Mark_GGG

Mark_GGG



06 Feb

Comment

Originally posted by RamzesBDO

I tried /item ExaltedOrb and /item MirrorOfKalandra.

didn't work :(

It would be CurrencyAddModToRare for the first, and I don't recall off the top of my head, but something like CurrencyDuplicate for the second.

No, the cheat commands will definitely not work on live. Not even for us - they simply aren't part of the release version of the game.


03 Feb

Comment

Originally posted by hierox

I've been interested in making a community PoE tool that involves calculating the dps of a weapon (in addition to other features) based on the mods present. I've been running into an issue where the result I'm getting is nearly correct, but is off by a tenth of a dps or so whenever I test it. I've double checked my math but don't see anything - can anyone spot what is going wrong? Take this foil as an example: foil

Here is the math I've been using:

Base Jewelled foil stats

Min damage: 32

Max damage: 60

Attacks per second: 1.6

Stats from mods

Quality: 30%

Added min phys: 16

Added max phys: 30

Increased attack speed: 23%

Total % increased phys: 168%

Calculations

Total min damage = (32 + 16) * (100 + 168 + 30)/100 = 143.04

Total max damage = (60 + 30) * (100 + ...

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The actual internal value on the weapon is an attack time of 625ms - the 1.6 base attacks per second is calculated from this.

Average damage per hit is (143+268)/2 = 205.5 Attack time is 625 / 1.23 = 508ms (rounded down to integer value) Attacks per second from that is 1000/508= 1.968..., rounded for display on item tooltip to 1.97

The displayed PDPS (which is not actually something the weapon has and isn't as meaningful a value as the importance some players put in it, but that's neither here nor there) appears to be calculated by 205.5 x 1.968... (neither value rounded) giving 404.52755..., which is rounded for display (and this value is only ever for display because it has no relevance to actual damage calculation), resulting in 404.53

I can't guaruntee that's the exact method used for this because I'm only familiar with the code for actually calculating damage dealt, which this isn't a part of, but it gets the correct value and I worked it out entirely ...

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30 Jan

Comment

Originally posted by Strength_Wizard

Lets say I'm wearing Soul Tether and Bloodseeker while having 9/10 life & 0/10 ES. I hit something, leeching 5 life.

Will the extra life carry over to the ES becoming 10 life & 4 ES or will it end up being 10 Life & 0 ES?

I ask this because I'm not sure if I should be using Blood Rage while using Bloodseeker/Soul Tether as I don't have the life regen to ever be at full life.

Will the extra life carry over to the ES becoming 10 life & 4 ES

Yes.


26 Jan

Comment

Originally posted by therospherae

So... Any particular reason you're just now telling us this, rather than in any of the teasers leading up to 3.8, gems released in 3.8, or even the 3.8 patchnotes? Seems like it would've been relevant information to know that half my builds have been kneecapped by a 10-40% penalty.

It should ideally have been in the patch notes, but clearly was missed amongst all the other changes made to mines. It was only recently brought to my attention that the reminder text for this was never added, and so I have corrected it for a future patch as well as clarifying on the forums and now here.


24 Jan

Comment

Originally posted by BeerLeague

He should test it then as it certainly isn’t true. Both swift assembly and the legacy roll do not have the stupid extra animation that minefield does.

I have tested it and it's definitely there.

That animation has nothing to do with any support, it's fundamentally how throwing additional mines works, and has been since 3.8.0.

The turnback is 10% of the throwing time per additional mine, which is more noticable with Minefield due to the slower throwing time. It's still there with every source of throwing additional mines in the game.

Comment

Originally posted by [deleted]

[deleted]

you can roll white sockets multiple times(up to 4 or how many sockets the gloves has).

And this actually ads a hidden implicit to the item — so if you have 4 mods and any number white sockets you can't roll gloves anymore, and you need to use crafting bench vaal recolor to remove white sockets and be able to roll the final implicit...

This is not at all true.


23 Jan

Comment

Originally posted by krabbsatan

The extra mines from Swift Assembly would have this same "animation turnback" tech too right?

Yes. This is not specific to Minefield, this is how throwing multiple mines works.


21 Jan

Comment

Originally posted by Andthenwedoubleit

Dividing by exactly 0 is undefined because it's approaching either + or - infinity and diverging. But in this case we're clearly approaching the limit of 0 from strictly the positive side and the intuitive result is to approach + infinity. Just my opinion. It's your game. You can do what you want. But I don't think it's strictly incorrect to colloquially say infinity in this case?

Dividing a number by zero is asking "how many times can we take zero away from this number before it's all gone". Taking infinity zeros away from the number still won't do that, any more than taking zero away once will - infinity isn't really a more "correct" answer than one.

The answer is "there is no such value" - which in mathmatical terms is "undefined".

To put it another way, saying that, say 100 divided by zero is infinity means you're saying that infinity times zero is 100. This isn't true regardless of which infinite number you're meaning by "infinity" (which is not itself a number but a concept).

There are some more in-depth answers here some of which go into why treating the answer as a positive or negative infinite number can still end up at contradictions (the...

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Comment

Originally posted by PsychozPath

couldn't you technically make it like "infinite" equivalent (the size of a long or something seconds) if it was divided by 0?

We could but have no reason to - an infinite duration is not a correct result of that operation.

Comment

Originally posted by Saint_Yin

Here's a couple builds that may pique your interest.

