Mark_GGG

Mark_GGG



03 Jun

Comment

Originally posted by nixed9

Hi quick question! If you use Arcanist Brand with a nova type spell like Ice Nova or Discharge, then does Arcanist Brand activate Ice Nova centered on the branded enemy, or on your character?

Like, can I assume that all Arcanist Brand activated spells activate on top of the enemy?

Arcanist Brand has a modifier that explicitly overrides where the triggered spells are considered to originate. This works very similar to Astral Projector, but is not limited to affecting Nova spells.

Note that this is only changing the location the spells are considered to originate from. That has no effect on spells doing things to the caster, only doing things at or from the caster's location.

So e.g. Triggering Blood Rage with the Brand will still add a buff to you, Flame Dash will still teleport you, Dark Pact will still sacrifice your life.

Comment

Originally posted by lucientherat

and the reason why brands can do this but mines can't is because mines aren't considered "you"?

Brands and mines are entirely different.

Mines are an entirely different entity from you, that are allowed to use one of your skills. They are the thing which is using that skill. They aren't given any of your other skills to use or trigger.

Brands are just the effect of one of your spells - just like a fireball or orb of storms. They aren't a separate object and can't have or use skills of their own. Having your brand trigger another skill is not inherently different from any other case where one skill you've used triggers another, such as cast on crit or cast while channelling.

Comment

Originally posted by XR-17

But it should stack 10 blade vortex attached to the player, since the spell cast blades that orbit "into you", and arcanist brand trigger spells without modifying the spell properties.

Also, can it work with SRS? Having new ways to autocast them is always nice.

But it should stack 10 blade vortex attached to the player, since the spell cast blades that orbit "into you", and arcanist brand trigger spells without modifying the spell properties.

​This is correct. The brand is triggering your Blade Vortex spell, which inherently adds blades to you.

Comment

Originally posted by Rocoman14

Archmage Arc Arcanist Brands

Archmage Support can't apply to triggered skills, so can't apply to spells triggered by Arcanist Brand.


31 May

Comment

Originally posted by taggedjc

It is not, but it is considered burning.

Technically incorrect.

"Burning" is fire damage over time, and Her Embrace does not itself cause you to do that. The only things Her Embrace causes are the ones listed in it's reminder text, none of which are fire damage over time. This is why (as /u/TheKurosawa mentions) it is not removed by things that remove sources of burning.

However the Oni-Goroshi item has a modifier that causes you to take fire damage over time while you have the "Her Embrace" buff. Because you can't gain that buff without having that item, you will always be burning while you have Her Embrace, but Oni-Goroshi's modifier is the source of the burning, not Her Embrace (this effectively "can't" be removed by the afformentioned burning-removal effects since you'd still have Her Embrace and thus begin burning again immediat...

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09 Apr

Comment

Originally posted by taggedjc

I don't think that's how it works. If they work like totems or traps or mines or mirage archer or vaal double strike, they use only your stats, and not their own. The one exception would be things that modify their action speed, since they use their own action speed, so if they get chilled they'll slow down even if you're not chilled, and vice-versa.

/u/mark_ggg is this correct (regarding Mirage Warriors from Reflection)? They don't double-benefit from warcry buffs like Rallying Cry's damage buff?

You are entirely correct. They use your skills, not their own, so their stats that would affect their skills have no effect. They're exactly like totems in that regard.

My old milkshake post is relevant here.


07 Apr

Comment

Originally posted by Kall0p

They stated in one of the dev talks during ExileCon that they use "nearby" specifically this way on purpose. It's one of the few wording choices in the game that players have an issue with that is completely purposeful, but I cannot remember what the explanation was. I think they always use "nearby" to stay consistent, but the reason they don't specify the radius or normalize "nearby" to be a specific area is because it's just a useful word to describe an effect.

