Mark_GGG

Mark_GGG



01 Sep

Comment

If you reserve life, you cannot be on full life.

Comment

Originally posted by SirClueless

I think the bug is in the display then, if it shows 2 chains in the tooltip. Ricochet and your quiver modify your skills, and the ice golem shots are not your skills and don't use your modifiers. Chain support modifies the minion skill gem and hence does apply.

Yes this is a display bug that will hopefully be fixed in 3.8.0. The Summon Ice Golem skill is showing it's total number of chains (which it never uses), where it should be showing just the value from supports which will actually get passed to minions.

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Originally posted by Legion_Of_Truth

But it’s not « your modifier » it’s a modifier to your skills... as a support gem

It’s worded as a global support gem

It is not worded as a support gem, or even a support effect (there's defintiely no gem involved). It's a modifier on you that affects each of your skills. It does not affect the skills of other entities, even if they happen to have been summoned by you using your skills.

Comment

Originally posted by SirClueless

Wait, does Nature's Reprisal actually give minions from Chaos skills 50% increased AOE? I wouldn't expect it to.

No, it does not. It gives area of effect to the skill doing the summoning, the skills the minion uses after it's summoned are entirely separate from that.

Comment

Originally posted by BiggerJB21

Minion attacks and spells are not YOUR skills. That's why nothing except ally or minion damage (even global damage modifiers) affects them. Same as for Shimmeron's wording change, traps, mines and totems dealing damage are not YOU dealing damage but they are using your skills, from your gems. Minions are using their own skills that can be modified by linking stuff to the skill gem that summons them or putting the gem into an item modifying socketed gems effects. (like sire of shards)

This is correct.


31 Aug

Comment

Originally posted by Zimzams123

Except Tarke was completely correct in this case but sure bud

Tarke was referring to supportability, which is a separate concept from tags. Specifically, that Burning Arrow is supportable by Less Duration support (because it has to be due to the threshold gem). None of that has anything to do with tags.

He had (and still has) a valid point that it's a weird situation with regard to supportability because of the threshold jewel, but tags have nothing to do with that, and at no time have such interactions been able to modify the tags on a gem. That simply isn't and never has been possible.


29 Aug

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Originally posted by Ygsvhiym

Thank you for correcting me. The wiki supports that this counts as spending Mana. They do have a "cost", as they are affected by Mana cost multipliers.

I'm curious, if you reserved Mana you don't have, does it still proc things like arcane surge? E.g if you spent your Mana down below 50% and then activated wrath, reserving 50%, does that put your available Mana to zero and you need to recharge back up to 50%? If not, did it still proc Mana cost triggers?

They do have a "cost", as they are affected by Mana cost multipliers.

Skills with a reservation do not have a cost. Skills can only have one or the other.

as they are affected by Mana cost multipliers.

Mana Reservations of skills are affected by mana multipliers. They are not affected by any modifiers specific to costs, because they do not have costs.

if you reserved Mana you don't have

You cannot do this. Reserving mana is a form of spending it. You must have mana in order to reserve that mana.

E.g if you spent your Mana down below 50% and then activated wrath, reserving 50%, does that put your available Mana to zero and you need to recharge back up to 50%?

Yes.

Comment

Originally posted by Iggy_2539

How about we ping him?


/u/mark_ggg

  1. Do modifiers to "Life recovery rate" and "ES recovery rate" both affect Life Leech recovering ES via Soul Tether?
  2. Do modifiers that affect both Life AND ES recovery rate simultaneously (such as the above teased unique) "double dip" in the above situation?
  1. No, that is ES recovery, it is not Life recovery. Only ES recovery modifiers apply. It is also Life leech, not ES leech, so only life leech modifiers apply.
  2. Also no.

28 Aug

Comment

Originally posted by JeffK40

But I'm confused on the agressive thing, you said a couple days ago the agressive tagging really didnt do too much? Lots of back and forth here on what agression does

This isn't something aggressive does. This is something the skeletons do, in response to being made aggressive.

Aggressive only does one thing, which is to enforce a minimum aggro radius.

Summoned Skeleton Warriors (not mages) now have a modifier that lets them dash if they're aggressive. That's an effect of the skeletons, not of aggressive.

Comment

Originally posted by ArmaMalum

The skeleton build says "if made aggressive, ...". Weren't they already classified as aggressive? Will their base behavior be changing or is it just a more general way to say "if supported by Feeding Frenzy"?

They were not aggressive, because nothing gave them that property. Their aggro radius was (and still is) high enough that giving them the "aggressive" property doesn't affect their aggro radius, because it's already higher than the minimum that applies.

