Mark_GGG

Mark_GGG



06 Dec

Comment

Originally posted by Tirinir

Does this mean that Poison is affected by "Physical Damage over Time Multiplier" from jewels?

No. At no stage in the process was there physical damage over time. There was originally base/added physical damage, which was effectively "converted" to chaos damage over time. It is therefore affected by any modifiers that would apply to physical damage, or to chaos damage over time.

Comment

Originally posted by BobOfTheSnail

That would make sense if it were converted damage but that is not the case here I don't think. In your scenario poison damage would be affected by generic increased physical damage and more physical damage which to my knowledge doesn't happen.

That would make sense if it were converted damage but that is not the case here I don't think.

The transition from hit damage of a type to damage over time of a (potentially different) type is, at least ofr purposes of how modifiers apply, treated exactly the same as "x as extra y", which is a form of converstion (different from regular conversion in that you don't lose the converted thing).

In your scenario poison damage would be affected by generic increased physical damage and more physical damage which to my knowledge doesn't happen.

If the poison is caused by physical damage, then those will affect it, yes. Not if it's caused by other damage types.

See ...

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05 Dec

Comment

Originally posted by Power_Creep

Here's a breakdown of the changes i made and why

1) it just doesnt make sense that a Bow/minion hybrid unique doesnt work with Bow/Minion hybrid skills like Blink and Mirror arrow. Maloney's mechanism is the proof that triggering blink/mirror arrow is possible

all they need to do is change "...minion spells..." to " ... minion skills..."

2) the dexterity stacking mod needs to be addressed as well, 1% minion damage per 10 dex is nothing considering the insane leap in Minion damage on weapons. This would not only make minions better but your Bow's skills as well if you take "Spiritual aid"

3) Copying POTCG's Int mod would make the item nice "1% increased area of effect of you and your minions per 10 int". Especially since Minion patch made Minion aoe a thing

4) A fated version would definitively be great. a mod with a minion& on kill flavour would keep the thematic of the bow while being new and fresh ( now that i think about it, its D2's f...

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Posting since someone specifically requested my input. These views are my own opinions only, yada yada yada...

1) it just doesnt make sense that a Bow/minion hybrid unique doesnt work with Bow/Minion hybrid skills like Blink and Mirror arrow

Hard disagree from me. This is not just a general bow/minion hybrid unique, it is explicitly and intentionally an Int-minion-spell/Dex-bow-attack unique. The whole point of the item is creating a hybrid between two things that don't usually go together or have anything else that links them, in this case int minion spells and dex bow attacks (I believe in particular Zombies, which can be raised directly from the corpse, meshing with the on-kill trigger). It smooths over some of the hard edges of the conflict: triggering means no need to invest in cast speed as well as attack speed, and since the spells won't deal damage, your own damage bonuses can all be attack focused; rewar...

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Comment

Originally posted by smoothasskiwi

++Support Gem. It's more efficient.

It's also clearly the correct one to use here, the player, as the preincriment would change the support bonus before applying it to the skill, while postincriment should logically grant the regular support bonus to the skill, then upgrade the gem afterwards :P


04 Dec

Comment

Originally posted by RyujinDoji

Forum thread just says " This support gem causes skills to fire wand and bow skill projectiles sequentially ". Sounded to me more like an general support gem rather then an attack-based.

"Wand and Bow skills" are inherently attacks. Spells do not use weapons.

Comment

Originally posted by rds90vert

I answer only because i just started playing mines, and i love it!

From what i understand: you press the button to throw the mines, in the general direction of monsters/wherever you want.

Then you press ONCE D to detonate, and they will detonate from the "oldest" (i.e. the first you threw) to the newest, with increasing speed. The first couple may seem "slow" in detonating (you can modify it via skill tree passives) but once the "detonation chain" starts, it speeds up very fast.

Note: from what i gather in my experiments, mines have to be within a certain radius from each other to be part of the "detonation chain", if they are too spread apart, some may detonate while others may not.

they will detonate from the "oldest" (i.e. the first you threw) to the newest

Throwing order has no effect on detonation sequence. The first one to detonate will be the closest to where you targeted the detonate mines skill, and it will "spread" from there to another mine close to that one.

