Mark_GGG

Mark_GGG



03 Jun

Comment

Originally posted by LordofSandvich

I always found it weird. Penetration Supports only apply to hits, yet it seems like generic penetration from other effects does. Am I making this up?

Penetration as a mechanic fundamentally can only apply to hits, because they deal their damage at a specific point in time. This is not specific to the support gem.

Comment

Originally posted by karp_490

Oh i was under the impression you where always stationary, including the teleport. I suppose you are stationary before and after the teleport, so in practice its only the boots that are affected. Anything that requires you to be stationary like arctic armour will still work while you are attacking

When you teleport, you move, but because this doesn't take any time to happen, there is no point at time at which you "are moving". So you are stationary at all times, and are never moving, but you did move.

This is unintuitive, but that's not so much the game's fault as the concept of moving instantly being itself quite unintuitive in terms of how we use language.

Comment

It sets the base crit chance. Additional crit chance is not base crit chance, it's an addition to it. Setting the base doesn't do anything to additional crit chance, only to the base value, which for attacks is usually the crit chance of your weapon.


02 Jun

Comment

Originally posted by Rumstein

Huh. I was under the impression it wasn't able to convert dot damage at all, and so the wording was irrelevant.

DoT can't be converted, but this isn't conversion.

Comment

Originally posted by Serge_91

It should go from 0% to 8% base. Which is really crazy. Finally there's a real way to scale Facebreaker damage, since the global multiplier was useless considering the default base unarmed critical chance is 0%. With this ascendancy node, combined with critical strike support, you can reach like 30-40% critical strike chance, which is absolutely fantastic. And im not even considering power charges, which you could gain from using assassin mark.

Though this game doesn't incentivize much the unarmed playstile, there aren't really good skills for unarmed right now, clearspeed is quite bad.

EDIT: The node says "base critical strike chance WITH WEAPONS", so unarmed playstile isn't included. That's really really sad.

It would unfortunately be too crazy in combination with Rigwald's Curse to bring it up to 15% before other modifiers.

Comment

Originally posted by dr_eh

Do fists count as a weapon???

No.

Comment

Originally posted by taggedjc

Local increases won't apply (those affect the listed number, the fixed base critical strike chance means that listed number is never used).

The flat crit from increased critical strikes gem will work, since that's added to the base crit chance.

This is correct. Normally the base critcal strike chance for any attack is the critical strike chance of the weapon (which may have already been affected by local modifiers). This modifier sets it to a specific value instead, ignoring the weapon's crit chance. All your modifiers to crit chance, including additions, will then apply to the new base.


01 Jun

Comment

They will be using the same system as other melee strikes, which can hit mutliple enemies based on the animation. But that's significantly different from having splash.


31 May

Comment

Originally posted by ehnortesk

It counts as using a fire skill (it's a fire skill and you used it). It does not count as casting a fire spell (summoning a totem is not casting the spell).

I love to see that even GGG confuses summoning with placing. You do not summon a totem AFAIK.

Totems (and minions that don't require you to consume anything to create them) are summoned. Mines are placed. Traps are thrown.

Comment

Originally posted by Fastidieux

Does using spell totem+fireball count as you 'casting a fire skill'....for the purposes of hrimnor's resolve and the new(?) chieftain asc. node?

It counts as using a fire skill (it's a fire skill and you used it). It does not count as casting a fire spell (summoning a totem is not casting the spell).


28 May

Comment

Originally posted by xebtria

Will spells which have physical as base damage on the spell itself (e.g.: blade vortex, glacial cascade, divine ire, etc) get the physical tag then?

Yes.

Comment

Originally posted by amalys11

It likely won't be added to cyclone.

Skills will likely only get the physical tag if they add physical damage as part of the skill. As seen in the heavy strike skill, it does, and they mentioned many other skills will be getting flat added.

Cyclone doesn't add anything, therefore it isn't inherently any element

Skills will likely only get the physical tag if they add physical damage as part of the skill. As seen in the heavy strike skill, it does, and they mentioned many other skills will be getting flat added.

This is correct. Skills have to actually have something about them that's specific to physical to be considered a physical skill, just like with the other damage type tags. All damaging skills can deal damage of any damage type - what matters for the tag is whether something about the skill itself is tied to a damage type.

Comment

Originally posted by lynnharry

Isn't melee splash now intrinsic for every melee skill?

No.


26 May

Comment

Originally posted by Amaranthreddit

Mark, Do these gloves consume (kill) your zombies if you use an offering?

If they're near enough to where the offering is cast, then yes, because they count as corpses.

Comment

Originally posted by Illviljan

This is interesting. I thought this post was pretty clear about the order:

https://www.pathofexile.com/forum/view-thread/924683#p7847614

If you would redo that list, where would blocking be?

In terms of the order calculations happen, right at the end. After damage calculation would be stun calculation, then block. Block is commonly considered to be "earlier" because of that fact that until 3.7.0, if the hit was blocked, the damage calculation was (almost) irrelevant - that list was simplifying things due to the fact that you could "stop" at the block case if the hit was blocked for the specific thing the post I quoted was asking about - which was damage, not stun.

The steps in that post were listed in an order such that the earlier steps could effectively "prevent" or modify the later steps, rather than to reflect the order of actual calculations done.


24 May

Comment

Originally posted by drgentleman

Cool lemme just update the wiki with this info now that we suddenly have it 8 years later

It's already known and matters mechanically that: a) Armour is applied when calculating the damage of the hit, before that damage is used to determine stun. and b) Block removes all the damage of the hit after stun is calcualted, and does not affect the stun duration (but changes the animation played for that duration from the stun one to the block one).

That imposes this ordering.

This is something anyone could already have concluded from known info, it just didn't really matter before, so most people hadn't considered it.


23 May

Comment

Originally posted by ClemPrime13

Block happens before armor, so it’ll block 50 percent, then the rest of it hits armor and is reduced.

Block happens before armor

No it doesn't.

Comment

Originally posted by Escaridole

I wonder if stun for the blocked hit w/this keystone would be based on the original damage or the halved damage? That could be another big difference, for the handful of people out there not playing with stun immunity

Without this keystone, block already prevents all the damage of the hit, without affecting the stun.

Preventing less damage isn't going to make it better and stun prevention - blocking just doesn't affect whether a hit stuns, it only removes the damage (or in this case, some of it).

Comment

Originally posted by SieghartX2

and no other jewels can change them further

just to clarify, might of the meek would not work on these transformed nodes, correct?

Correct. Modifying the effect of a passive is a modification to that passive, and thus cannot be applied to a passive that's been conquered by a different jewel.

Comment

I believe this is already fixed in 3.7.0 - the following minion aggro location is updated repeatedly while channelling to keep up with the current target location of the player's channelled skill.