Mark_GGG

Mark_GGG



24 Aug

Comment

Originally posted by Mithrilite

Hold up, does that mean that stacking Primordial Might on top of Feeding Frenzy will give further increases to aggro radius? I was assuming that the 'Aggressive' status doesn't stack, but if it's just a numerical increase to aggro radius, then...?

It's not an increase, it sets it to specific value (unless the aggro radius is already higher than that value). Setting it to that value twice doesn't change anything.


23 Aug

Comment

Originally posted by moreON

Death Mark ... Sounds a bit ominous for you, eh?

Every time a player uses Death Mark, my dark power grows.

Comment

Originally posted by StrayYoshi

That's the idea, that spectres not worth consideration are now viable and maybe there's a few we ignored that had potential the numbers to do well, but lacked the simple ability to deal consistent damage. The constantly twitching Revenants are a great example of that, even if they were dumb they were great and now they should fire those beam things at something like 2x the previous rate.

Making Revenants (and a lot of other spectrable monsters) aggressive doesn't change anything - their aggro radius is already higher than the aggressive value (and we made sure aggressive doesn't set the aggro radius to the new value if it would be lower, since that would be very counterintuitive). That doesn't mean the support will be useless, as it does other things as well, but the aggressive property simply isn't useful for them.

I suspect in terms of spectre builds, Death Mark Support will be the bigger gamechanger.


09 Aug

Comment

Originally posted by Pyromancer1509

I don't understand, what's the difference between a stat and a mod?

Stats are what actually do things, and you can only have one total value for each stat - all sources of the same stat add together. Mods are basically a wrapper around a set of stats and associated values. One mod can give values to multiple stats. Stats can also be gained in other ways, such as from passive skills.

Think of your character as a chef, serving a variety of different meals of hot fresh DPS to any customers in range. The stats would be raw ingredients - necessary to actually make any of the meals, and which ones you have largely determine which meals you can make. Mods are like the delivery trucks that bring you ingredients - sometimes one truck will bring you multiple ingerdients in a single load, and sometimes mutliple trucks will bring the same ingredient, but once they've been unloaded from the trucks into your kitchen, you don't remember or care which truck a particular tomato came from, you care about the total number of tomatoes in your kitchen. Stats ar...

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Comment

Originally posted by jokomul

If that's the case then why are crafted mods an exception? They're already a different color which differentiates them from non-bench mods.

The thing that allows them to be a different colour is that stats from crafted mods are put into a different container of stats, which then needs described separately. The stats in the item's base container are all described as a set, then the colour is changed and the stats in the crafted stats container are described as a second set. This is also why if a regular mod and a crafted mod give the same stat, they don't sum together.

If they were in the same container they couldn't be a different colour, because they wouldn't be distinguishable from other stats. A design requirement for the crafted mods was that you could see which stats came from those mods, which means they had to be separate.

Comment

What happens to a specific passive skill depends both on the jewel seed value and which passive it is. If a new passive is introduced in radius of a jewel socket, then the jewel will change that in a new way. If a passive is removed from the tree or the jewel radius, the jewel will obviously no longer change that passive. Neither of those changes can affect what happens to any other passives.

If a passive is reworked into something new, but internally is still the same one, it will still be modified the same way.

Comment

Originally posted by Universe7242

Disagree. I like it being at the bottom. Im fairly certain they are ordered by category.

This is correct. The base item view displays the stats, and stat descriptions are ordered by what kind of stats they are.

The advanced mod display describes mods, rather than stats, and they're ordered by the type of mod they are.

When describing the stats it only has the total list of stats - it doesn't have any information about where those stats come from, so what modifiers they're from isn't something that can be part of that (for several other reasons as well - stats can come from multiple sources, for example).

Comment

Originally posted by hotakaPAD

its less, not reduced. reduced means a fixed % subtracted. less is a multiplier. if the enemy originally has 50% hit chance, theyd have 25% hit chance while blinded ( instead of 0% which is what reduced would mean)

That is not what reduced means in PoE. Reduced and Less work the same way if there is only one modifier - they are only different in how they interact when you have multiple reduced/less modifiers.

It is relevant that Blind is less, because there is at least one other modifier to hit chance in the game for it to stack with, but unless such a second modifier is in play, they will achieve the same thing.

Subtracting directly from the chance would be described as "-x%".

Comment

Originally posted by Belerophus

it's not always entirely clear if a stat is local or global. And that's why it feels like it breaks the rules.