Comment

Originally posted by hukkaberry

Do traps, mines, brands, and totems count as “your hits” for Leper? I.e. will they remove any status on the player?

Brands are your hits. Traps, Totems and Mines are spearate entities from you that hit things themselves.

Comment

Originally posted by WattefuxX

A new player won't even think about pressing "alt" when viewing an item

For new players, holding Alt when viewing an item is for showing reminder text in-place, without changing anything else about the displayed stats This helps explain terminology and mechanics they might not have seen before.

While there's definitely an argument that this should be signalled better so players learn they can do this sooner, it's definitely important for new players that it does this instead of the advanced mod descriptions, which throw in a lot of extra information which is useless or irrelevant to most new players, and also rearranges things, making it harder to see how the reminder texts apply to specific stats.


26 Nov

Comment

Disclaimer: Before anyone decries me for being a mean meanie who stomps on people's fun, I'd like to clarify that the OP messaged me asking me to comment, with the subject line "Please roast my skill gems :)".

I'm starting with this one because I think it has more wrong with it, and is thus more interesting to examine.

Level 20

First problem - this skill has more non-boolean stats than can fit in a single granted effect - and thus skill - at 10. The maximum is 8. Only 3 of these are coming from the base brand behaviour. There are ways to hack around this limit in some cases, but they aren't great and may cause problems down the line. Inconveniently, none of those ones are the ones tha...

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25 Nov

Comment

Originally posted by darthbane83

Well projectile skills have 2 ways to be targeted either you target a location and the projectile reaches that location to do something i.ex. tornadoshot or you target a direction and projectiles just go(i.ex. ice shot).

In the ice shot case they need to have a maximum range or duration. A maximum range can be translated into a maximum duration at normal projectile speed.
It should always be possible to use projectile speed as range modifying parameter for skills with that kind of targeting. Since afaik there is a maximum practical range before skill effects just become inactive and disappear it shouldnt really break anything and allows to set the duration real high for balance purposes(ball lightning and frostbolt come to mind as skills that should feel playable with relatively slow projectiles aswell).

In the case of targeting a point for the projectile to do something(tornado shot) that secondary effect will be a new projectile or an area. As such its limite...

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It should always be possible to use projectile speed as range modifying parameter for skills with that kind of targeting.

I strongly disagree. This is unintuitive and results in a modifier that says it affects speed always being used primarily for something that isn't speed. There is no reason why this "should" be the case. That simply isn't the purpose of projectile speed modifiers.

It would also mean projectiles being able to go beyond the projectile range, which is bad in all kinds of mechanical ways.

Comment

Originally posted by Suicidal_Baby

proj speed increases proj range. "base proj speed is too high to matter." should be your statement.

yes, the downvotes have spoken. I get it, I'm wrong. It's safe to say you can lay off at this point. This type of shit is why people delete posts. But im gonna leave it here so people understand what was said. Stop being pricks with the system and creating an echo chamber.

This is not true in general. For some specific skills where projectiles last a set time, increasing the speed naturally means they'll get further in that time, because that's how speed works. But that's only as a consequence of those specific projectiles having a time limit - that's not standard, and there's no general relationship between projectile speed and how far they can go. In most cases the two are entirely independant.


19 Nov

Comment

Originally posted by JeffK40

Mark were you even at the event? I dont think I've ever seen you

Yes, I was the one in the Kuduku hat.

Comment

Originally posted by narniaguardian

look at these programmers using 1 base indexing lol

We don't talk about Mark0

Comment

Originally posted by callizer

I've always wondered this ever since Neon showed up on a Baeclast. How many Marks do you have? Is /u/Mark_GGG Mark#1?

I'm Mark1, Neon is Mark2.


11 Nov

Comment

Originally posted by r4wb1rd

What’s the recommended means of getting there from the convention center? Google says some bus lines (~50mins) - can we trust Google on this one?

