Mark_GGG

Mark_GGG



14 Mar

Comment

Originally posted by hatesnack

Having a strang thing happen with my league starter. Playing double strike berserker. When I change zones, my dps basically gets cut in half (tooltip). But if I swap my weapons around, it goes back to normal damage.

Has anyone seen this? I cant figure out why it's happening.

I'm working on a fix for this. In the meantime, this only happens when both weapons are one-handed swords, so can be bypassed by using a different weapon type.

Rapiers/Thrusting Swords are a different weapon type internally, so will work for this purpose while still working with all the same skills and sword bonuses. Until we can get a fix in, this is the simplest way to avoid needing to force an update by changing a weapon, each time you enter an instance.

What's happening specifically is that if you're dual wielding two one-handed swords, the calculation that works out you're dual wielding isn't occuring initially, so you aren't getting any dual-wielding specific bonuses until you force it to check again.


13 Mar

Comment

Originally posted by [deleted]

Awesome, thanks so much! :D

I'm assuming that when you say "the skill's mana cost" you're referring to the 127% version of that cost at Gem Level 20?

And if I pay a boosted mana cost for Storm Brand, as long as that cost is paid, is SB going to get the damage bonus for its full duration, IE, multiple activations?

It doesn't care what cost you paid, it cares what the current cost of the skill is. The one you can see on the skill popup, taking all current cost modifiers into account. If the costs changes, so will the damage.

Comment

Originally posted by [deleted]

Hey Mark, can I ask for clarification on Storm Brand? I wanted to use it as my starter but some people are telling me that Storm Brand will not keep the (bonus) Added Damage granted by spending a high mana cost for its full duration.

* This build is NOT using Indigon

Lv.20 Storm Brand
Lv.20 Arcane Surge
Lv.20 Concentrated Effect
Lv.20 Elemental Focus
Lv.20 Added Lightning
Lv.20 Archmage

Unreserved Max Mana  = 2021
Mana Cost Multiplier =             x 3.07
Increased Mana Cost  =  10% Incr = x 1.1

Base Mana Cost
0.06*(2021)=121.26

Adjusted Mana Cost
((121.26*3.07)*1.1
= 409.49502 = 410

Bonus Lightning Damage = 127% Adj Mana Cost
((121.26*3.07)*1.1)*1.27
= 520.0586754 = 520

Adds 7 to 134 Lightning Damage (From Gem)
Adds 520 to 520 Lightning Damage (From Bonus)
  1. In this example I have 1040/2021 mana
  2. I pay 410 mana to cast Storm Brand number 1
  3. Because I have at least 520 current mana I get 520 Added Lightning Damage. ...
Read more

Current mana never matters for archmage. You can have zero current mana and still get the damage.

You only lose the damage if the skill's mana cost is higher than your unreserved max mana - the max amount you could ever theoretically pay for a cost (while maintaining current reserves).

Comment

Originally posted by PUGgamers

Quick question u/Mark_GGG
Do regular spells snapshot dmg when cast? (I understand the case with long living spells (brands / cremation .. etc)

As such lets use Arc for this example.

For the senario where my spell cast will make my spell cost more than my mana bar. (Cost of cast was 98% max mana, cost after cast is 101% max mana). Will the cast instance of the spell still gain the added damage or is it removed from inflight spell?

If the spell does still benefit then an extension to the question being unleash. Will all of the casts benefit or only the first?

Nothing snapshots this damage.


12 Mar

Comment

Originally posted by elkcaps

Sorry, Umpteenth +1 clarification.

After reading this thread, isn’t the added damage portion of Archmage based on the actual mana cost (what you would spend), up to the maximum you could spend?

Using EB would increase the total amount you can spend, allowing Archmage added damage to “max out” at a higher mana cost than using mana alone without EB.