My rule of thumb for all but unique items for this is:

  1. If the item can have the stat locally then the increased/reduces/added is also local. Example: a white Vaal Regalia has 163 ES. With Unfaltering suffix will have 328-342 ES. The 101-110% increased ES from Unfaltering is added locally to the ES of the base.
  2. If the item cannot have the stat locally then the increased/reduced/added is global. Example: a white Onyx amulet with Unassailable suffix will have its 20-22% increased maximum Energy Shield added globally because a white amulet base cannot provide ES directly.

The only affixes (that I can think of) that do not follow these 2 rules are the Shaper/Elder Gain % of something as Extra something. I don't know why they are not local on weapons and IIRC initially we all thought they would be local. Ma...

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There is no concept of local damage conversion, and adding it would introduce a huge amount of complexity and unintuitive interactions to the system, and remove part of the point of using conversion mechanics in the first place (modifiers to both types applying - because a theoretical local conversion would be entirely on the weapon and only affected by local modifiers, and the player just gets the resulting totals for each damage type).

Comment

Originally posted by dfiner

Not related, but something I've been curious about lately, I was wondering if you could clear it up Mark.

Assuming the enemy has 100% chance to hit me, if I have unwavering stance (in my specific case via Kaom's roots, but I doubt that matters) and the enemy is blinded, do they have a 50% or 100% chance to hit me (ignoring other variables).

Practically, 100%, but technically neither. You cannot evade, so no chance to evade/chance to hit value ever gets calculated in the first place.

This is distinct from just having no Evasion Rating, which would not prevent you from being able to evade, but would mean the calculated chance to evade would usually be 0%. In that case the enemy chance to hit is 100%, and if they're blinded then that would affect that chance, which inhernetly brings up your chance to evade.


08 Aug

Comment

Originally posted by AngryFace4

The rule is that all "increased" (and "reduced") modifiers to the same value are additive with each other.

When you use the word 'value' in the above statement, I am inference that 'fire' and 'attack' and 'bow' are examples of separate values that will multiply against each-other after their increase values are individually tabulated additively. Correct me if I am wrong.

That is not correct. Those are restrictions to what kinds of values those modifiers will apply to.

For example, the damage of your Fireball spell is Fire Damage, but not attack damage and not bow damage. "increased fire damage" would apply to it, but "increased attack damage" or "increased bow damage" would not.

But if you also have Burning Arrow, that skill will deal (by default) physical damage and fire damage (converted from physical). The physical damage is attack damage and bow damage, so both those modifiers would apply to that value (additive with each other), but the fire damage modifier would not. The fire damage would be affected by all three, so all three would apply additively to the value of fire damage dealt.

Comment

Originally posted by AngryFace4

See, but then this sort of breaks the "increased" vs "more" rule, because if this is the case then "increased %" on a weapon is technically multiplicative with other sources of "increased %"... no?

The rules is not "all increased modifiers are additive with each other" - as a trivial example, increases to armour are not additive with increases to, say, fire damage, because they are applying to different things. The rule is that all "increased" (and "reduced") modifiers to the same value are additive with each other.

The damage of a weapon item, and the damage of a player using that weapon, are not the same value.

A local stat granting increased damage to a weapon is addtive with other modifiers to the damage of the weapon - multiple such modifiers on the same item stack additively. They are all affecting the base physical damage the weapon has from it's base type. The final result of applying all such modifiers provides the total damage of the weapon, which is displayed above the mods (as noted elsewhere in the thread, if a weapon's physical damage is modified it's value will be displayed in blue to show this, while elemental and chaos damag...

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02 Aug

Comment

Originally posted by theBaffledScientist

Or destroyed on death. I converted 98% of my dmg to cold and used herald of ice. I shattered almost every rare I killed. It's very likely that I wasn't getting the buff for entire maps.

Shatter would not prevent this. Shatter destroys things after hitting them, if they are then dead. It thus happens after anything that is processed at the time the thing dies.

Comment

Originally posted by Saint_Yin

Just so you know, you can mitigate the damage by more than 90%. The 90% cap is only on the first step, here are the other ones:

Physical Damage reduction: This stat is gained from armor and sources which state "additional physical damage reduction." These apply additively with each other, up to a cap of 90%. It applies to raw physical damage taken.

