Mark_GGG

Mark_GGG



03 Mar

Comment

Originally posted by Kay0518

Oh totally make sense. Thank you so much! Crystal clear.

For future reference, local modifiers will usually change something in the values shown above mods on the item, and usually make those values display in blue rather than white - because they're applying on the item and changing those properties on the item. So if you compare two weapons where one has a local damage modifier (including quality) and the other does not, you'll see the value near the top of the weapon for it's damage includes the effect of the local modifier. Anything which changes an item's base values that way is a local modifier.

Comment

Originally posted by Abdiel_Kavash

So... does Spellslinger do anything at all by itself, with no other gem linked to it?

Comment

Originally posted by MisterKaos

Blasphemy is the most obvious, though. And it currently already acts like one.

Blasphmey does not currently act like a meta gem, it acts like (and is) a regular support gem. It does nothing at all by itself, and just applies changes to each supported skill individually.

It will likely be reworked to a meta gem in PoE2, but that will involve a significant change to it's functionality, including probably making it a skill-support, like Spellslinger will be and Bane already is.

Comment

Originally posted by frasafrase

Yes. It looks to be the first "meta gem" (discussed at exilecon PoE2 demo) to be added into the game.

There will be no actual Meta Gems until PoE2, but Bane was the first skill-support added to the game.

Comment

Originally posted by Kay0518

Is "Adds # to # physical damage to attacks with this weapon per 3 player levels" mod from Poet's pen considered as an added local damage'? I doubt it because the weapon quality does not affect this mod. But I'm also uncertain due to the fact that your offhand will not benefit from the mod though it's not local. Can you enlighten me?

No. It can't be local because it can't be worked out on just the item - the value depends on the player holding it. Local modifiers apply entirely on the item, and thus are in effect even before you pick the item up.

Comment

Originally posted by Garret_Poe

As someone suggested already: "while all 3 of the following slots are empty: gloves, main hand, offhand".

We prefer to use the wording referring to not having items equipped, because this is more intuitive that it works when you have items that are disabled (disabled items are not equipped), in which case the slot is not empty. This is particularly relevant to use with Dancing Dervish.


02 Mar

Comment

Originally posted by Egalisator

"... while you have no gloves, no weapon and no shield equipped"

should confuse less people while even being shorter.

Since all non-weapon off hand items are classified as shields, and all main hand items as weapons, you can save a lot of letters.

Quivers are not shields.

Comment

Originally posted by Gerrador_Undeleted

It's worth mentioning that Wings of Entropy sets a precedence for using traditionally main-hand only 2Hers and giving them both main-hand and off-hand modifiers separately. It will be interesting to see if this functionality is implemented in a similar way for fists.

It works the same as WoE - "Counts as Dual Wielding" means that you will alternate between main and off hand hits, with the base off-hand damage being copied from the base main hand damage (since you don't have an actual off-hand weapon to draw from). Hollow Palm Technique does the same, so it is the only way to have base off-hand unarmed damage values.

Comment

Originally posted by Mona377

As a programmer you shouldn't assume either way because the wording is ambiguous. I prefer the current wording though. "You do not have x, y or z" as in not(x or y or z).

People that want to change it to "and" don't realize it's just as ambiguous: "Unencumbered when you do not have x, y AND z" can be read as not(x and y and z), so if you have one or two out of three the condition is satisfied, the opposite of what was meant.

There's a much more elegant solution as another comment here mentions: "You are unencumbered when you have neither x, y, nor z"

Unfortunately "neither" is explicitly for two options - it would be explicitly incorrect here.

I've made an issue to review this and see if we can come up with a wording that is still correct but people find less confusing, hopefully while still fitting the constraint of not being too long (which was the original reason I didn't just push the whole thing through De Morgan's law).


26 Feb

Comment

If you have any of gloves, main hand item or off hand item, then you do not have "no Equipped Gloves, Main Hand Item, or Off Hand Item" and thus do not meet the requirement.

For a real-world example, if you see this sign

, you don't get to carry a sword onto the property and say "it's fine because I have no firearms". "No x or y" means not having "x or y".

