Mark_GGG

Mark_GGG



12 Sep

Comment

Originally posted by H4xolotl

What if i swap between repeats of the same cast, will it inflict brittle and chill over the single ice nova cast?

Is that intended, hence the “Altenating” part of the item’s name?

What if i swap between repeats of the same cast, will it inflict brittle and chill over the single ice nova cast?

Yes.

Is that intended, hence the “Altenating” part of the item’s name?

It's not specifically intended, just a natural consequence of how things work.

Comment

Originally posted by H4xolotl

If i cast Ice Nova on Frostbolt with Alternating Sceptre equipped, then weapon swap quickly

Does the Ice Nova inflict Chill or Brittle?

Chill, if you swapped before the nova reached a specific target. Non-damaging ailments aren't determined until a hit is applied.

Comment

Originally posted by rogueyoshi

Skills generally do still snapshot their damage throughout all of their hits that aren't considered separate casts, which is why exerts even function. The fuzzy rule is that if the crit roll would apply to all hits then any applicable stats would too

That is not true.

Comment

Originally posted by Odd_Passion_3518

/u/Mark_GGG is this intended?

No, this is a bug, and one I fixed last week. I don't know when the fix will be put live, but discharge is fundamentally supposed to scale from the charges you remove, not ones you never had.

Comment

Originally posted by asstalos

Ok so this is complicated.

I'm absolutely not sure how this interaction works with general DoT kills, but in particular socketing the IIR gem into Arakaali's Fang will transfer the IIR bonus to the debuff that the Spiders apply and the IIR will apply if this debuff is what kills. This was a comment made by /u/Mark_GGG a few days ago. Intuitively, one would assume that the IIR bonus would only apply if the Spiders kill, but most of the time Spiders don't directly kill but instead kill with poison, and DoT kills are player kills in terms of attribution.

Now, I cannot tell you if including IIR into the link of a hit-skill that then applies a DoT will apply the IIR to the DoT if the DoT kills for a player situation, but this is a pretty recent comment confirming that, at least for one specific DoT interact...

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I cannot tell you if including IIR into the link of a hit-skill that then applies a DoT will apply the IIR to the DoT if the DoT kills

I can and it will. All DoT applied by skills have this behaviour, and have for a very long time.

Comment

Originally posted by Wobblucy

Do other damage over time effects do the same (ignite/poison/death aura/etc)?

Yes, damage-over-time effects from skills all do this


09 Sep

Comment

Originally posted by CommissarTyr

Resetting your life to a higher previous value with Temporal Rift is technically recovery internally, but is allowed to bypass things that prevent recovery

This doesn't seem to be the case.. Executioner debuff also does not allow Temporal rift recovery above 50%

Interesting, it does appear that bypass isn't in place for one of the life-modifying functions (but is for the others, and for things other than life from what I can see). I'll bring this up, I suspect this is an oversight due to life using an override of the general modification function which does have that bypass.


08 Sep

Comment
    Mark_GGG on Forums - Thread - Direct

As noted, this is correct behaviour as your curse auras do not affect you, only enemies (unless you use Rotblood Promise).

Comment

Originally posted by magus424

Blasphemy is not a Hex Curse, no; it's a gem that interacts with Hex Curses.

Same with Bane.

The tags on both are accurate.

This is correct. The "curse" gem tag is intentionally only for skills that inflict curses, not for gems related to curses in some way. The "Hex" and "Mark" tags are used on gems that have primary interactions with those mechanics without actually being curses.

Comment

Originally posted by Yohsene

This was caused by some specific debuffs having been set up with stats that only prevented some forms of recovery rather than the ones that prevent all recovery, which was always the intent for those debuffs.

Too curious not to ask: why did these debuffs correctly prevent LGOH granted by the passive tree, but not LGOH from claw implicits? That seemed especially strange behaviour.

The old incorrect stat that was previously used basically sets a bunch of calculated stats on the player to zero - one of those was total life gain on hit. But the claw implicits are local, so don't feed into a single stat for the character, but add to that separately based on which hand you hit with. So while the character's global total was zeroed out, the local ones still got added to that if you hit with the correct hand. Similarly, some life-gain-on-hit modifiers which are conditional on something about the enemy likewise are processed outside the character's global total stat and also weren't prevented.

The actual correct stat doesn't do anything with those calculations, but instead is checked when changing the character's life, if that change is gaining as opposed to losing.


07 Sep

Comment

Originally posted by LordofSandvich

I think people are so used to PoE's extremely specific wording that we just kinda assume the text string itself is important, especially since that's how PoB recognizes modifiers.

We do put a lot of effort into trying to keep the wording consistent so people can make predictions - which is why when one of the designers noticed this one using "replenish" when nothing else did, we changed it (I'm pretty sure that string was old and was written the way it was to avoid the "equal to" phrasing, which is admittedly little awkward).