For example, "Share Endurance, Frenzy and Power Charges with nearby party members" simply sounds better than saying "Share Endurance, Frenzy and Power Charges with party members within 120 unit radius".

The short version is that regardless of showing specific units, the game absolutely needs a way to indicate that an effect has a radius without indicating a specific fixed value. Because a lot of those values are not fixed. "Nearby" being like recently and always meaning the exact same number of units doesn't fix anything, it means we then have to come up with a different word for all the ones that aren't that radius, including the large number of such effects for which the radius is modifyable, and thus no fixed value could work.

Long term, the goal is to be able to give distances (ideally in some actually reasonable measurement like metres rather than just game units - which mean nothing to most players), and those would account for modifiers where applicable, like how durations work. But that's a huge amount of refactoring skills and other things to define radii as stat values, and apply correct modifiers to them, which is just fundamentally not how tho...

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24 Mar

Comment

These should apply when you deal off-hand hits. Note that the animations will not necesasrily accurately reflect whether a hit is main or off hand while unarmed (because in the default unarmed state all attacks are main-hand, but the animations look much better using both), but if you attack multiple times in succession without doing anything else between, then you should alternate between attacks that are (mechanically) with the main, then off hand. I will investigate when I have time.


17 Mar

Comment

100% more Damage with Hits from Herald Skills

Applys to hits that are dealt by your Herald Skill. Currently only Herald of Ice and Herald of Thunder hit things.

50% more Damage Over Time with Herald Skills

Applies to Damage Over Time caused by the Herald skill. Herald of Ash directly causes damage over time, and the afformentioned hits from Herald of Thunder or Herald of Ice can cause DoT as well, in the form of damaging ailments like ignite, or more obscure things like Decay.

Minions from Herald Skills deal 25% more Damage

This applies to minions created by Herald Skills: the Agony Crawler from Herald of Agony and the Sentinels of Purity from Herald of Purity.

Comment

Originally posted by Mande1baum

This is a unique item/skill. Are there some PC setups that doesn't have the lingering animation effects? To my knowledge it effects everyone. So GGG literally just had to test the skill/item to notice the blatant bug on the latest patch... And they didn't. This isn't some obscure thing that happens on 10% of pcs

Are there some PC setups that doesn't have the lingering animation effects? To my knowledge it effects everyone.

It does not affect everyone. Based on a some helpful testing done by a user in the thread on the forums who's experiencing the bug, it appears to affect specific clients rather than specific characters - if they give the helmet to a friend, the user can still see the bug on their friend's character, but their friend doesn't see it. So far I haven't been able to reproduce this locally, but we'll get there. I haven't been able to give this one a huge amount of time so far because I've been busy fixing something that was broken by the fix to another thing that was broken by the initial fix to the dual wielding swords bug.

I'm particularly interested in hearing from anyone who's seen this bug inconsistantly - if it wasn't happening but now is, or was happening but now isn't, please post in the forums ...

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16 Mar

Comment

Originally posted by PapaPetro

Then maybe I'm mistaken. A large portion of the community was under the assumption that the two descriptions functioned mechanically different.

There were two descriptions (neither of which were exactly like the new description), and which roughly corresponded to the two behaviours (but were inconsistently applied), in ways that weren't intuitive of obvious from the differences in the description ("enemies killed" vs. "killed enemies" doesn't actually communicate anything).

The whole point of the change was to throw out those descriptions entirely and make new ones that are clearer about what requirements they have to work. This is an explosion that requires you be the killer, and always has been - it now specifies that in the description. Quecholli is an explosion that requires the kill be with an attack or spell hit - it now has a description that specifies that requirement. All the on-kill explosions were adjusted to match the new standard.

Comment

Originally posted by Urazhill

If you are duel wielding weapons that are not thrusting swords, the game will forget about the duel wield bonus when you enter a different zone so you have to weapon swap or remove and equip one of your weapons to fix it.

edit: only swords

It's specifically only when dual wielding two swords, other than thrusting swords. Other weapon types are unaffected.

