Mark_GGG

Mark_GGG



11 Jun

Comment

Originally posted by Fyurius_Ryage

Mark, what about Gladiator Blood in the Eyes? Does it also affect (stack) when using Flesh & Stone + Main Support?

Yes


10 Jun

Comment

Auras can only update their affected targets every 250ms, so things will not be blineded immediately upon teleporting near them.

Comment

Originally posted by 50miler

In the case of flesh and stone linked to maim and an additional skill linked to maim: Will the higher magnitude maim take precedence?

The stronger of the two maims will apply it's affect, and the stronger of the two damage taken modifiers will apply (even if that isn't attached to the stronger of the maims).

Comment

Originally posted by The_Stuey

Both Maim and Flesh and Stone provide a bonus that says the target takes additional damage while maimed. The question is: do these bonuses stack?

If they are on the same skill, then yes. You want Maim Support to be support Flesh and Stone in order to do this - thus inflicting a single maim with a single, higher-magnitude damage modifier.

If you put Maim Support on a different skill, then you're inflicting two separate maims, each with their own separate damage modifier - neither the maims nor the modifiers will stack.

Comment

Originally posted by killerkonnat

Wait. Would this work for charge types players can't normally get? (well, without Headhunter) It doesn't specify only endurance/frenzy/power charges.

It does work with any kind of charge, but you need to have able to have that kind of charge (i.e. have a non-zero maximum value for that charge type).

Comment

Originally posted by RokstarBizzle

42069? 69420?

Second one works.

Comment

Originally posted by AnExoticLlama

Don't worry, 6969 is an option

It actually isn't for this specific jewel.

Comment

Originally posted by Ribeartoe

I think you're not seeing that there are two supreme ego keystone's on the tree created by this one jewel. They probably don't work together but I will be trying in the morning. Goodbye all my regret orbs. For science!

I think you're not seeing that there are two supreme ego keystone's on the tree created by this one jewel. They probably don't work together

All keystones are boolean - you have them or you don't. There's no way to benefit from multiple of the same keystone.


07 Jun

Comment

I've fixed this locally and it will be deployed at some point today. It's not related to melee splash. The crash occurs if using Double Strike with Ancestral Call, in the case where there are no enemies in range to be valid targets to spawn ancestors to do additional swings when the attack starts, but some enter that range before the second hit.

Comment

That's not a bug. You get buff/debuff icons for each buff/debuff that's s affecting you. Pride, like the curse auras from Blasphemy, is an aura that doesn't apply a buff to you, but instead applies a debuff to enemies. That debuff isn't on you, so you don't have the icon for it.

The swirly bits on the skill icon are to indicate that the aura is on, the buff/debuf icon is to indicate "this buff/debuff is applied to me an changing my stats" which Pride doesn't do to you (unless you're in range of an enemy's pride aura, in which case you'll get the icon).

Comment

Originally posted by otherballs

How is doing more damage than intended 'breaking the game?' Crashing servers/clients breaks the game. Visual or audio artifacts break the game. Killing monsters quickly is normal. It is disingenuous to label it as 'game breaking' when it clearly isn't.

Cold Snap's degen debuff never stacked. It had a game-breaking bug where under certain circumstances, when the debuff was removed, the monster continued to take damage over time, despite not having the debuff causing it any more. That damage over time was permanent on the monster and could never be removed, and repeating the process added to that orphaned damage, without any limitation.

Some players initially mistook this as mutilple debuffs stacking, when actually what was happening is some of the previous debuffs that had correctly stopped applying had bugged and left damage-over-time permanently on the monster even after they were overwritten or had expired. Some people worked out how to abuse this by quickly repeating the process, trivialising bosses.

That was not a balance change, it was a fix to a bug that was having a significantly detrimental effect on the game. We never stopped the debuff from stacking. We stopped damage over time from persisting ...

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Comment

Originally posted by Fuego_Fiero

/u/mark_ggg Can you weigh in on this? Can it be scaled or is it like normal reflected damage?

It's reflected damage, as such it can't be affected by your damage modifiers or on-hit effects.


06 Jun

Comment

Originally posted by teddmagwell

Can shockwave (from new support) trigger multiple times from the same attack if the attack hits multiple enemies? Or its cooldown (1s) locks it to just 1 use per attack?

cc /u/Mark_GGG

If that one attack hits one enemy, then hits another enemy later enough that the cooldown has recovered, then sure.

Comment

Originally posted by xyzpqr

There's a grammatical error in the text of Steelskin.

This Skill's Cooldown does not recover during it's effect.

doesn't need apostrophe in the word, "its".

Fixed:

This Skill's Cooldown does not recover during its effect.

Thanks for the heads-up. We already fixed that description locally, but the gem data gets locked in so there's time for translations, so the fix didn't make it to this post. It should be correct when the patch deploys.

Comment

Originally posted by KaioNS

Then is it safe to say that the physical damage provided by my weapon will NOT be multiplied by the damage effectiveness of the skill I'm using? Only added damage from other sources will?

Yes. Effectiveness of Added Damage applies only to Added Damage.

However, most attacks that have an Effectiveness of Added Damage set will also have a "Deals x% of Base Damage" modifier, which as the description implies, applies to base damage.

Generally these are set at quite close values, but these are not always exactly the same.

Comment

Originally posted by dude_who_could

Then what would count as base damage in an attack?

The damage of your weapon is the base damage of the attack, or the base unarmed damage of the character if you have no weapons.

Spectral Shield Throw (and the new Shield Charge) are the only attacks that grant base damage on the gem, to make up for the fact that they are hitting with an item that is not a weapon, and thus does not have damage to be the base damage of the attack. They also grant added damage based on the defences of the shield.

Comment

Originally posted by dude_who_could

This sounds like you are saying that the added damage on the gem is "base damage". Y/n?

No. Added Damage and Base Damage are fundamentally separate categories.

Comment

Originally posted by shppy

wait... alright, i knew most of that, but does it really count as a separate hit? Is there a separate hit for each impale instance on them?

Cuz if so, wouldn't that mean generic life gain on hit (not attack/spell hit) stuff would proc multiple times? Or are you just saying it's not counted as the same damage instance as the attack for the sake of stun and the armor formula and whatnot...

Is there a separate hit for each impale instance on them?

No, there's technically a single reflected damage hit, which all the impales on the enemy contribute damage to.

Cuz if so, wouldn't that mean generic life gain on hit (not attack/spell hit) stuff would proc multiple times?

It's reflected damage and thus cannot trigger any on-hit effects.

Comment

Originally posted by dude_who_could

Does new added damage on skills apply before or after damage effectiveness?

Effectiveness of Added Damage on a gem modifies all Added Damage of the skill, regardless of where it comes from.

It does not scale base damage, only added damage.

Comment

Originally posted by Divinicus1st

Even when they are from the same source? So what the correct formula? 0.75*(0.85)^5 (so 66% reduction) ?

Like, for Arc, the 15% more per remaining chain is actually 15*15*...*15? Not 15+15+...+15?

Arc's "15% more damage per remaining chain" is only one modifier. It is not multiple modifiers that stack with each other, it is a single more modifier. The value of that modifier is "15% per chain". There is only one "more" multiplier there, as indicated by only one instance of the word "more".

Each use of the word "more" or "less" indicates exactly one multiplicative modifier. That modifier will stack multiplicatively with other modifiers. It is not itself a series of smaller modifiers. It's one modifier, that may have a variable value.