Each time a Storm Brand activates, the beams from that activation can only hit each enemy once. That has no affect on other brands or other activations.
Each time a Storm Brand activates, the beams from that activation can only hit each enemy once. That has no affect on other brands or other activations.
Is the same true of more multiplies, that multiple more's from a single source are multiplicative together.
i.e. would the new frenzy have at 5 charges 25% more damage/attack speed, or ~27% more damage/attack speed?
I suspect you are not actually considering multiple modifiers. Multiple "more" or "less" modifiers are always multiplicative with each other.
A modifer which says "x% more [stat] per Y" is not multiple modifiers, it is one "more" modifier, with a value that varies based on Y.
The new Immortal Call has exactly two modifiers to Physical Damage Taken. One of them has a static value (for a given level of IC) and the other has a value which is modified per endurance charge consumed. Regardless of the number of charges consumed, there are still exactly two "less" modifiers to physical damage taken. These two modifiers are multiplicative with each other, because they are "less" modifiers.
The second one using "per" to detemine a variable value for the modifier, does not make it into more than one modifier.
EDIT: corrected my description of the modifiers on IC to "less" damage taken rather than "more". That'd be quite a nerf :P
Wait am I missing something or was Immortal Call buffed since the announcement?
25% base + 15% * 5 = 100% less physical damage, which means you CAN be completely immune. I'm pretty sure that wasn't part of the original announcement.
EDIT: yeah it seems buffed. It used to be 35% + 10% * 5 = 85% mitagation. They also added a thing to prevent immortal builds so I guess that's balanced?
25% base + 15% * 5 = 100% less physical damag
Multiple "less" modifiers never add together, they're multiplicative with each other.
Thank you for the reply. That seems like a bit of semantics to me though - having a tag that says "support," and adding a duration property effect to a gem should really be the same thing. For the sake of this scenario, they are, and it still doesn't explain why this interaction suddenly decided to exist after a random patch and discovery a year ago with no prior (or indeed, post) indication it would/could/should.
Thank you for the reply. That seems like a bit of semantics to me though - having a tag that says "support," and adding a duration property effect to a gem should really be the same thing.
Tags have never been about suipportability, and they are not adaquate to describe supportability. Tags are there to let effects distinuish skills on broad categories, so we can do things like "+1 to level of Minion skills", or "Do X when you use a Fire Skill".
and it still doesn't explain why this interaction suddenly decided to exist after a random patch and discovery a year ago with no prior (or indeed, post) indication it would/could/should.
It didn't. Supports have always worked this way, even since before gems had tags. Supports change skills to do new things, and they support skills based on what those skills do. If a support changes a skill such that it does something new that another support cares about, then t...
Read moreDoes this interaction extend to Holy Flame Totem in the same way? Or is this unique to Supports + Fire spells?
I.e. does summoning a HFT count as “casting a fire spell”?
I.e. does summoning a HFT count as “casting a fire spell”?
No. Just like the fireball case, this is using a fire skill, but not casting a fire spell. Summoning a totem is not ever casting a spell.
As clarification, could you give an example where this might matter?
From a player's point of view it would appear as though the difference does not matter.
Adding Summon Phantasm support to a skill does not make that skill benefit from modifiers such as "x% reduced Mana Cost of Minion Skills" or "x% increased Minion Damage if you've used a Minion Skill Recently", because that skill is still not a Minion Skill - it doesn't have the tag.
This comment chain started by talking about exactly this kind of bonus which distinguishes on gem tags (in that case fire), which is why the distinction is relevant here.
It does however allow some gems to be supported as though "they" had the Duration tag.
Summon Phantasm on Kill definitely causes skills to become tagged as Minion to some degree. Karv has a video on this, though I suspect its some niche mechanic that prevents some bugs.
Supportability and Tags are different things. Summon Phantasm support changes a skill such that it now creates minions, so supports that affect minions will then be able to apply. That has nothing to do with tags.
So... what is Arcane Surge doing, and why does it allow daisy chaining other Duration-tagged supports?
Arcane Surge is changing the skill so that it grants a buff with a duration. This means that skill now has a duration effect, and can therefore be supported by supports that modify such. That's seperate to having the tag, which is a property of the gem. The gem hasn't changed what tags it has, the skill has changed what it does. Supportability only cares about the later, not the former.
How does Hierophant's Sanctuary of Thought interact with the Gluttony belt? At 0 max energy shield do I get 100% reduced mana cost?
No. 0/0 is not considered full ES (nor low ES).
Sorry for hijacking the thread, but is there a support gem that adds the 'Fire' tag? Just like how Arcane Surge adds Duration tag.
is there a support gem that adds the 'Fire' tag?
