Mark_GGG

Mark_GGG



11 Sep

Comment

The wiki is correct, in that all the modifiers are applied after conversion. This is important because it means they can all stack together correctly.

However, modifiers apply based on what type the damage is, and what type(s) was converted from. So fire damage that's converted from physical damage is affected by modifiers to fire damage and by modifiers to physical damage.

Importantly, all "increased" and "reduced" modifiers to a value stack additively (this is the stacking part I mentioned before). This means that if you have 100 physical damage, and convert 100% of that damage from physical to fire, then if you have stats granting "10% increased physical damage", "10% increased fire damage", and "10% increased damage", those all apply to that damage, but becasue they're all increases, they sum together to a total 30% increase and apply together, resulting in a total of 130 fire damage.

This is different to if the physical increase applied before the conve...

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Comment

The shock and chill of the skitterbots is already an aura, it can't be made an aura again by proliferation. The buff granted by an Aura can't also be an Aura itself - if it could proliferation itself would go infinite.

This has been brought up internally as there are more sources of ailments that are inhernetly auras, and I suspect eventually there will be changes to the description on proliferation to be clearer, but it's not the top of the priority pile at the moment.


09 Sep

Comment

Originally posted by Nutarama

Honestly I’m not entirely sure about this interaction. You are correct, damage auras have to affect you to affect totems (generosity actually removes the aura benefits from totems).

As such, the aura might count as being “your” skill and give the bonus effect.

/u/Mark_GGG we summon thee for thine knowledge and wisdom about the internal workings of Path of Exile.

The totems are using your skills, which have your stats. The consecrated ground will see the stats of the skill that created it, which in this case will have your stats for modifying it.


06 Sep

Comment

Originally posted by Cronx90

No amount of optimization can save a skill that's mechanically bad. Divine Ire works because it does have reasonable base AoE, a bit more than twice the radius shown here for Pestilent Strike.

This image does not actually show Pestilent Strike's AoE. That red circle that has been drawn is smaller than the actual effect (both mechanically and visually)

Comment

Originally posted by Varonth

The problem is that AoE increases area not radius to beginn with.

The diameter seems to be somewhere around 10 in the video. Which puts the radius at 5. If we assume 0% inc. AoE used in that video, that 5 would be the base radius.

Now lets add 100% increased area.

First we have to get the base are by using pi*r2 = A

pi*52=78,54 poe square unites

We then get twice the amount of area:

78,54*2=157,08

Now we reverse the area formula

squareroot(A/pi) = r

Which once we added those numbers gives us a radius of 7 or a diameter of 14.

And apparently weapon range is normalized across weapon to 11. With 100% inc aoe you would still be way of from a baseline level 1 weapon range.

With such a low radius you need thousands of inc aoe to get it to "normal" levels of other skills.

That's some cool maths and all, but the base radius of Pestilent Strike is 27, not 5. Both the radius, and the in-game visual effect, are bigger than the red circle drawn on the image shown here. That circle isn't actually indicative of anything.


05 Sep

Comment

Originally posted by Felvin_Nothe

just curious how would that work with Indignon is the reservation still considerd a cost? i assume so

Reservation is never (and has never been) considered a Cost. Costs and Reservations are entirely separate.

Comment

(Aggressive minions have their targeting range raised to a minimum value)

(Defensive minions have their targeting range lowered to a maximum value. They always target enemies around you) "

Isn't that backwards?

No? Aggressive imposes a minimum, which means they can't be below that value. This can thus only ever make them have larger aggro range (raises value if it would be below the minimum).

Defensive is the opposite - it imposes a maximum, which means it can only ever make their aggro range lower, if it would be above that maximum.

Comment

Originally posted by Magstine

I'm confused by the cast time on mines. Per the mine preview mines take .25 seconds base to throw across the board. Additionally, each mine skill has a preset detonation time. So where does cast time factor in? Does it start casting after the detonation time has passed? (e.g., Stormblast is .25 throw, .25 detonation, and then .75 cast base before it can do any damage to an enemy?)

Does it start casting after the detonation time has passed?

This one. However, Mines have the point where their spells "go off" right at the start of their cast animation, so this doesn't delay the effects of the spell, just that they must finish the cast animation before they can do anything else. In the general case they have nothing else to do but die, so this doesn't matter, but it comes into play if they will re-arm after casting.

Comment

Originally posted by smacktion

So when Venom Gyre's "Projectiles Return to you" and pierce all targets, if linked with chain, are the chains used up or reset on return?

For it to return from a target, it has to have already used it's chains - if it had chains left, it would have chained from that target instead of returning.