But the text describes the mechanics, it doesn't cause them - changing the text can't change the function of what the stat does*.

And if we ever do introduce "replenish" as a specific mechanic in PoE, then if it makes life/mana/es value go upwards, then it fundamentally will be a type of recovery, not something separate from it.

*except that one time with the cats, that was weird

Comment

Originally posted by StereoxAS

Updated the description on Aegis Aurora's Energy Shield recovery to "Recover Energy Shield", previously "Replenishes Energy Shield". This is not a functional change.

You sure about that? Aegis was working when you stand on Sirus' degen ground. And that degen ground disables "recovery", thus "replenish" still works

You sure about that?

Yes.

This is literally changing the text string displayed for a specific stat to bring it into line with all the others. It fundamentally can't cause a functional change.

And beyond that, "Recovery" in PoE refers to anything that makes the current value of life/mana/es/etc go upwards, the term fundamentally isn't limited to specific mechanics. "Recovery" is the catchall term for all* positive changes to the values of those resources.

The bug you're referring to was fixed in the initial 3.19 patch, and was listed in the ...

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Comment
    Mark_GGG on Forums - Thread - Direct

" Horvath wrote: what about flame wall? It doesn't follow either of those rules when triggered by CWDT or by trigger socketed spells when focused craft, whether or not enemies are nearby. Flame wall seems to picks a random direction, and also a fixed distance from you.



Flame Wall can only target locations, not enemies, similar to storm call. If triggered by CwDT by damage from anything other than yourself, it will occur under the object that damaged you (or in the direction of that object if it's too far away).

However, Flame Wall is spe... Read more

06 Sep

Comment
    Mark_GGG on Forums - Thread - Direct

That is not a bug. Damage that is not damage-over-time is always a hit, and it is entirely possible for hits to deal 0 damage in a variety of ways.

Comment
    Mark_GGG on Forums - Thread - Direct

" TwentyFiveEX wrote: Does this mean Cast on Crit skills trigger where the hit that caused a crit landed
Cast on Crit will attempt to target the object you crit - a location-only targeting skill like Storm Call would target that thing's location. If that's an invalid target then it will look for valid targets around that thing.

Triggers from you doing something (cast on crit) try to target what you did it to, triggers from something being done to you (cast on damage taken) try to target the thing that did it to you.


05 Sep

Comment
    Mark_GGG on Forums - Thread - Direct

" taggedjc wrote: Is there a reason that Storm Call always targets yourself when triggered by CWDT, while Firestorm targets a nearby enemy?


Those skills have fundamentally different behaviour. Firestorm can target enemies, but Storm Call can't - it's intentionally restricted to only targeting locations based on player feedback about trying to place it between different enemies.

Storm Call does not always target your own location when triggered through CwDT. It targets the location of the thing that hit you. Since storm call can ... Read more
Comment
    Mark_GGG on Forums - Thread - Direct

Triggers always try to target the location/object responsible for the trigger. A skill triggered by CwDT targets the specific thing that dealt the hit which put your damage taken for that skill over the threshold and caused the trigger. If that thing is not a valid target for some reason (such as being yourself), it will look for valid targets in an area around that.


02 Sep

Comment

Supporting the raise spiders skill with the support works fine. And damage over time debuff stores the relevant drop modifiers in the debuff so they can be correctly applied if that debuff is the one that kills them.


29 Aug

Comment

Originally posted by RedJorgAncrath

Ok yeah we're speaking different languages right now. :) I'll try to make my question simple:

  • Lightning conduit does not have a cooldown, but mentions that it adds its cast speed to "its cooldown (doesn't have one)" if triggered.

  • CWC doesn't add a cooldown.

  • Spellslinger doesn't either.

  • CoC doesn't have a mention of cooldown in gem desc, but wiki shows it might be a factor.

The gist is I don't understand why the cast speed is even added to the cooldown of this gem if it doesn't have a cooldown. I assume we're speaking about a cooldown it acquires via weapon mods or supports. And there might be some reason you added the cast speed to the natively non-existent cooldown.

Not having a cooldown is effectively the same as having a 0 second cooldown - several things rely on the fact that adding to the cooldown time will cause a nonzero cooldown. This is how the unique jewel "From Dust" works, for example.

Spellslinger and Cast on Crit do add cooldowns to supported skills, which are explicitly shown near the top of the gem tooltip for those gems.

EDIT: fixed incorrect support name


26 Aug

Comment

Originally posted by RedJorgAncrath

Wait, so was mention of a cooldown in the gem description (neither lightning conduit nor CWC have a cooldown or added cooldown) a way to inform that this will work with CWC but probably not some other shit that adds a cooldown? The cast time added to cooldown must break some triggering setup. Otherwise it doesn't seem worth even mentioning or adding to the gem. Pretty confusing. :)

I don't understand what you're asking here