No. Gem Tags cannot be changed or added.
Just like how Arcane Surge adds Duration tag.
It does not do this. Gem Tags cannot be changed or added.
Any chance you could clarify if you mean summoning the totem is the action that counts as using the fire skill, or if the totem casting fireball is what counts as you using the fire skill?
When you use a totemified fire skill, you used a fire skill, and the result of that is you summoned a totem.
When the totem casts the spell, it is casting a fire spell, but you are not, and it probably doesn't have any stats that benefit from doing that like you might.
Hi sorry just to confirm - for something like a Fleshripper, which has 50% inc crit as an implicit, Overwhelm will set the crit before the implicit, right?
No. The critical strike chance of a white Fleshripper weapon is 7.5%, because it has an implicit that modifies it to be that high. This is the value displayed as "Critical Strike Chance" on the item's details.
That number ususally becomes the base critical strike chance of your attacks when you equip the weapon. Overwhelm replaces that number with 8%
The precedent is that not/never overrides (e.g. RT > always crit). I think they did make an exception to this recently, though.
The precedent is that not/never overrides (e.g. RT > always crit)
It's this, but annoyingly that's different than it seems in this case, because the syntactic sugar of the fancy descriptions that are used reverses the positive/negative value of the statements. What's actually happening isn't "X damage bypasses/does not bypass ES", it's more like "ES can/cannot intercept X damage".
So effects that make damage bypass ES are the "cannot" case (ES can't intercept that damage and protect you from it) and take precidence over the "can" cas (ES can intercept that damage before it hits life).
So under the hood, the exception to the rule is actually that the implicit standard state of ES not being able to protect against chaos damage gets overridden by the "does not bypass" modifier which says it can. This can be explained away either as "actually stated modifiers take precidence over standard behaviour that doesn't come from a modifier", o...
Read moreDoes the tier of the map influence the layout of the map, or just the pack size and density of packs?
/u/Mark_GGG any chance of an engineering blog post on how the map layouts/packs are generated? =P
/u/Mark_GGG any chance of an engineering blog post on how the map layouts/packs are generated? =P
Not from me, I don't understand most of that stuff.
Does a proc like " chance to Cast Level 20 Fire Burst on Hit" count as "use a fire skill"?
Triggering is not using. Using the skill is when you push a button, pay the mana cost, and do the skill.
Believe that it should be consume > generate order; tectonic slam checks on cast to see if you have charges, after you cast tectonic slam you generate an endurance charge.
/u/mark_ggg may have more to say though
Chieftain gains a charge when you use the skill, then Tectonic consumes a charge when it creates the fissure (assuming it rolls the chance) to create the charged version. Since you have to use the skill for it to do anything, gaining the charge happens first in this case.
can't you just convert it backwards from iron reflxes? Don't know if it's right. Final Evasion = Base Armour * ( 1 + % increased Armour + % increased Evasion Rating and Armour )+ Base Evasion * ( 1 + % increased Evasion + % increased Evasion Rating and Armour )
Conversions apply sequentially - if you convert A to B, and B to C, then A will be converted to B, then to C, rather than stopping at B. This means we have to impose an order and not allow conversion loops, so everything "stops" in a reasonable and predictable state.
If you're using flicker strike:
"When you move" will trigger
"While you're moving" won't
because you lose the charges from Ralakesh's Impatience when you move, you'll lose the charges. Despite this, because the extra damage from bleed happens "while moving" you won't take extra damage from bleed, because you spend no time moving.
This is correct. While doing teleports, you are stationary and are not moving, but you do move. So you:
I have a hypothetical question:
Imagine there was a way to get armour converted to evasion. If Acrobatics were allocated, would the converted armour be affected by the "50% less armour" before or after the conversion?
Conversion always occurs before any % modifiers are applied. But those modifiers still apply to the converted thing if they would have applied to it without the conversion - armour converted to evasion (which is not possible, but we're playing pretend), would be converted, and then all modifiers that apply to either armour or evasion would apply to it.
...Interesting, but why? "This DoT deals damage as if the target had 15% reduced Fire Resistance" doesn't seem hard, though I guess it could seriously flood the netcode with all these Poisons and Ignites... Jousis still crashes instances once in a while.
Individual debuffs do not deal separeate damage, they are contributing to an accumulating stat tracking how much damage of that type you're taking per second, and the total of those stats is applied as ongoing damage. Individually tracking every dot effect and appling seperate modifications to life/mana/es every frame for each (even without having to do extra calculations on the resists used to account for penetration) would be a huge performance issue.