This modifier means there's now a bonus to making them aggressive, just not the one that aggressiveness inherently applies.

Comment

Originally posted by collective-inaction

They changed the wording on the gems from "Can summon up to X at a time" to "Maximum X" Think that may have any impact on passives/uniques that increase the number you can summon or is it just making the wording more consistent?

No functional change, just consistancy. Pretty sure I got all the minion limits this time.


25 Aug

Comment

Originally posted by Cottonwoods

Can you give us some more information on this notable? Does it only trigger after Chains & Forks are done? Will it deal damage to targets it has previously damaged? Will it trigger effects like Spectral Shield Throw's shards?

Returning is the "last" in the list of possible projectile behaviours when hitting a target. So it won't happen until all that projectile's ability to pierce, fork, chain, or split have been used up (in that order, I think - split might come before chain, but I don't think players can get splitting projectiles currently so it's been a while since that mattered and I had to remember it).

There are two forms of returning - this one is returning from a final target (the wording has changed in 3.8.0 to be a bit clearer - previously it was something like "Projectiles Return to you after Hitting targets"). This means it's an on-impact behaviour only, like pierce, chain fork, etc, and can only happen when the projectile hits something (and as noted before, it has to have used up all the other behaviours first).

The game also has the broader "Projectiles Return", which does the same thing but also has them return if they hit max distance. I don't remember if it works on col...

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Comment

Originally posted by Lazyfeather

I would love for this to one day be the case since it would mean a lot of open possibilities for specters in particular. My mind instantly locked to the idea of using specters with the shockwave support

That specific support wouldn't work for an entirely different reason - it's a gem with a support effect and a skill. The support effect is passed to minions, like all support effects. The skill is not, just like all other skills from gems.

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Originally posted by ThatUsersNameIsTaken

Quick question, does that count dancing dervish as well, since they ARE swords? Or does the CCS plain not work for all minions?

All minions. The supporting system doesn't distinguish at that level.

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Originally posted by Galtaskriet

What about skills that you link with Summon Phantasm Support, which adds the tag "minion" to the linked skill. Can you not use close combat in that combo?

It does not add tags - tags cannot be changed.

It changes the behaviour of the skill so that the skill create minions.

Close Combat Support says "Cannot support skills that create minions"

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Originally posted by okseeque

IIRC the projectiles return mod only worked for a single projectile, no matter how many did you fire. Does this thing still work like that?

That has never been the case


24 Aug

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Making monsters have correct weapon types internally is something I would love to do, but it's also a massive task and the benefits of it don't really justify the amount of work it would take, at least for now. As such, stuff that cares about weapon type isn't able to work for minions.

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Originally posted by JeffK40

I'm going to mark this down in history "mark was wrong"

I was pretty sure Holy Relics would be one of the things with a low aggro range, but it turns out they have a notably higher than average one. I assume this is to facilitate it targeting you for it's teleport skill from long distances.

Comment

Originally posted by Tyroki

Is it really so bad to just... make summons inherently aggressive? Do we really need a gem or a jewel or any other item to do it? Like threshold jewels, this is just a bandaid fix that could be otherwise fixed by making it an inherent part of the original gem ._.

Is it really so bad to just... make summons inherently aggressive

Most minions effectively already are and always have been. Aggressive was added for Golems, which were designed around a low aggro radius specifically. The new gem allows it for other minions as well, which is relevant for a few spectres of monsters with similarly low aggro radius, but the vast majority of minions gain nothing inherrently from the aggressive property because their aggro radius is already bigger than that. They do gain the other bonuses of the support (and can use it to cancel out the Defensive property of Meat Shield support if desired).

The thing you're asking for is what you've already had for a long time in almost every case outside of the Golems, which are supposed to be non-agrgessive by default and already had a way to be made aggressive.

Comment

Originally posted by Ouroboros612

If you have time to answer. Will Holy Relics work with aggressive behaviour? A reply from you on this could potentially save me an entire weekend of playing because I have a holy relic build planned as a league starter.

Thing is that Holy Relics only procs their AOE spell when you attack. Since they don't have a default attack I fear the support will be non-functional with them :(

Edit: To clarify, will aggressive behavior cause holy relics to seek out enemies even if they can't attack them with a default attack?

Aggressive/Defensive are independant of what skills the minion has. The relic will be able to see and target enemies from further away, but this won't change how it reacts to enemies it targets. EDIT: I was wrong about this, it's base aggro radius is already super huge, way bigger than aggressive.