Mark_GGG

Mark_GGG



09 May

Comment

Originally posted by pineapple_fornicator

Do you guys use mechanical keyboards in an open office? Doesn't it get too loud?

I'd love to use a mechanical keyboard at work, instead of the crappy low profile Apple one, but I think everybody in the office would hate me D:

Not all mechanical switches are clicky. I use clicky switches at home my personal prefernece, but tactile switches, which still give the same feeling of feedback when pressed without the audio feedback of the loud clicking noise, at work.

Comment

Originally posted by quantastrophus

Who has the most outrageous battlestation at work?

It's about keyboards. There's just so much competition between developers to have the craziest keyboards.

Any chance of pictures? :). I've gotten very deep in the /r/mechanicalkeyboards rabbit hole.

This

is current my work board. TADA68 with Tai-hao Miami keycaps and Cherry Brown switches. It also features Sally
and Smitherson
, who can be seen in more detail in ...

Read more

12 Apr

Comment

Originally posted by aivdov

So just to be very very clear can you please confirm if true or false?

Stats: 1000 life. 1000 damage per hit. 100% life leech on attacks. Vaal pact in some way (e.g. bloodseeker). Slayer overleech.

Before: Every hit heals by 1000, retch deals 2000

Now: Every hit heals by 100, retch deals 2000?

Because so far it seemed that since leech instance itself is capped at 10% of max life the bag size becomes 10% of max life and thus the retch is extremely nerfed to the ground for some builds. And considering how hard it is to achieve those synergies I really wish it could work :(

No, the leech instance is recovering 100 life, so that's how much damage is caused.


01 Apr

Comment

Originally posted by Halinn

There is no limit on how much penetration you can have, and therefore how much lower than their actual value you can treat their resistances.

So you could in theory go below -100%?

Yes

Comment

Originally posted by Vaxthrul

So it doesn't work with damage over time?

Bane or vortex for example

Correct

Comment

If you have penetration, your hits treat the enemy's resistance as x% lower than it's actual value. There is no limit on how much penetration you can have, and therefore how much lower than their actual value you can treat their resistances.

It does not actually change their resistances, nor does it affect anything other than hits.


21 Mar

Comment

Originally posted by SelfReconstruct

Does the consecrated ground effect from Bottled Faith (Consecrated Ground created during Effect applies (7-10)% increased Damage taken to Enemies) stack with Holy Flame totems enchant (Consecrated Ground created with Holy Flame Totem applies 9% increased Damage taken to Enemies) if I stack both of them on top of each other? Or does one override the other?

Something can only be affected by a single area of consecrated ground at a time (the ground doesn't stack). If you create the ground around a totem when not under the effect of the flask, then drink the flask and create a second patch of ground while under it's effect, only one can apply to any given enemy. But if you summon a Holy Flame Totem during the flask's effect, that ground patch is created affected by both modifiers, and will thus apply (16-19)% increased damage taken to enemies in it.

Comment

Those passives, both the AoE for spell skills, and the AoE conditional on killing things recently, do apply to Righteous Fire. It's hard to notice, espesciually if you have other area modifiers which they'll stack additively with, but they do make it larger - just not by a huge amount.

Comment

do increases to global area of effect (such as from the passive tree) increase the radius of its proliferation?

Yes, such modifiers apply to the area the ailment is spread in.

Because IPS has an AoE tag

No, that is not because of the tag on the gem. The gem has the tag because it applies an area of effect, not the other way around.


14 Mar

Comment

Originally posted by iunoso

It's a old issue, in my mind they had fixed

The change to make enchantments an entirely new category of mods rather than being implicits caused something similar to the old bug to happen. This has been fixed locally and will be deployed in a future patch.


13 Mar

Comment

Originally posted by DaCurse0

also why does tar dropped by monsters slow you as a jugg with unstoppable/with kaoms roots

Tar reduces movement speed, not action speed. Kaom's Roots only protects against the later. Unstoppable does both.

However, those modifiers only prevent it being reduced below the base value. If you've already increased movement or action speed way above the base, they can be brought down a bit, just never below the base speed.