For a scenario where you have 1000 mana (1000 unreserved) and 1000 energy shield:

  • Without EB: the added damage bonus is valid up to a total mana cost of 1000, and the added damage when costing 1000 would be 1270 (127% * 1000)
  • With EB: the added damage bonus is valid up to a total mana cost of 2000, and the added damage when costing 2000 would be 2540 (127% * 2000)

Yes.

Comment

Originally posted by elkcaps

Sorry, Umpteenth +1 clarification.

After reading this thread, isn’t the added damage portion of Archmage based on the actual mana cost (what you would spend), up to the maximum you could spend?

Using EB would increase the total amount you can spend, allowing Archmage added damage to “max out” at a higher mana cost than using mana alone without EB.

For a scenario where you have 1000 mana (1000 unreserved) and 1000 energy shield:

  • Without EB: the added damage bonus is valid up to a total mana cost of 1000, and the added damage when costing 1000 would be 1270 (127% * 1000)
  • With EB: the added damage bonus is valid up to a total mana cost of 2000, and the added damage when costing 2000 would be 2540 (127% * 2000)

Yes.

Comment

Originally posted by Wallach

If I'm understanding correctly, does this mean if Arcane Cloak is triggered by Cast When Damage Taken, it will still consume mana just as if it were cast manually?

Yes.

Comment

Originally posted by [deleted]

So just to hypothetically try to take this too far:

I'm playing a character with 3k mana, using an arbitrary spell with archmage and four other supports with mana multipliers 140%, 140%, 130%, and 130%. This is socketed in a Hiltless for level 1 blood magic (245%) that also has the onslaught corruption (110%). The final cost for the skill would be 0.06*3000*1.4*1.4*1.3*1.3*2.45*1.1= 1606.8 life. Between the quality on archmage and a fevered mind I have net 60% increased mana cost of skills bringing the cost to ~2570 life. This would add ~3265-3265 lightning damage to the spell (modified by added damage effectiveness) for the entire duration of the spell assuming my maximum life doesn't somehow drop below 2570?

Also as a general mechanics question at what point would the +50 total mana cost from doedre's malevolence be applied here?

This would add ~3265-3265 lightning damage to the spell (modified by added damage effectiveness) for the entire duration of the spell assuming my maximum life doesn't somehow drop below 2570?

I don't have the time or mental energy to check all your maths, but the chain of logic holds at a glance so I assume so if you did the calculations correctly. The damage isn't technically added "for the duration of the spell", it's just added. The spell always had that added damage, just like with the added lightning damage support, it just only matters when the spell tries to hit things.

Also as a general mechanics question at what point would the +50 total mana cost from doedre's malevolence be applied here?

Modifiers to the "total" mana cost happen after anything else that modifies the cost, except for things that override the whole cost to a specific value (which I think only happens in the case of setting it to ...

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Comment

Originally posted by Colonel_Planet

/u/Mark_GGG How does Manastorm interact with Arcane cloak? Say for example i cast cloak with 1000 mana, do i spend 64% and then sacrifice the rest to manastorm? Or do i still get the full 1000 manastorm buff?

1) You pay Arcane Cloak's cost of 0 mana.

2) Immediately after paying the cost, Manastorm sacrifices all your mana, and grants added maximum lightning damage based on that value. Arcane Cloak spents a % of mana.

3) Arcane Cloak's effect happens, and it has no mana to spend. It therefore doesn't do much. Manastorm sacrifices the rest of the mana.

EDIT: I got this wrong because I forgot that on-skill-use effects happen after the skill's effect for instant skills.

Comment

Originally posted by eating-you-chief

Does that hold true for the new Storm's Hand cluster notable "25% of Wand Physical Damage converted to Lightning Damage"? This notable doesn't specify attacks with wands, just "wand physical damage". Sorry if these questions are basic.

That will not apply to spells, no.

Comment

Originally posted by semidryhamonrye

Asking for an umpteenth clarification; EB will not increase the damage of spells supported by Archmage, but will increase the likelihood of having resources to cast the supported spell?

