Mark_GGG

Mark_GGG



04 Oct

Comment

Originally posted by Nutarama

Okay, let's say that there is an explicit game design need for the "on use" effects to work as they currently are, and that mana-tracking affixes fulfill the role that I'm suggesting. I can see that for Rathpith Globe and Gluttony specifically, with a personal maybe on Shroud of the Lightless's Shade Form trigger. However:

  • Why is Disintegrator worded "25% chance to gain a Siphoning Charge when you use a Skill" and not "25% chance to gain a Siphoning Charge when you Spend Mana on a Skill"?
  • Why is Tawhoa, Forest's Strength worded "35% chance to gain an Endurance Charge when you use a Fire skill" and not "35% chance to gain an Endurance Charge when you Spend Mana on a Fire skill"?
  • Why is Eber's Unification worded "Trigger Level 10 Void Gaze when you use a Skill" and not "Trigger Level 10 Void Gaze when you Spend Mana on a Skill"?
  • Why is Zerphi's Last Breath worded "Grants Last Breath when you Use a Skill during Flask Effect, for (450-600)% of...
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At a base level, it's considered good for bonuses to be better with some things than other things. Generally speaking there will be different bonuses that are better with those other things instead, which helps make different builds feel different, and have people make different choices about how they value things depending on what their character is doing.

I'm not trying to tell you you're doing it wrong, I'm trying to get you to think more about the design of specific game aspects and how they interact with other game aspects.

We already do think a lot about those aspects. In all the cases you list, there has been a discussion, in some cases a long back and forth one, possibly trying several versions and seeing how they play, about the specific nature of different ways to accomplish what certain stats are trying to do and which one is the best fit for the design intent for what that specific stat is trying to achieve.

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Comment

IMO it’s silly to argue that while a skill is being channeled, it’s not being “used”. A character that is cycloning through enemies is certainly “using” the cyclone skill to hit the enemies, no?

No-one is arguing that. You are using the skill - once. The fundamental point of channelled skills is that one use of the skill lasts as long as you hold down the button, rather than lasting for a fixed cast/attack time before the finish using the skill (and can use it again or use another skill).

Those bonuses are explicitly not "gain X constantly while you are using the skill" (some other bonuses are like this), they are "gain X when you use the skill". This is definied as happening at the point where you change from not using the skill to using it - i.e. when you start using it. But it's fundamentally tied to uses of the skill. If you use the skill once, you get the bonus once, regardless of how long it takes to do that. If you're cursed with te...

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24 Sep

Comment

Originally posted by MayTheMemesGuideThee

Imagine you are asked 2 questions.

1 is about cost, reservation, and spend.

2 is about gem tags and gems ability to be supported.

You're able to answer only to one of them.

Which one you choose ¿

I would instead explain that minions are not you, and do not have your passive tree - passive bonuses will not apply to minions unless they say they do.

Nice username, btw.


23 Sep

Comment

The difference is that this one is specifically using a curse skill that your character has - Mines only have one of your skills - the one they were made from. They can do on-hit effects that apply things, but they cannot trigger other skills (curse-on-hit from a specific curse skill is a special case of triggering), because they don't have those skills.


22 Sep

Comment

Originally posted by Mao-C

Hi Mark, does this mean the interaction between mines and indigon is intended? currently mines grant spell damage due to their insane mana costs, but are unaffected by the increased mana cost from indigon.

Yes. Mines do not have a cost, so are not affected by cost modifiers. Reserving is spending, so stats that track mana spent will see it.

Comment

Originally posted by specialized-

Thanks for your response. If the changes were made to prevent abuse, wouldn't making the spell trigger when the attack projectiles spawn also work? Or was it just an intentional nerf to make it feel more clunky, that also happend to prevent the abuse.

That would make it super op for skills that spawn projectiles multiple times, such as Barrage, and stop it working with any attacks that don't spawn projectiles (of which there currently aren't any for wands, but that could change in future).

Comment

Originally posted by Dissolator

Will you consider to do a fix so reservations will stop removing mana after turned off, since they're not costs?

For a reservation to be truly not-a-costroach,
What it reserved should be returned
:)

Not being a cost does not at all mean you magically get back what you reserved. Reserving is spending, that mana was spent.