Comment

Originally posted by taggedjc

Does having a glove equipped but disabled (such as due to not meeting socketed gem requirements) count as having gloves equipped for the purposes of being unencumbered?

Disabled items are not equipped.

Comment

Originally posted by Ryant12

I think I'm derping. If it means none of the three equipped, shouldn't it say "AND" then?

ie. "You are unemcumbered while you have no Gloves, mainhand, and offhand equipped". This wording makes waaaay more sense to me.

"or" is the grammatically correct word here. "no x or y" means you do not have "x or y" - having either an x or a y means you don't meet the condition of "no x or y".

Conversely, if you have x but not y, then you do not have "x and y", so a "no x and y" condition would be met despite having one of the two (because you don't have both).

"And" would mean it's only referring to all of them, which is incorrect because the "no" mean's it's talking about what you can't have - you can't have any of them ("or"), rather than can't have all of them ("and").

See this for some more details: ...

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Comment

Originally posted by pda898

2 questions - will radius jewels inside added cluster affect original nodes and will it affect cluster nodes?

No and No. Added passives are never within radius of anything (and thus nothing is ever within radius of an added passive).

Comment

Originally posted by loldan79

So was this just unprogrammable or were there balance concerns? Thread of hope/legion jewels are super cool so it's a bit disappointing that they won't interact with the new cluster jewel nodes whatsoever.

Literally none of the stuff that handles distances on the tree can understand things being added to it - it all relies on the base tree and precalculated info.

Comment

Originally posted by EarthBounder

/u/Mark_GGG -- base totem placement speed is 0.6s, do the ballista totems have a different base placement speed compared to traditional totems?

According to https://www.pathofexile.com/forum/view-thread/2679908 they are supposed to, but I can't find any evidence that they actually do.

Base Totem Placement speed for placing Ballista Totems is 350ms.

Comment

Originally posted by taggedjc

Is letting you allocate it really something that affects the socket though? I guess it could be considered doing so, but it doesn't actually modify the socket itself the way, say, conquering or other jewels do to other nodes. Unless "You can allocate this node as if it were connected to your tree (but not connect to other nodes from it)" is a secret modifier to the node that lets you allocate it?

Yes, that fundamentally works by changing the affected passive to have an extra stat that makes it be allowed to allocate without being connected.

Comment

Originally posted by taggedjc

Unfortunately, those jewels specifically won't let you allocate jewel sockets for a reason, to avoid issues with passive tree disconnection.

So if anything they'll just get reworded to "can allocate non-Jewel passives..." instead.

The reason is more fundamental than that. No jewel can affect any socket other than the one it's in. That's just fundamental to how jewels and sockets work. That doesn't and never has meant that the sockets aren't passive skills.

Comment

Jewel sockets are and always have been passive skills. At the time we first added them to the tree, they were specifically Notable passive skills, although I believe that's no longer the case.

They are allocated on the passive tree and have passive skill popups when you hover them, showing you what stats they grant (which will be no stats unless a jewel is socketed into them). They're passive skills. They've never not been passive skills.

Intuitive Leap does not affect them because a fundamental property of jewel sockets is that they cannot be modified by any jewel except the one in that specific socket.

Comment

Originally posted by Sector47

Does that mean we can't allocate them using leap of faith?

Added passive skills are never considered to be within radius of any jewel. There is reminder text on all the cluster jewel stats that add passives clarifying this, which will be visible in-game.


25 Feb

Comment

Originally posted by D4t4cub3

so do i understand this correctly:

if i have one EA setup with swift affliction and one setup with unbound ailments i could fire one with unbound ailments first and then more with swift affliction (until the first arrow explodes) and i would get the damage multiplier from swift affliction (but not the duration reduction) and the duration increase from unbound ailments for the whole ignite (excluding that first arrow, which would of course not benefit from the swift affliction bonus)?

Yes. The Damage-per-second of each ignite is calculated separately, then they are summed, then the exploding arrow applies one ignite with the total ignite damage per second, using it's own stats to work out the duration of the applied ignite.