Mark_GGG

Mark_GGG



16 Sep

Comment

Originally posted by Pintash

Just to clarify... forking and piercing can have multiple uses like chain. Even though they can't fail they can simply not be used if there is nothing to hit.

If only one of two was used up prior to returning the second pierce or fork use could still occur if something is hit on the return?

Sorry if I've completely misunderstood this.

Yes, if you have a source of returning that doesn't require hitting a target (in which case the pierce/fork would have happened on that target)

Comment

Originally posted by Snow_Regalia

From a technical perspective, is this going to come at a performance cost to players? I'm not sure how much of this is additive to previous projectile behavior or how much of it is simply standardizing and restructuring, but we've seen past behaviors come at huge costs to player performance due to the sheer amount of calculations that were being done at a given time.

No. This changes the order certain checks are done in, and the structre of the code around them. There is no signficant difference to performance, and what there is, would technically be expected to be an incredibly minor performance improvement, because it's actually doing less stuff now - it no longer has to set stuff to remember it can't chain again after failing.

Comment

The description of current behaviour in the manifesto was incorrect - some inaccuracies were introduced while trying to shorten it from the longer description Nick and I worked out for the patch notes.

Previously, projectiles could only move forward through the list of behaviours (with some exceptions for pierce because that's handled a bit differently - it has to intercept before the projectile is stopped, not react to it). If it hit a target and was currently in the "chain" behaviour, and had chains left, it would try to chain. If it failed to chain (due to no valid target), it would move on to return and do that. Because it moved on to the returning, it could no longer chain (the remaining chains were "wasted"). If it hit something while returning, it would already have

Now, it checks the full list of behaviours to see if any are left on each target, so in that situation it would return after failing to chain, and then when hitting something else on the way back,...

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15 Sep

Comment

Originally posted by Xilife

Tailwind

Ground effect

What in tarnation.

Mentally confused it with Slipstream for a second.

Comment

Originally posted by Samsunaattori

Turns out I'm dumb, I checked the wiki. And please Mark no don't come here and correct me again, I can take only one correction from you per 24h or I'll completely lose my dignity D:

I can take only one correction from you per 24h or I'll completely lose my dignity D:

That's actually incorrect, you can mange at least 3. You should have more faith in yourself.

Comment

Originally posted by sprouthesprout

Aren't there some Vaal mobs that can apply bleed with spells? I could have sworn that there were some Vaal blood mages somewhere that could apply bleed with (what appear to be) spells.

There are not. Bleeding damage is calculated from base (and added) attack damage, and only applied by a matching attack hit.

Comment

Originally posted by MRosvall

The formulation is just humorous.

First it's written:

Conditional mods do not receive tags based on the condition.

And just the next bullet says

bleed-related mods now receive the Attack tag as well as the Physical and Ailment tags, since bleed can only be applied by attacks

Where bleed gets Attack based on the condition (applied by attacks). Same as Tailwind would been applied by critical hits, but will not receive the Crit tag.

Tailwind has no inherent connection to critical strikes. It's a ground effect ubff that could be applied in any number of ways. Bleeding is fundamentally an attack ailment - bleeding damage is always calcuated from base and added attack damage, and can't come from any other source.

Comment

Originally posted by VoidInsanity

If it's a one handed animated weapon, does it also count off-hand is empty effects?

Yes.

Comment

They count as in their main hand.

Comment

Originally posted by jzstyles

All bleeding mods have the attack tag since bleed is only inflicted by attacks yet impale effect does not have an attack tag when impale is only inflicted with attacks.

It is not possible for spell hits to inflict bleeding because of the way the system is set up. Bleeding is fundamentally tied to attack damage.

Nothing stops spells applying impale, they just don't currently have a way to do it. That could easily change in the future.

Spells don't currently apply impale, they can't apply bleeding.

Comment

Originally posted by Samsunaattori

Spellslinger gem literally reads "This Skill's Mana Reservation is the total of the Mana Reservations of Supported Skills, and cannot be further modified"

That's because all relevant modifiers were already applied to those skills reservations. Applying them again to spellslinger after it totals them would be double-dipping.


11 Sep

Comment

Originally posted by magus424

There's some debate due to the unclear original question; does the "No." here mean that you can still apply Marks to enemies that are Hexproof, since they are not Hexes?

Yes


10 Sep

Comment

Originally posted by robeeelis

I was answering the question as an exclusive or, actually. In this case it does not make any difference to the answer.

That subreddit being incorrectly named is one of my pet peeves.

Comment

Originally posted by sigma1331

Is Hexproof mod now also have Markproof? XD

No.

Comment

Originally posted by blvcksvn

Atziri's Reflection never applied to Soul Mantle's self curse.

In addition to this, Marks cannot be reflected, because that would involve them applying to multiple things.

Comment

Originally posted by neohongkong

Yes

yes for Deathmark is a mark

or yes for it will be renamed?

Yes.

Comment

Originally posted by Impossible_Remove

thanks for clarifying, hope spectral throw gets some love xD

thanks for clarifying

I... didn't?