For returning from terrain/max projectile range, it can do that with chains still remaining, but since it always pieces while returning, it cannot use those chains.

Comment

Originally posted by insobyr

return to you

Does it mean the returning projectile will disappear once it reach to me (same behavior as Spectral Throw), instead of piercing through me and hitting monsters behind me?

Sorry if my question is silly.

No, "to you" is defining the direction they return in, they don't stop when they reach that point.

Comment

Originally posted by [deleted]

[deleted]

Reserving is spending, actually. Otherwise Blood Magic wouldn't work with it, among other things.

Comment

Originally posted by Legion_Of_Truth

Question here, Mark maker of skills

Why cant non-following minions work with convocation? why arent all minions working with convocation?

i mean it would be nice and there doesnt seem to be a balance nor logic reason to prevent non-following minions to work with convocation, quite the opposite, they should be the ones targeted by that skill since they dont follow you so you would have to force them to follow you

Non-following minions are nonfollowing specifcally because you're not supposed to be able to bring them with you. Convocation isn't an exception to that, it's a tool to make following things able to follow you even if you move faster or do things like teleport around that make it difficult for them to follow you on foot.


03 Sep

Comment

Originally posted by MaXiMiUS

Pride doesn't work because Generosity specifically says it doesn't work with auras that only affect enemies.

Skitterbots do technically have multiple components that affect you (not just enemies) which is why I'm confused here.

Pride doesn't work because Generosity specifically says it doesn't work with auras that only affect enemies.

That is equally true of the Shocking Skitterbot's Shock aura and the Chilling Skitterbot's Chill Aura - both auras only affect enemies.

Also, neither is an aura skill, those auras are inherent to the skitterbots like rare auras on monsters or item auras on players.

Comment

Originally posted by Palsteron

I am curious about how the new Opportunistic works exactly. It says: "20% more Damage while there is at most one Rare or Unique Enemy nearby"

Does that mean 0 unique enemies nearby would also trigger the effect? It wouldn't make sense from a flavour or balance perspective, the wording just seems a little odd to me.

Yes.


02 Sep

Comment

Originally posted by TheMipchunk

Am I correct that this means that there can never be a mechanic that grants conditional damage conversion? And what about other conditional damage modifiers? Don't those need to be calculated on-the-fly?

No, it just means that those mechanics force those stats to recalculate for each hit. Limiting it to only when such stats are in play limits the performance impact of those recalculations, because they only get done for the object with those conditional stats.

Comment

Originally posted by damnim30now

Wait, it isn't?

So.. let's say you have a phys attack that does 100-200, with 50% converted to cold.

The way I understand it to work is a number is randomly generated between those two parameters- say 150, and then that number is converted appropriately. In this case doing an even 75 physical and 75 cold.

Am I wrong on this?

Does the 50% converted make it so a number is randomly generated between 50-100 for physical and a seperate number is randomly generated between 50-100 cold?

Conversion is applied on your character to your damage stats, which have minimum and maximum values. You can see that this happens because you can see that the min and max values of each type are already calculated on your skill, accounting for conversion.

Calculating a hit from that skill just does a roll for each damage type that has a nonzero maximum value.

Doing it your way would make combat orders of magnitude less efficient due to way more calcualtions needing to be done on-the-fly for every hit.

Comment

Originally posted by damnim30now

They shouldn't be rolled individually. 1 roll should be made for the phys damage, then that damage converted.

Cold damage support and similar things would change that, though.

That is not how damage works.


01 Sep

Comment

Originally posted by Abdiel_Kavash

To turn this on its head: assume I am a Slayer, with Brutal Fervour, and with some life reserved. Since the "on Full Life" condition is never true, does that mean that the "Life Leech Effects are not removed at Full Life" stat actually has no effect? That is, leech effects will still stop once I fill up my unreserved life?

No. That stat uses "full life" as shorthand which is more easily understood by new players, where the full description would be much more complicated and liable to confuse people.

Comment

Originally posted by Moasseman

So if you were to run something like BM + lvl 1 Clarity to reserve 70~ life, you could never be on full-life and life leech effects would never get removed (until they run out) as if you had Slayer leech?

No. Leech and flask effects are removed when you have no more unreserved life that can be recovered, regardless of whether that's actually at full life or not.

Comment

Originally posted by Atheist-Gods

What is the intended behavior of the "Socketed Gems Chain 1 additional times" mod on bows? It currently applies to the minion.

Modifiers affecting socketed gems are support effects that are build into the item and support all gems socketed into them. Like other support effects, they apply to minions created by the skill.