Physical damage reduction sources are as follows:

  • Endurance Charges (4% per, up to 12 with 3 base, 3 from tree, 1 from ascendancy, 1 from Shaper 2H weapon, 2 from rings, and 2 from corrupted Death's Door boots)

  • Basalt Flask (15%, affected by flask effect)

  • Gorgon's Gaze (5% while moving)

  • The Red Trail (10% while stationary)

  • Disintegrator (1% per Shaper/Elder item, up to 9)

  • Tree (Soul of Steel: 5%, Singular Focus: 4% while channeling, Duelist node: 4% while affected by Guard skill)

  • Ascendancy...

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This is all correct

Physical Damage taken from attacks: This stat is gained from some equipment, and applies after armor, but before reduced/less sources. Not sure why, because flat damage reduced is monumentally more valuable if it's lopped off the last step, and it's not like this -X damage stat is too strong.

Because that's how all modifiers are applied in PoE. flat additions to the base are applied before percentage modifiers. Otherwise +life bonuses wouldn't benefit from % increased life bonuses, etc. So in PoE, additions and subtractions apply before multiplications. My high school maths teachers would probably be very disappointed in me if they knew.

There is only one exception to this, being the "+/-x to Total Mana Cost of Skills" modifier, which specifies it applies to the total value, and thus applies after other modifiers. It is an abberation, and deserves to be shunned for it's mockery of the rules of the game....

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01 Aug

Comment

Originally posted by golgol12

I am pretty sure that armor and other souces of reduced physical damage multiply with each other.

But, you know what, I am now questioning myself. /u/mark_ggg please help. Does armor stack multiplicative, or additive with other sources of "additional Physical Damage Reduction"? I always thought the damage gets reduced by armor first, then the remainder of that passed to phys damage reduction.

Armour provides an amount of Physical Damage Reduction against each hit dependant on your armour value and the amount of physical damage in the hit. Additional Physical Damage Reduction is just that - additional to the base physical damage reduction provided by your armour.

This is entirely separate from "reduced Physical Damage taken", which is applied afterwards and additive with other increases or reductions to damage taken.

Comment

Originally posted by PonyPummeler

Thanks for your reply. If the shrine is the entitity causing the explosions, why can damage be reflected back to the player? Shouldn't it be impossible because it's the shrine causing the explosions, not the player or it's minions?

The player is causing the explosions. The shrine granted a buff to the player that gives them a stat causing things they kill to explode.

Comment

PoE seems to very slowly lure enemies towards you after you've cleared an area

For the record, this does not actually happen.

Monsters very far from the player(s) are asleep and cannot do anything.

Monsters which are close enough to the player to be awake, but cannot see the player will wander at random, which can sometimes bring them close enough to see the player, or may move them far enough away that they're put to sleep, and pause until the player gets closer again. They are not lured, and they are no more likely to wander towards the player than away.


31 Jul

Comment

Originally posted by benep

Can several on-death explosion effects apply at once?

E.g. a shocked enemy exploding for lightning damage because of Inpulsa's Broken Heart and simultaneously exploding for chaos damage because of Obliteration (and maybe explode for cold damage at the same time because they were shattered while under the effect of Herald of Ice)?

Several on-death explosions can occur at once, yes. However, in this case, these stats are both supplying a chance for the same explosion, not two different ones. Just like how a hit can inflict multiple ailments, but two sources of chance to freeze will add together, not roll separately to inflict two separate freezes, these two stats are chance to cause the same explosion, so the chance adds together. Other, different explosions will have independant chances to occur, and multiple such explosions can occur.

Comment

Originally posted by balormage

I know. And its wierding me out because I just logged onto my 2 year old build and tested it again. And re watched my own guide from 2 years ago. And it def works the way I say. Like I tested it a few hours ago after mark said someone else was right. And now I'm wondering if it was never ment to work the way I describe and is a bug. But I'm telling you it works and I dont know what my life is anymore im so confused. Am I in a dream?

Obliteration and Profane Bloom have definitely never worked the way you imply here. Both stats are providing a chance for the same thing - they add the chance together, just like multiple sources of chance to freeze.

If you have stats causing different kinds of on-death explosions, those are separate, and roll their chances (if they have them) separately, and multiple such different explosions occur. But in this specific case, the OP is asking about two stats that are providing a chance for the same explosion (25% of life as chaos).

Comment

Originally posted by PonyPummeler

u/Mark_GGG Is it a bug that the poisons caused by the explosions that are caused by the crawler are reflected back to the player or did the poison damage of the player have to kill the monster for this to happen?

Agony Crawler does not cause explosions. The Gloom Shrine on the player does.