Mark_GGG

Mark_GGG



12 Mar

Comment

Originally posted by Totalnoob69

Is arcane cloak affected by global increases to mana cost such as indigon?

Does spending that mana count towards mana spent for indigon?

Is arcane cloak affected by global increases to mana cost such as indigon?

Technically yes in that it's possible to raise it's mana cost above zero and then modify that with % modifiers. That won't have any effect on what the skill does though. The spending the skill inherently does is not a cost, and it's other effects only care about the amount of mana spent on that, not on costs.

Does spending that mana count towards mana spent for indigon?

It is spending, so yes.

Comment

Originally posted by Diconius

So you understand that making totems not work with it, but brands allowed is a complete mistake then right? One can be cast once and infinitely refreshed for free, the other has to be cast at each pack like ANY OTHER SPELL. Stop shitting on totems.

Totems make the skills cost no mana when they use them, so it wouldn't be able to work with them anyway.

Comment

Originally posted by Lmntalist

Following up on this hypothetical.

If the Storm Brand is supported by Archmage Support and the mana cost fluctuates due to stacks of Indigon (but remains below the threshold of being 'castable'), does that also fluctuate the added damage from Archmage on a moment by moment basis on the Storm Brand already placed on the ground? (aka no snapshotting from Archmage support)

Yes. The damage changes if the mana cost does.

Comment

Originally posted by Rumstein

I don't think it cares about current mana, only maximum available to spend.

You can spend 100% of your unreserved mana to cast your skills, and they will get the damage buff, but if your mana cost goes above 100% of unreserved mana the damage stops working entirely.

This means indigon use would be a very fine balancing act to maintain 95-ish% mana cost.

This is correct. Current mana has no effect. Just that the maximum amount of mana you could currently, theoretically hold, would be enough to pay the cost.

Comment

Originally posted by WhyDoISuckAtW2

/u/mark_ggg

Spellslinger doesn't say it doesn't work with minions. :O

Supported Skills have Added Spell Damage equal to 100% of Damage of Equipped Wand

So we are only adding the local damage numbers of my wand to my minions supported by spellslinger? IE if my wand has 100-200 physical damage, 50-80 fire damage, and 1-4 chaos damage when I hover over my wand, all of these numbers are added to spells of my minions?

And no other modifiers are carried over by spellslinger to the minion's spells? (such as "gain % of elemental damage as chaos damage", or increased spell damage, or cast speed)

No. Spellslinger does not modify the skills of minions.

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.

You are correct that only the wand's damage is looked at by spellslinger. If you look at your wand, it shows damage values in the section above the mods and requirements. Those values are the wand's damage, and those are the only thing Spellslinger looks at. Local modifiers on the wand will change those, nothing else can.

Comment

Originally posted by tehskies

does eb also increase the gains from arcane cloak?

EB only applies to costs - Arcane Cloak has zero mana cost, it spends mana as part of it's effect when cast. This isn't a cost, so EB (and other cost-specific modifiers) will do nothing.

Blood Magic isn't restricted to costs, and affects any spending by skills, so would make that spend life instead. Given that the effects of Arcane Cloak are scaled specifically on the amount of mana that gets spent, this is a suboptimal build choice.

Comment

Originally posted by MoeFantasy

can you explain what does the "cannot be further modified" on Spellslinger referring to? Reduced mana reservation from tree cannot apply to it? Using Essence Worm does not affect it?

Spellslinger makes the supported spells have a mana reservation (base 20%), and mana multiplers, etc will apply to those.

It then works out it's own reservation by adding up all the (final) reservations of the supported skills, and using the total.

Modifiers don't apply to it's reservation because they already applied to the things it adds up - applying them again would be double-dipping.

It's done this way so that if you for whatever reason have a support that only apples to one of the skills, only the reservation from that skill will be affected by that support.

So for example if you want to use spellslinger to cast both Ice Nova and Frostbolt, and want GMP support on Frostbolt, GMP doesn't support Ice Nova, so Ice Nova will stay at 20% reservation, while Frostbolt is raised to 33% reservation by the 165% mana multiplier on GMP.

Spellslinger then adds those together, getting 53%, so turning Spellslinger on will reserve 53% of your mana.

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Comment

Originally posted by krameriffic

The wording that the reservation cannot be modified is weird. Does that mean that no matter what supports or passives, it costs 20% of your mana?

EDIT: one of the GGG posts confirms that multipliers/reduced mana cost do affect it.

Spellslinger works out it's reservation by adding together the mana reservations of each individual supported skill. Modifiers already were applied to those values, so they don't apply (again) to Spellslinger to prevent double-dipping.

Comment

Originally posted by poenewplayer

So if you get "% reduced mana cost of Skills", it actually nerfs your damage?

Yes. The added damage is directly based on the skill's mana cost. Lowering that will lower the damage. Archmage wants you to be a big spender, and rewards that.