Permastun Warlord's Mark build (Link)

The idea is to stack curse effect and curse gem levels until you get 100% reduced stun recovery time. The stun equation has this subtracted from 100 on the divisor. This means your stuns will last 0.3 / 0 seconds, or infinity seconds (against non-bosses).

This build would also test the theory that getting 20% or more additional chance to stun from WM would mean literally any damage has a chance to stun, since every instance of damage would breach the 20% threshold.

Would probably delve pretty good.

Everything immunity build (Link)

This build provides the following:

  • Physical immunity (Shroud of the Ligh...

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Permastun Warlord's Mark build (Link)

The idea is to stack curse effect and curse gem levels until you get 100% reduced stun recovery time. The stun equation has this subtracted from 100 on the divisor. This means your stuns will last 0.3 / 0 seconds, or infinity seconds (against non-bosses).

For the record, reduced stun/block recovery caps at 99% reduced since 2.1.1 (prior to which this caused a crash).

Dividing by zero does not mathematically give infinity, rather the result is undefined.


16 Jan

Comment

Originally posted by theuberelite

I've used quad cannibal fire eater spectres which still have the skill, or have a similar skill and it's been fine even before i upgraded my PC so idk man.

Unless they were talking about server performance issues in which case sure I guess.

I've used quad cannibal fire eater spectres which still have the skill, or have a similar skill

They have a much simpler skill which looks similar.

Comment

Originally posted by theuberelite

(rip old incinerate, you're missed)

Seriously, I do not buy the "old incinerate had performance issues" when so many of the mobs still use it and I never once saw FPS issues with old incinerate. It was just a skill that got overnerfed and that powercreep made irrelevant.

Please bring the original skill back, I miss it. It practically still exists but only on holy flame totem.

(apologies for the slightly off topic)

Almost no monsters use old incinerate. Lots of monsters (including the ones being discussed in this comment thread) use the non-totemified version of the Flame skill from Flame Totem, which looks superficially similar but is much simpler mechanically.


21 Dec

Comment

Originally posted by GiantR

You are evil, you know that?

I do know that, yes.


18 Dec

Comment

If you get to 5 you can still keep vaaling it to try to overwrite the existing implicits with better ones.

Just saying.


17 Dec

Comment

Originally posted by PastyNoob

does triggering a spell with CoC count as casting for this shield?

A spell being triggered is not you casting a spell.


15 Dec

Comment

Originally posted by violentHarkonen

My friends were watching me stream over Discord, and it's very hard to tell. As far as we can tell, either the attack and projectiles are perfectly mirrored over each other and you cannot distinguish them, or it is not proccing while you stand still and attack.

Like other "also target" effects on strikes, such as Ancestral Call, the extra targets, regardless of being enemies or locaitons, must be a minimum distance from you to happen.


13 Dec

Comment

Originally posted by Tomagathericon

The wiki says it is the distance the projectile travelled, not the distance from the totem - Are you certain?

Distance travelled is measured as on a 2D plane - vertical travel is ignored.

Comment

Originally posted by aggixx

Do the changes to the ascendancy notables Unwavering Faith and Commander of Darkness mean that % increased effect of Non-Curse Auras from your Skills no longer applies to them?

Prior to 3.9 the per-aura bonuses granted by those nodes was a stat added to each of your auras. Since it was a stat granted by an "aura from your skills", its effect was increased by those modifiers. In 3.9, that stat is no longer granted by your auras but rather by a single seperate aura that is not an "aura from your skills".

/u/Mark_GGG

Patch note excerpt follows:

Necromancer

  • Commander of Darkness now grants the increased Attack and Cast Speed aura as a single combined aura rather than a separate aura for each other aura skill you had. This matters for effects that care how many buffs you have, such as Mantra of Flames.

Guardian

  • Unwavering Faith now grants the Physical Damag...
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It looks like there may have been an internal miscommunication about what was changed. Those specific bonuses which add effects to your auras ("Auras from your skills grant... ") are unchanged. Those are not separate from your aura, they cause the actual aura itself to grant extra bonuses, and as such those are modified if the aura's effect is modified. These bonuses also apply to each of your auras, so if you have multiple auras, each one will apply the stat.

None of those bonuses have changed in any way.

What did change was the way that effects granting extra bonuses not from your auras "You and Allies affected by your Auras have/deal....". These are not stats granted by the aura and have never be affected by changing the effect of the aura - they're granted at the stated value to anything affected by one of your auras. Because these are just granted to objects if that object is affected by any of your auras, these only apply once, regardless of how many ...

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Comment

Originally posted by RicoDevega

Just to clarify, from a support standpoint this would be Ignite/Elemental Proliferation, Combustion, Bonechill?

What about duration modifiers, such as from Swift Affliction (Edit: or efficacy since I forgot that exists) or all those uniques and other such modifiers? If I fire an arrow not supported by swift affliction, then pummel the enemy with swift affliction arrows, will my burn duration be fixed to the first explosion, or will it be independently tracked so that the burn damage reduces in the last second or so when the swift affliction ones run out? Also applies to people with different durations in a party, but I imagine the coding would be identical since it's all just ailment duration stuff.

The only thing calculated during damage calculation for an ignite is the ignite's damage per second value. Everything else, including duration, is calculated when applying the ignite, so is done by the arrow which explodes (the first one to have it's duration run out) using it's stats. The applied ignite uses the summed total ignite damgae per second value.

Comment

Originally posted by Nacho21

When a limited range projectile such as Galvanic Arrow or Tornado Shot Secondary projectile chains, splits, or forks etc is the"lifespan" or duration reset to max?

No