20 Sep

Comment

Reservations are not costs. Modifiers that specify costs can only apply to costs, not reservations.

Comment

Originally posted by SisterHell

No, if it didnt change this league and the cooldown was still 0.25sec, you can abuse the animation canceling to cap your proc rate even on 2.5 attack speed by attacking - moving - attacking real fast.

Because you have to stand still now, GGG has made the cooldown 0.15sec to compensate by increasing maximum dps for when you have chance to damage.

Yes, this is why Poet's Pen had to change from triggering when you start the attack to when it ends.

This means it won't trigger if you don't reach the end of the attack (because you cancelled it before then), but prevents the above abuse case of starting an attack only to cause the trigger, then immediately cancelling.

Comment

Originally posted by specialized-

Well it says end of the attack not end of the animation. If you hit enemies with your projectiles you obviously didn't cancel the attack (otherwise where would the projectiles come from). This means that you did attack and the spells should trigger. If the current behaviour is what they want they should at least give an option to disable animation canceling, but again, i'm pretty sure its a bug.

The attack is what your character is doing. The projectiles are entirely unrelated except that they are created during the attack.

The attack is an animation on your character which starts, creates the projectiles, and then ends. The attack can end (and thus the spell trigger) before the projectiles hit anything, or afterwards - the attack ending has nothing at all to do with the projectiles. If you cancel the attack before it ends, it won't reach the end, and the trigger will not occur.


17 Sep

Comment

Originally posted by The1OnlySon

In Champion, is the line " You and Allies affected by your placed Banners Regenerate 0.1% of Life per second for each Stage." improved by Aura Effect?

No, that is not part of the effect of the Aura - the aura does not grant this bonus.

For contrast, compare to the wording on some Ascendancy notables "Auras from your Skills grant..." which adds an effect to the aura. This means it's part of the aura's effect and will be scaled as such (it also means it's applied by each aura, so if affected by multiple such auras, they each apply that bonus).


13 Sep

Comment

Originally posted by nooneyouknow13

Looks like the other two were probably right about it being trades, they're not spawning for me now.

I really don't feel like I had traded with a spectre user every play session so far this league, but I have no way to be sure.

Yeah, I completely failed to consider that people entering to trade would bring those monster types into the instance as spectres, and thus add to the spectre list. That'll be the explaination.

Comment

Originally posted by Switchersaw

If you do any trading this league, anyone with spectres entering your hideout will add those spectres until you force a refresh of your hideout instance by either logging out for a while, or by changing hideouts via Helena and then back to your desired hideout.

Oh, yeah, this is almost certainly it. Those will have existed in the instance as spectres of a player.

Comment

Originally posted by nooneyouknow13

So, my in league Cartographer's Hideout spawns bonestalkers, host chieftans, and carnage chieftans in addition to my current spectres. I have never had chieftans as spectres in this league, so I've been wondering if they were base spectres, or pulling from the fact I have them as active spectres on a standard character?

It's possible that I'm wrong or out of date about hideouts in this respect, and they do have a set of monsters that count as "native" to them based on the tileset.

Comment

Originally posted by nasaboy007

Do different hideout tilesets have different desecrate-able monsters? I only run solar guard spectres, so theoretically they should be 100% of the desecrated corpses, but in my Overgrown Hideout, I always see tons (i.e. more than 1+solarguards) of different types of monsters.

Spectre corpses and area corpses are two separate lists, which get added together. Constructing the area corpse list will add the base descrate monster if it would otherwise be empty, so there will always be at least one monster contributed by that list rather than the spectre list, once they two are combined.

Comment

I am super impressed by your dedication to testing this and methodology, well done.

However, perhaps I missed it, but I didn't see anything specifying where you tested this? As you might be able to guess from my pointing this out, that will affect the results - all the monster types spawned in generation of the area are in the pool for desecrate, so the number of those affects how "diluted" it already is before you add your spectres to the mix.

If, as I suspect, you tested this in your hideout, then there would be no monsters from the area available, so the initial descrate pool would just be the one base monster type that's added if the pool is otherwise empty to ensure desecrate always has something it can spawn. As such, the results won't be as impressive playing in an actual area with its own monsters.

