Mark_GGG

Mark_GGG



18 Sep

Comment

Originally posted by MrReds1324

Oak is very hard to kill because of this

No he's not, this is entirely a display issue.

There are two problems here, neither of which has any mechanical effect.

1) Enduring Cry is incorrectly still showing the base amount of life regened in addition to the total value (for Enduring Cry these are the same unless specific support effects are used).

2) The description on the total value incorrectly includes a % symbol. It is not being applied as a percentage.


17 Sep

Comment

Originally posted by Pafi_SC

Cremation: 40% chance to Explode a nearby Corpse when Firing Projectiles

/u/Mark_GGG Just to clarify, the explosion destroys a corpse without a damage component instead of using "Explosion deals base Fire Damage equal to 4% of the corpse's Maximum Life" line from the gem, right?

If it wasn't the explosion, it wouldn't use the word "Explode".

Comment

Originally posted by Haeos

What happens if resistances are tied, how does it choose which resistance is applied? Or does it effectively use all tied resistances?

If it chooses one, is there a specific order it would choose it in?

If it effectively uses all, how would multiple sources of penetration be applied? Let's say the enemy has 0% fire, 0% lightning, 0% cold, and 0% chaos resistance. Could you then support it with fire, lightning, and cold pen and each one would be useful?

Random from among the tied options.

Comment

Originally posted by Nickoladze

Hey Mark can you confirm if the initial hit of Hexblast is area damage? The description on the gem talks about it only damaging a single target separate from the shockwave portion.

If it isn't area damage, support gems are pretty difficult...

It is not. It's hitting a single target. That's fundamentally not area damage.

Comment

Originally posted by ArmaMalum

Ball Lightning alternate quality 2 Projectiles have 10% chance to be Supercharged

Supercharged?

There is reminder text for this on the gem in-game:

(Supercharged Projectiles have 50% more Area of effect and deal 50% more Damage)

Comment

Originally posted by IceColdPorkSoda

/u/Mark_GGG does your answer mean that in this scenario, you could support hexblast with lightning penetration support?

You could support Hexblast with Lightning Penetration Support in other situations too. In this case it would be useful.

Comment

Originally posted by adzicents

/u/Mark_GGG How does penetration work with Hexblast?

Example: An enemy has 50% lightning res and 50% chaos res, you lower lightning by 30% and chaos by 27% but have 4% chaos pen

What's the order of operations?

a) Lightning is chosen as the lowest resistance, penetration isn't applied because it's chaos RESISTANCE penetration

b) Chaos is chosen because the penetration stacks with the resistance

c) Lightning is chosen, but the penetration still applies because it's counted as chaos penetrating damage

A) Penetration is against a specific resistance, not with a specific damage type.

Comment

Originally posted by optimistic_hsa

@/u/Mark_GGG how does increased AoE scale crackling lance? Width of the beam? Angle of the "secondary lightning areas"? Size of the secondary lightning areas only? Thank you.

Width

Comment

Originally posted by Sotrimmander

/u/Mark_GGG

What's the value of increased curse effect per 1 doom? I haven't found any info from what I've seen.

The effect of a Hex is increased by the amount of Doom it has. So 10 Doom increases effect by 10%

Comment

Originally posted by OneEyeTwoHead

@Bex: How much doom is applied for curse on hit items like rings and corrupts?

/u/Mark_GGG

Items which apply a Curse to an enemy (such as the curse-on-hit Ring modifiers) no longer specify a level, and instead have a set magnitude for their values with a fixed amount of Doom

None. That mechanic was going to use Doom, but the values ended up needing to go higher than maximum doom, so instead they just apply hexes with increased effect (which stacks with the inherent property of hexes having their effect increased by their doom).

In general, hexes applied on hit by mods that previously specified a level of the skill will now apply that hex with 4% increased effect * the previous level used by that mod.

Comment

Originally posted by TheSamaca

So does this mean it deals its damage from both its primary damage over time and its secondary debuff while the enemy is on the wall?

Yes.

Comment

Originally posted by [deleted]

[deleted]

No.