Busses will work, but the train is likely to be easier than busses, particularly for people unfamiliar with the city. Short walk down Queen street to the station, catch the western line train, get out at Henderson station and Shaka's is just across the road.


10 Nov

Comment

Some of the ones I remember fondly that you don't have here:

Duelist class trailer (starring Oak and also introducing the bandits): https://www.youtube.com/watch?v=YQX-ds2qtx4

Templar class trailer (showing the Root Spider monster that would eventually be reworked into the Devourer): ...

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07 Nov

Comment

Originally posted by CycloneSP

thanks for the help mark, while yer hear, can you also confirm how ele pen works in conjunction to these reductions?

using the example above with both the exposure and the conductivity, that would be -69% lightning res, and let's assume I have a perk that allows my attacks to penetrate 20% lightning resistance. Does 'penetrate' simply mean the same thing as exposure/conductivity, so it is added? This is how I've always assumed it works, but some confirmation/clarification would be appreciated.

Penetration isn't a modification to resistances at all. It's a modification to how you deal damage to an enemy - at the point you would apply their resistances to that damage, you take the (final) value of their resistances, but instead of using that value, use a number that's lower by the amount you penetrated. So it is subtractive, but due to not actually being a change to their resistances, occurs outside the order for resistances modifiers.

Comment

Originally posted by IamnotaRussianbot

Trying to understand resistance reductions. For the example let's say I have Exposure (lightning) and Conductivity and the enemy has 50% elemental resist (high, but a round number).

Scenario 1 - The tip reads "Exposure applies -25%...". I'm interpreting this to function as 50% '-25%' = 25% of damage still resisted for this hypothetical enemy. Correct or not? Or is it '-25% of the current value', which would be 12.5% reduced for 37.5% resisted in this example.

Scenario 2 - Conductivity level 20 has - 44%. Same basic question. Is it flat reduction or percentage of current value?

Scenario 3 - I have Exposure and Conductivity simultaneously. They appear to stack. Is this correct?

My confusion comes from the fact that gear that increases player resistance says "increased", but these debuffs have the minus sign, and I understand how specific wording is in this game. I did not see it specifically in the wiki. If it's in there and I missed it please link t...

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My confusion comes from the fact that gear that increases player resistance says "increased", but these debuffs have the minus sign

The vast majority of player gear that affects resistances does not say increased or reduced, but say "+x%" or "-x%", which are flat additions or subtractions to your resistance, just like "+x Maximum Life". "increased" and "reduced" do occur occasionally for resistances, but are very rare.

"+" and "-" always directly add or subtract to/from the base value. They will only show a percentage sign if that base value itself is a percentage (such as resistances, or a chance for something to occur).

In contrast, "increased" and "reduced" always use a percentage sign, and always modify a value by a percentage of that value This is true regardless of what the modifiers are applying to. They are also applied after +/- modifiers, in defiance of mathematical convention.

"more" and "less" are like...

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06 Nov

Comment

Originally posted by maivaer

Speaking of Glitterdisc, you don't get ignited while wielding Glitterdisc and turning on Righteous fire - is this intended? From the wording "You always ignite while burning" and the fact that RF deals fire damage over time it would seem RF should apply ignite with Glitterdisc equipped

Sorry for hijacking the thread, thought it was kinda related. Whether you decide to answer or not, I just want to say I greatly appreciate you taking the time to elucidate mechanics. I've read more from you than announcements and lore combined lol. Seriously, thanks!

Ignite can only be applied on hit. Righteous Fire does not hit you (or anything else for that matter).

Righteous Fire does apply burning to you, which means you'll always ignite when hitting enemies with any fire damage in the hit (or other damage types if you get stats that allow them to ignite).


05 Nov

Comment

When you ignite something, the ignite damage is calculated from your base/added damage, and then applied to the enemy. The same is true in reverse. You taking the damage from the hit as a different type doesn't change the fact that when the monster calculated the hit it had no damage that could ignite, and thus calcualted 0 ignite damage.