Comment

Originally posted by taggedjc

It was changed when shotgunning was removed.

The wiki is incorrect if it says a chaining projectile can hit a target more than once.

Arc can hit a target a second time, if if it wasn't one of the two targets the arc just came from, which means you need four targets for arc to continue back to the first target, but arc isn't a projectile so it works differently anyway.

As usual, /u/taggedjc is correct.

Comment

Originally posted by TL-PuLSe

The key word you're missing there is attempt.

Before this change, if there were 2 projectiles and 5 targets, this could happen:

  1. P1 hits A, P2 hits B
  2. P1 and P2 both chain to C
  3. P1 hits C, P2 fizzles since it cannot hit target C.
  4. P1 chains to D
  5. P1 chains to E

P2 lost damage on D and E by targeting C. With the changes above, P2 will always target D. Then one will hit E and the other won't. Now:

  1. P1 hits A, P2 hits B
  2. P1 chains B, P2 chains D
  3. P1 hits C, P2 hits D
  4. P1 chains E, P2 randomly chains to A or C.
  5. P1 hits E, P2 fizzles since it can't hit A or C.

This is entirely correct.

The quoted section of the wiki has at some times been true of arc, but not of projectiles. A set of projectiles that are fired together can only hit each possible target once - the prevention of "shotgunning". Chain does not and never has removed that mechanic. The "Indended Behaviour" in the posted image is neither intended, nor has it been possible for projectiles since the removal of shotgunning. They would chain towards an enemy that's already been hit by one of those projectiles if there were no targets in chaining range that hadn't, but just like every other case of projectiles not being able to hit something if one of the same set of projectiles already had, they would be unable to hit that target, and would pass through with no collision being possible.

This was the case before 3.8.0 (and has been for a long time) and is still the case after 3.8.0. There were no changes to the anti-shotgunning code.

The only thing t...

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12 Sep

Comment

Originally posted by KarvarouskuGaming

Hey Mark, sorry for the off-topic question, but if you could enlighten me a bit of the new Null's I'd be very grateful.

Some time ago (like over a year ago) I remember you saying that skills that create minions are minion skills. And thus, adding new 'portion' or 'property' to skills that allow them to create minions would thus make them a minion skill.

Originally Null's didn't work with anything but minion spell gems, so none of the spell + summon phantasm combination shenanigans didn't work. Then at some point (3.6?) something happened and it started working. I originally though this was a bug fix because of your earlier comment, interaction with SP and other skills triggering 'minion skill use' effects (such as increased damage from a jewel if you've used a minion skill recently) working already in 3.5 and the wording of Null's:

Trigger Socketed Minion Spells on Kill with this Weapon

As the wording does...

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"[Category] Skills" in PoE means skills for which their gem has the tag (even if the specific instance of the skill doesn't come from a gem). All skills which (inherently) create minions are Minion skills - i.e. they have the Minion tag. There are also some other skills that don't create minions but still have the tag, such as Offerings.

The Phantasm support does not make a skill a Minion skill - supports cannot change the tags of a skill, only it's behaviour. The tags of a skill are based on it's base behaviour, not things supports can add to it - Ice Spear is always a Cold Skill, and never a Fire Skill, even if supported by Cold to Fire, which is a support gem with the Fire tag.

The interaction with Nulls and the Phantasm support was a bug which was caused by the internal systems not having a good enough distinction between the concept of Minion Skills, and the behaviour of summoning minions - the later is important for supportability, but it's the first one, whic...

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11 Sep

Comment

a) Yes.

b) 3. "increased" and "reduced" modifiers to the same value stack additively.

c) Close enough. Technically for non-instant flasks, this modifier is applied to the value of life recovered per second granted by the flask, since that's the stat you gain from the flask effect, but the result is roughly the same.

d) No. Flasks present themselves as an amount healed and a duration for convenience (the main number people want to know is "how much will this heal me?"), but what they actually are/do is they recover certain amount of life/mana per second, and last for a duration. Increasing the duration means you recover the same amount of life per second for a longer time, which results in higher total amount recovered.

Instant recovery has no duration, so duration modifiers won't apply to instant flasks.