Comment

Originally posted by PapaPetro

Mark, there were two mechanical differences to "Killed Enemies Explode" and "Enemies you Kill Explode". I'm not sure if everyone at GGG was aware of this, but you've mechanically changed all instances to the latter variant.

Here's an example of the "Killed Enemies Explode" implicit from the Synthesis league where you can see how that particlar mechanic allowed for it to chain off the secondary explosions. https://www.youtube.com/watch?v=UK29CZ-sksA

This mechanical distinction was important as it was build enabling much like Herald of Ice bomber builds.

I'm not sure if this was intended, but please revert the change. The "Enemies you Kill Explode" affix is a vast step down from the "Killed Enemies Explode" mechanic.

This is still not a mechanical change. It still has the exact same behaviour it always did. We just changed the descriptions, so instead of being ditinguished by weird subtle differences in the text that didn't seem like they should matter, they're distinguished by actually listing the thing they need.

Comment

Originally posted by Flinkerkobold

But that's just not true? The physical explosion can not trigger itself anymore now, as it triggers from enemies killed by the player and not "killed enemies" aka anything

The player is the cause of the explosion, just like any of the player's skills. Anything killed by the explosion is killed by the player. Monsters killed that way have always triggered your on-kill effects, because that has always been considered you killing them.

I am literally telling you that the change made here was only to some descriptive text. It is not possible for that to change the behaviour.

There are two different kinds of on-death explosions in PoE. One type (which includes this mod) occurs regardless of how the enemy was killed, but requires that you be the one to kill it, as opposed to a minion or totem. The other type are things like Quecholli, which only explode things killed by hits (sometimes specific types of hits), but those hits might not come from you - totems can use your skills and thus deal hits that benefit from these stats.

Descriptions on these explosions have changed to make it clear...

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Comment

Originally posted by Flinkerkobold

Obviously theres a mechanical change, the last remaining explode mod that was able to chain off of itself and actually be useful is removed from crusader items and even mirror items and synthesis items, i can literally just vendor my mirror gear now, so thanks i guess

The change the OP is describing is not a mechanical change. I changed the description of the explosion stat to be more clear about how it works. That did not affect the mechanical behaviour.

Comment

If Bane is linked to Spellslinger, and the curses are linked to Bane, then by definition the curses are also linked to Spellslinger, which is a valid support for them (they're just normal spells). Thus the curses each have two triggers applied to them - one from Spellslinger and one from Bane.

Skills with more than one trigger are disabled and can't be triggered by either of them. This is intended behaviour.

Comment

No mechanical change here. All the descriptions for on-death explosions were reviewed so they could be standardised and made clearer what they apply to. The restriction on this type of explosion is that you have to be the thing that caused the kill (so does not work with e.g. minions), and now it says so. The explosions that can only apply from kills with hits now also say that.


14 Mar

Comment

Originally posted by Manchildmay

Also u/Mark_GGG, noticed that when supported by archmage, the cost of the rune goes up but not the rune blast. Will the rune retain the added flat damage from archmage when you explode it?

Archmage only supports skills that deal damage, so it cannot support Rune Blast.

The only way for a supported skill to not have the damage from Archmage is for you to raise it's cost, or reduce your max available mana (including reserving more mana) such that the cost is higher than the maximum amount you could pay at a time.

Comment

Off-hand damage is not being ignored. The bug is that wielding two one-handed swords isn't turning on dual-wield bonuses until you change a weapon type which forces an update.

I have made a fix for this which will be in an upcoming patch. Until then, the simplest work-around is to use a rapier in place of one of the swords, as the thrusting swords are technically a different weapon type, so avoid the bug.

Comment

This sounds like maybe you're seeing the runes being imrpoved (which plays an effect on them) right before they go away due to their duration expiring.

If you try releasing the Rune Blast sooner, that might get around this?