Comment

Originally posted by Nivius

when it changes from not being in the Wall's AoE to being in it.

i think that's the key prase, if you cast a wall on somthing, it is now inside the wall. taking damage from the wall+secondary (NOT running out untill they either leave or wall dies). if the mob now walk out of the wall, the secondary debuff is only active, and it will run out after the secondary duration.

have i understood correctly? /u/Mark_GGG ?

if so, this is 100% able to be its on skill where you just summon fire walls on stuff :P

^ confirmed

Now, that also means that the secondary dot is added to all projs that go thru it, meaning that it will stack with ignites for example. giving you a dubble stacking on the dot from the wall and from the projectiles ignite.

popping this and then fire fireballs thrue it would make the fireballs MUTCH stronger.

correct

Comment

Originally posted by magicallum

Flame Wall -

"Each enemy that enters the wall also receives a secondary burning debuff."

If you summon the wall on top of an enemy, do they get the secondary debuff? Or does it only apply after leaving the wall's space?

/u/Mark_GGG

Something is considered to "enter" the wall when it changes from not being in the Wall's AoE to being in it. At this time a) the wall's area damage over time effect starts applying, and b) the secondary debuff is added to that thing.

The secondary debuff's duration does not expire while the thing it's on is in the wall's area - it starts ticking down after they are no longer in the wall's area.


16 Sep

Comment

Originally posted by MiteBCool

I completely overlooked that but it makes total sense. Thanks Mark!

A lot of people in the office overlooked that for a while as well, until I pointed it out and got the item changed :)

Comment

Originally posted by MiteBCool

For all the naysayers: Pretty much any normal attack the Skeletons do will be considered "with this Weapon". The weird wording is likely to avoid silly edge cases such as Minion Instability gaining Triple Damage.

As such, all Added Damage effects will be Tripled here (3x). With Unholy Might, anything that gives Added Physical Damage is instead effectively 3.9x stronger. That includes Carrion Golem, Abyss Jewels, Rallying Cry and somewhat notably Champion's passive skill Master of Metal.

Converting all Physical Damage to Chaos will also enable some shenanigans with the built-in Wither debuff. An army of 12 Skeletons with just the 21% chance on the sword will, on average, maintain 7 Wither stacks (or 42% more damage, effectively). Add in a Withering Touch gem to your link and you're looking at all 15 stacks for a whopping 90% More damage; now 1 point of Added Physical Damage translates to 7.41 Chaos damage before even factoring in support gems.

With proper ge...

Read more

For all the naysayers: Pretty much any normal attack the Skeletons do will be considered "with this Weapon". The weird wording is likely to avoid silly edge cases such as Minion Instability gaining Triple Damage.

The main reason for limiting the triple damage bonus to their hits with the weapon is so if you have this in your off-hand it's not applying triple damage to skeletons that are still using their regular base weapon instead of the unique.

Comment

Iron grip now applies to all projectile damage

No it doesn't. There is not a functional change to Iron Grip. The description was reworded for consistency, but now contains an error that will be fixed.

Comment

Originally posted by ThatOneParasol

How does dealing Triple Damage interact with dealing Double Damage? Can a hit both deal double damage AND triple damage? Does dealing triple damage override dealing double damage? Inquiring minds need to know.

EDIT: How does having this weapon affect a skeleton warrior's base damage and their attack time? Is this higher base damage? Lower base damage? I wish we had actual minion numbers somewhere in the game so that we could check.

Triple Damage overrides Double Damage. If you have both, it's the same as just having Triple.

Also, Double Damage will be fully boolean in 3.12 instead of stacking in a weird way if you had multiple non-chance sources apply to a single hit.

Comment

Originally posted by SkyniE

I might have missed this piece of information, but sources of Doom stack, right? 2 Hexes would apply 20 Doom/s by default?

Doom is not applied. Hexes have doom, not hexed things. Each hex independantly has it's own doom, which only affects it.

Comment

Originally posted by mlg__

/u/Mark_GGG, do the doom gain rate passives (e.g. Hex master) affect the duration of the secondary effect of Doomsday, or is that time fixed?

They do not. That is not a rate of gaining Doom.