Comment

Originally posted by a_rescue_penguin

So if I may use a hypothetical to try and help understand this.
You cast a lingering spell like Storm Brand without archmage, then you use something like Indigon with a secondary skill to raise your spell damage while your brand is sitting on an enemy, the damage of your brand in a moment by moment basis is determined by your current stacks of indigon?
And if you had casted it with archmage, and the mana cost ever exceeds 100% of your castable mana, the archmage support will stop working until the mana cost returns back to a castable value?

Yes.

Comment

Originally posted by Diconius

What a damn joke, make skills based on mana, then make the only mana based ascendancy completely unviable to use them.

Rewarding you for spending lots of mana is different from giving a modifier that lets you spend less mana. Just because both are related to mana does not mean they should work together.

This is not new - there are several effects in the game already that reward you for how much mana you spend and are better if you pay high costs than if you reduce those costs and pay smaller amounts.

Comment

Originally posted by LunaticSongXIV

if you have blood magic, it will compare the mana cost to max unerserved life instead, if you have EB it will compare the mana cost to max ES plus max unreserved mana.

Ah, so another violation of basic wording principles. Mana doesn't mean mana in this case.

The modifier in question is: "Supported Skills gain Added Lightning Damage equal to x% of Mana Cost, if Mana Cost is not higher than the maximum you could spend"

That only uses the word mana when describing the mana cost, which is a mana cost. It explicitly does not say mana when referring to what it can't be higher than - it says "the maximum you could spend". No mention of mana there at all. If you have blood magic, then you pay mana costs by spending life instead of by spending mana, so "the maximum you could spend" is life, not mana.

Comment

Originally posted by astral23

u/Mark_GGG will the heierophant ascendancy node that give 50% less mana cost of skills will affect archmage support ?

Yes. It modifies the mana cost. Archmage grants lightning damage based on the mana cost.

Comment

Originally posted by Xdivine

What happens if you make the spell free with vaal clarity or something? Does it just temporarily stop getting the damage bonus?

If the skill's cost is zero, so is the added damage.

Comment

Originally posted by Mountebank

So Archemage Support will also add damage if you're using Blood Magic or EB? And it'll change the cost to 6% of the your max unreserved life or ES?

So Archemage Support will also add damage if you're using Blood Magic or EB?

Yes

And it'll change the cost to 6% of the your max unreserved life or ES?

No.

Archmage Support does two different things.

1) It sets the base mana cost of the skill (before any mana multipliers from supports) to a value which is either:

  • x% of maximum unreserved mana, or
  • what it would have been anyway

whichever is higher. This explicitly checks your unreserved maximum mana. This has nothing to do with paying the cost, it's just determining what the value of the mana cost is, and using unreserved max mana to do so. Modifiers that change how you pay costs have no place here.

Nothing will make this modifier look at any other value. Just like nothing makes Omeyocan's "chance to Dodge Attack and Spell Hits per 500 Maximum Mana" modifier look at anything ot...

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Comment

Originally posted by Werezompire

"if mana cost is not higher than the maximum you could spend"

What's this mean?

If you raise the mana cost of the skill above your maximum (unreserved) mana, such that it is impossible for you to ever cast the spell at that cost, the damage bonus stops applying.

It does not care about current mana, only maximum. It prevents you abusing things like indigon to raise the cost a spell after you cast it, way beyond the amount you could actually have paid for it, by no longer granting damage based on the cost if that cost isn't one you could have paid.

The does understand what you'll actually pay the cost with - if you have blood magic, it will compare the mana cost to max unerserved life instead, if you have EB it will compare the mana cost to max ES plus max unreserved mana.


11 Mar

Comment

Originally posted by Enger111

So this means that a mod on a ring:

"Adds x-x fire damage" would effectivly "double"? Because it would add damage to a spell and to a wand?

and mod:

"Adds x-x fire damage to Attacks" would not add damage at all.

Do I understand this correctly? /u/Mark_GGG

Neither of those mods change the damage of the wand. If you equip that ring, you will see the displayed damage values on the wand will not change -those values are what Spellslinger looks at.

No other item can affect those values, only the wand's local modifiers.

Comment

Originally posted by psychomap

I've followed the linked posts for the original explanation of that mechanic as well, and it just doesn't make sense with the last comments I've read from Mark about the mechanic.

/u/Mark_GGG Can you explain / confirm what's actually going on with the interaction of these mods?

They used to cancel each other out - when "taken as" stats were first added, there were only stats going in one direction, and they were used with negative values to indicate going the other direction.

But this meant if you had two opposing ones, instead of both applying, they summed to a total value where one would cancel out some of the other. Initially, this wasn't a problem because no-one had two opposing such modifiers, as they were very rare. But of course that didn't last.

That was changed a while ago so that this no longer happens, and each potential direction od "taken as" is it's own stat that applies separately. I'm afraid I don't have time to find a specific patch number at the moment.

Comment

Originally posted by SouloftheDestroyer

This wouldn't by chance have anything to do with soul thirst would it? Lol

No

Comment

Enduring Flasks do not queue.