ever gained, the skill just inherently always has it. Gaining a second stage is the first time it actually gains a stage and thus that is when the minimum time between gaining stages starts to apply.


07 Dec

Comment
    Mark_GGG on Forums - Thread - Direct

The base case of the skill is stage 1 - there is no "0 stages" case for this skill. The first stage isn't ever gained, the skill just inherently always has it. Gaining a second stage is the first time it actually gains a stage and thus that is when the minimum time between gaining stages starts to apply.

Comment
    Mark_GGG on Forums - Thread - Direct

Sigil of Power intentionally has a minimum time of 1 second between gaining stages. This is supposed to display on the gem, but this display didn't work at release. It has since been fixed internally, but I don't know when that fix will make it to the live realm if it hasn't already.

Comment

I'm pretty certain that void sphere's "pulling" effect is really just knockback on hit

It is not.


06 Dec

Comment
    Mark_GGG on Forums - Thread - Direct

Sigil of Power intentionally has a minimum time of 1 second between gaining stages. This is supposed to display on the gem, but this display didn't work at release. It has since been fixed internally, but I don't know when that fix will make it to the live realm if it hasn't already.

Comment
    Mark_GGG on Forums - Thread - Direct

Sigil of Power intentionally has a minimum time of 1 second between gaining stages. This is supposed to display on the gem, but this display didn't work at release. It has since been fixed internally, but I don't know when that fix will make it to the live realm if it hasn't already.


26 Nov

Comment

Originally posted by EliteIsh

ORIGINAL: You are correct on both counts. "Increased" in this context is the same as "More". So it's a 1.5-1.88 damage multiplier.

EDIT: So, the reason I said that is I was thinking of the previous version of assassin's mark that had enemies "take % increased extra damage taken from critical strikes" or the Champion ascendancy's Worthy Foe (enemies taunted by you take 20% increased damage). These are both "increased" but behave as a More multiplier at the end of the damage calculation which we know because of the word "taken" or "take".

It will stack additively with other sources of increased damage taken, which then add up to one single source of total increased damage taken by the enemy, which is a multiplier to the total damage. This is different than saying it's behaving as a More multiplier, like Mark says, because it's not stacking multiplicatively with other More modifiers. Source: ...

Read more

"Increased" in this context is the same as "More"

This is incorrect. This modifier is additive with all other modifiers to damage taken by that enemy. A "more" modifiers would stack multiplicatively with other modifiers to damage taken by the enemy.

Comment

Am I right that "Cursed Enemies are Debilitated for 2 Seconds when they Hit" means that when THEY hit me, then Debilitate procs?

​When they hit anything - it doesn't have to be you they're hitting.

Also "Cursed Enemies take (50-88)% increased Damage while on Low Life" refers to ANY damage type?

Yes.

Comment

Detonate Dead does not have added damage. The damage values on the gem are base spell damage.


19 Nov

Comment

It used to count as exerted on release of the skill

This is incorrect. Channelled skills have never been able to be exerted.


16 Nov

Comment

You have to hit them first to apply the curse - it's then too late to modify that hit, since it already happened, and they weren't cursed when you hit them.


13 Nov

Comment

the Split personality jewel, which grants a huge strength and intelligence bonus, simply doesn't work with Scion if it starts from a different place on the tree (this is a bug)

For the record, this is not a bug. The jewel explicitly measures distance to the starting location of your class, not any other class starting locaiton.


12 Nov

Comment

Originally posted by ZeusKabob

To clarify for the Radiant Faith callout:

Radiant Faith: Grants maximum energy shield equal to 10% of your Reserved Mana ... to you and nearby Allies.

This is fundamentally different from "Gain 10% of Mana as extra Maximum Energy Shield", not just because it's an aura.

Correct.

Comment

Originally posted by brinkofwarz

Ah I see, seems I was mistaken. So this gives you armor based on your own evasion and not the auramancers?

Yes. It's doing the same kind of thing as Hatred.

As a side note, this specific kind of modifier is one of the ones that makes me hate the English language. A lot of ambiguity could be removed if 2nd person singular and 2nd person plural didn't use the same pronouns - "You and nearby allies gain x% of your X as Y" would add clarity if there were different words for singular "your" (everyone gaining Y based on the aura owner's X), or plural "your" (the actual case; each gaining Y based on their own individual X).

Unfortunately, the closest we have in English would be to use "y'all's" for the latter case, which would not be clear to all players. NZ slang (at least from when I was growing up) would suggest "Yous/Youse" (I've seen both spellings) as an alternate plural form, but that would be even worse for clarity/recognition by the wider playerbase.