12 Mar

Comment

Yeah, this is a bug. The decay isn't actually applying a modifier to action speed, but its modifier has been incorrectly folded into the action speed total as a cheat to implement it. That leads to both this display bug and also the fact that being in the decay will let you move while frozen (because all actual modifiers to action speed are being ignored while in the decay).

I'll fix this up for a future patch.


11 Mar

Comment

Originally posted by Valorised

Hey Mark, I understand that only one chill is active at a time. My question is this specific situation : player A applies a chill effect of 20% with bonechill support. Player B applies a 30% chill effect without bonechill support. Since only the strongest chill is active, the 20% chill from player A isn't active. Does that mean that the bonechill support's increased cold damage taken will be ineffective once player B applies a stronger chill ?

No.

Comment

Originally posted by Science-stick

140-200% didn't it used to be 20% back when the Jewel was worth using? Now its worse and the jewel is hot garbage... No offense but you guys don't know how to nerf stuff without completely dumpstering it

Was 20% of the old "additional chance to take a critical strike" stat, which interacted badly with scaling, and ignored caps. This stat has been removed.

Now grants 200% increased crit chance to hits against you, which is almost all cases works out less powerful, due to being increased, rather than additional, to the base chance.

A standard monster would have 5% chance to crit. The old stat added 20 to that, resulting in 25%. The new one increases that by 200% of that value, resulting in 15%. This is also additive with any critical strike chance increases the enemy might already have.


09 Mar

Comment

Wow, it took a mess of two conflating bugs to cause this.

That line should (and when fixed, will) say:

Hits have 200(140-200)% increased Critical Strike Chance against you

The stat already functions this way, the issue is purely with the display.

What it's actually trying to display isn't 20010, but 200, followed by 10, due to the bug it's outputing the values twice, with a multiplication factor on one of them.


07 Mar

Comment

Originally posted by shppy

it's probably 4 uses, not casts, i.e. doublecasting from spell echo would probably only grant one stack. 'Using' a skill generally refers to the initial activation, not any repeats (or any continued channeling, in the case of channeling skills).

And 4 casts may not take very long, but when you drop all stacks from just brief movement to dodge and have to build up again, you're cutting down your average damage, by a lot.

Conc effect would give you 54% more damage all the time without buildup; for intensify to average that level of dps amp you'd need to use a skill 16 times in a row without breaking your intensity... the ramp-up kills your average dps that much. Forgive me if i don't think enemies are gonna wait around long enough for you to make that pay off.

it's probably 4 uses, not casts, i.e. doublecasting from spell echo would probably only grant one stack. 'Using' a skill generally refers to the initial activation, not any repeats (or any continued channeling, in the case of channeling skills).

"casting" and "using" mean exactly the same thing, except that "casting" is specific to spells, while "using" is the generic term for any skill.

The rest of what you say is correct, in that Spell Echo causes the cast skill to repeat, not to cast again (which would involve, e.g. paying the mana cost another time, etc).

Comment

Originally posted by eulennatzer

Is there any explanation for this ingame?

I mean there are area or spell damage modifiers ingame, but those not counting as type was pretty unknown to me, even after x000h of gametime. After looking it up in the wiki it was clear that damage type is a keyword.

Holding alt while hovering the gem will show the reminder text which explains what Damage Types are. This is the same reminder text as on Elemental Equilibrium (and I've also added it to Elemental Hit this patch, since it also refers to Damage Types).

Comment

Originally posted by ColinStyles

Not just that, but it should also include AoE, Projectile, Spell, etc. etc.

It's really strong.

/u/izackthegreat tagged as relevant

AoE, Projectile, Spell, etc. etc.

Those are not Damage Types. Damage Types are Physical, Fire, Cold, Lightning and Chaos (but there is not currently a Physical gem tag, so that one won't come up in this context).

Comment

Originally posted by TheNightAngel

I think Soul Tether's leech is actually "life leech" that is applied to energy shield rather than "energy shield leech" but I'm only about 50% sure at this point.

This is correct.


06 Mar

Comment

It was renamed Intensify (to avoid confusion with stuff like the fact we have a Spell named Focus, which Spell Focus didn't apply to).