Correct

Comment

Originally posted by eating-you-chief

If you have a wand that deals physical damage but you have 100% phys to lightning conversion from modifiers outside the wand does it add lightning damage to the spell?

No, it adds physical damage to the spell. Then unless your phys->lightning conversion was attack-only, that will convert the added physical damage.

Comment

Originally posted by Abdiel_Kavash

Does this understand mechanics that let you use a skill without having to pay the full cost? Something like Soul Taker -- obviously this one is attack only; but if such a modifier existed for spells (honestly, these days I'm not even sure whether it does) -- would the second part be bypassed?

Suppose my maximum mana is 100, the spell I'm trying to cast costs 200 mana, I have "Insufficient Mana doesn't prevent your Spells" and no other overriding mechanics (EB, BM, etc.). Do I get the damage bonus?

Yes. That modifier only changes how much you spend, it never changes the cost.

I misread the question. In the example you give, the maximum you could spend is your maximum mana (100). Raising the mana cost above that will mean no added damage.

If instead the cost was higher than your current mana, but lower than maximum, then you would get the damage bonus.

Comment

Originally posted by Sorryitsnotpersonal

u/Mark_GGG does poet's pen phys damage/level apply to your spellslinger spells?

No.

If you look at your wand item, it lists it's specific damage values near the top of the item popup, above all the mods. Those values are what spellslinger uses. Anything that does not change those values on the item popup for the wand will not interact with spellslinger.

Local modifiers on the wand can change those values, in which case spellslinger will use the modified values.

Comment

Originally posted by WhyDoISuckAtW2

If it did, the effect would have nothing to do with your wand - your minions don't have that. In that hypothetical case, the minions would get the stat saying that spells have added damage based on the damage of equipped wands. If those minions then had wands, their spells would theoreticall be able to gain damage based on that. The vast majority of minions do not have wands for that to interact with.

So you are saying that because the minion itself does not have its OWN spell linked to "spell slinger support" that it's not supporting the minion's skills?

To clarify: minions can still be casted by spellslinger, but the minion's skills aren't affected by spellslinger's modifiers.

Can spellslinger get the same text as unleash? "Cannot modify the skills of minions"

Yes, it was supposed to have that same disclaimer, and will be updated.

Comment

Originally posted by SureOkThanks

Does that mean if you have 100% Mana reservation and eb it will cost ES to cast, but have no effect?

Sorry, this confuses me.

Arcane Cloak has a mana cost of 0. That is the only thing EB would apply to.

The thing it does when cast is to spend a % of your current mana. If you have no current mana, such as in your example, this will do nothing. This is not a cost, so nothing that affects specifically costs will apply to it.

Comment

Originally posted by HandsomeJh

Mark could you answer a question for me? If the spell has a base cost of 6% of unreserved maximum mana are those 6% then increased by mana multipliers from Support gems?

Yes

Comment

Originally posted by Rumstein

Which of course includes both mana and ES with EB right?

Also, Arcane Cloak is unaffected by mana cost, but does it count total ES and mana if you have EB? Or does it rely on actual mana available and spent?

EB only changes what you spend for costs, not all spending (this is why it doesn't affect reservations). It doesn't change what Arcane Cloak does.

Comment

Originally posted by Raicoron2

Can't you still use Indigon until the cost equals your max mana? Wouldn't people just figure out how many casts they can do every 4 seconds? I know it's a really high mana increase, but hiero has 50% less mana costs which should help by allowing you to get 2-4 casts in before indigon turns off archmage on the 3rd-5th cast. On brand skills the damage would keep going long after the actual cast.

Can't you still use Indigon until the cost equals your max mana?

Absolutely.

Comment

Originally posted by gunofdis

Where in the attack animation does spellslinger trigger?

At the specific point you fire wand projectiles. Uses the same tech we added for Void Shot's trigger.

If the attack skill fires projectiles multiple times (barrage) it will try to trigger for each time, but in practice the cooldowns on the triggered spells will likely not have time to expire between successive shots of a barrage.