Comment

Originally posted by Hobbitcraftlol

This isnt a damage conversion. This is a gem providing a base armour addition, exactly the same way that guardian radiant faith provides a base energy shield addition.

"gain x as extra y" is a conversion mechanic in PoE - it's the wording for things that convert x to y but also keep the value of x rather than losing it.

This stat is conversion, and specifically is implemented by adding to the same "% of evasion gained as armour" value that Iron Reflexes adds 100 to (IR also sets "evasion rating lost to conversion" to 100, which this stat doesn't affect).

Comment

Originally posted by sergeantminor

Honestly im not sure why you would "Apply armour and evasion modifiers to converted evasion" after converting the armour. Determination alt quality is a source of base armour, therefore it would only be affected by armour %increases afterwards. It is DEFINITELY converted from the evasion post-increased from aurastack calculations I did earlier in the league.

This is at odds with what I understand about conversion in PoE. If you convert 20% of your physical damage to cold, then the post-conversion amount is affected by the sum of "increased physical" and "increased cold" modifiers. "Gain as extra" modifiers (e.g. Divergent Determination) are fundamentally the same as "converted to" modifiers (e.g. Iron Reflexes), except for how they affect the original quantity (e.g. evasion rating).

If Divergent Determination's conversion mechanics are fundamentally different, I can't imagine why. That would be like if damage gained from Hatred were treate...

Read more

You are correct - increases to armour and increases to evasion are additive with each other when applying to evasion that's converted to armour, just like with all conversion in PoE.

They always have been, and they definitely still are. I've tested this thouroghly just now and it's definitely still working. increased "evasion rating", "increased armour", and "increased evasion rating and armour" all stack additively with each other for the converted evasion->armour, in any combination of those modifiers.

Also, as noted elsewhere in the thread, modifiers cannot apply twice to the same value - a modifier that affects both evasion and armour will apply to evasion converted to armour. It will not apply twice.

Comment

Originally posted by Godskook

PoE's traditional method of "conversion" is to take the final value and convert it to the new stat as "base" in the new stat. Everything did this at one point.

PoE has moved away from that mechanic, and specifically removed it from damage and life/ES/Mana mods. They probably wrote Armor/Evasion off as being too-low-priority to fix, if it indeed still works this way.

PoE's traditional method of "conversion" is to take the final value and convert it to the new stat as "base" in the new stat. Everything did this at one point.

This is not true. No conversion mechanic in the game has ever done this.

The original form of conversion in PoE happened entirely on base values and didn't give any special interaction with modifiers based on what something used to be - converting physical damage to fire damage meant that damage was affected by modifiers to fire damage, and unaffected by modifiers to physical damage, because that converted damage was fire, and wasn't physical (any more).

The only thing that was ever converted this way was damage - this was when conversion was first added for the original trio of elemental-conversion attacks: Infernal Blow, Glacial Hammer, and Lightning Strike.

The conversion system was then changed to the current system, where first the base value is convert...

Read more

11 Nov

Comment

Originally posted by adrunkangel

Wouldn't having a max roll ring (ignites deal damage 45% faster) cause ignite duration to be (0.4)/(1.45) = 0.275 seconds?

Edit: Hell, even a min roll brings the ignite duration to 0.296 seconds

Yeah, my quick test of this was flawed due to a small amount of increased ailment duraiton on my character that I didn't catch, it's definitely possible to hit this threshold with just one ring if you have no investment into increasing the duration.

Comment

Originally posted by adrunkangel

having a single rep emberwake with no other modifiers to duration makes the duration less than .5 second, so they didn't even test one.

It works fine with one ring (EDIT: My testing of this was flawed, there are cases where this cutoff threshold threshold can be hit with just 1 ring) - the cutoff is 300ms, not 500. Two rings is 180% reduced duration, which is so far past the point of not having a duration at all we didn't expect anyone to find enough duration bonuses to counter that and try to ignite in the first place, and even then there's only a small band of durations which get caught by this case.

Comment

This is technically correct, beacause ailments are ignored if their duration would be below 300ms. This is primarily to avoid the performance cost of adding and removing lots of debuffs too quickly, in cases where they have little time to take effect. This is less true for damaging ailments than non-damaging ones due to their effect being effectively cumulative and the damage they cause resulting in ongoing changes (loss of life) that persist beyond the ailments duration, but very short damaging ailments also have their own issues with accuracy of duration - any ignite that this is skipping would have ~10% more/less effective duration based on when in a frame it was added, and that error gets larger as the duration gets shorter.

I don't think this has actually been possible in-game before now for ignite, so it's never come up. This is complicated slightly more by the fact that the other damaging ailments, bleeding and poison, don't currently have that restriction ...

Read more