Mark_GGG

Mark_GGG



05 Mar

Comment

Originally posted by Rumstein

Ascendant* Slayer reduces it by 50%, right?

whoops, fixed

Comment

CI makes you immune to chaos damage. That is not at all the same thing as setting your chaos resistance to 100%.

It will continue to do exactly what it does now, which is make you actually immune to chaos damage.

While you are immune to a damage type, your resistance is displayed as 100% because that looks cool, but that's entirely visual thing, not anything to do with how immunity applies.

Comment

You are misunderstanding what is being said. The 10% limit here is the same for all leech types, and is an entirely different thing than the maximum total recovery per second from leech (which is 20% of max base for life and mana, and 10% for ES).

This is a separate maximum on the amount of recovery a single instance of leech can grant. This maximum is 10% of the maximum of that resource (life/mana/es) as the base value, and Ascendant Slayer reduces it by 50%, resulting in 5% of the resource maximum.

Comment

Originally posted by Nickoladze

Thanks for making my belt stronger, Mark! We couldn't convert life leech instances into ES leech instances at the time it was made which was a pretty big disappointment.

Glad you like it! I was really happy when I came up with this solution to keep the belt working under the new system, and work for hybrid builds while only needing life leech modifiers (not also having to get ES leech ones).

It also has the side effect of making it much weaker with CI (because you're still doing life leech, both the maximum total leech rate, and the new maximum amount per leech are still based on your max life, which is 1), but it should work more smoothly with hybrid builds, which is the main point as I understand it.

Comment

Originally posted by SirClueless

The unique Soul Tether has a different mechanic, which is also changed. It lets you leech life, but while you're on full life, your life leech effects are not removed from you, and those life leech effects will recover energy shield rather than life. They are still life leech effects, not ES leech, and thus are scaled based on life, and affected by life leech modfiiers, not ES leech modifiers.

Whaaaaaat?!

Some questions:

  1. Can you now gain life leech instances while at full life by hitting an enemy while wearing Soul Tether?
  2. Are life leech instances removed when you reach full ES?

Assuming 1. is yes and 2. is no, it sounds like you can get pseudo-Slayer/Ascendant Slayer leech by wearing Soul Tether and having a sizeable ES pool.

But even if not you can get a huge benefit now out of ES on any leech-based character by equipping Soul Tether. This is a huge change in my eyes, and it's what I...

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Can you now gain life leech instances while at full life by hitting an enemy while wearing Soul Tether?

Yes -that's part of the effect of not removing them at full life. Besides, otherwise the item wouldn't work.

Are life leech instances removed when you reach full ES?

No, life leech effects are only ever removed at full life. If this does become a balance issue, we could change Soul Tether to remove them at full ES instead, but to my knowledge this hasn't happened yet.

Comment

Originally posted by dethan90

They are still life leech effects, not ES leech, and thus are scaled based on life, and affected by life leech modfiiers, not ES leech modifiers.

In 3.6, with an equipped Soul Tether on full life and using Bloodseeker (with it's instant life leech modifiers) will those modifiers apply to my ES ? Or is that unique mod not considered a "life leech modifier" in this context ?

You will leech life instantly, and recover ES instead from that instant leech when life is full. It will still be isntant.

Also, in contrast to the current mechanics, a single instance of life leech can bring you to full life and then apply the remainder of it's effect to ES (regardless of whether you make it instant or not), because it's only changing where the recovery goes, not anything about what the leech is.

In the previous version the excess from that leech was wasted, and when you next caused leech, because you were now on full life, the new leech was modified to apply to ES (because that was something that needed to be determined when the leech occured and couldn't change).

Comment

Previously, PoE had no ES leech, but Ghost Reaver applied life leech to ES (in a specific way). That is no longer the case.

In 3.6.0, ES leech exists distinct from life leech, and is it's own thing. Ghost Reaver now works by making any effect that would give you life leech give you ES leech instead. Because this is ES Leech and not Life Leech, no modifiers that apply to Life Leech will affect it. Only modifiers to ES leech will affect it.

Vaal Pact only affects life leech, and thus has no interaction with ES leech.

The unique Soul Tether has a different mechanic, which is also changed. It lets you leech life, but while you're on full life, your life leech effects are not removed from you, and those life leech effects will recover energy shield rather than life. They are still life leech effects, not ES leech, and thus are scaled based on life, and affected by life leech modfiiers, not ES leech modifiers. This is so that item can continue to fulfill it's role...

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Comment

Originally posted by Blakaraz

Are you sure about the fact that increased recovery rate for life does not multiply the max amount of life you get from leech per second? Eg. 50% increased life recovery rate resulting in 30% life per second recovered from leech, if you have the unmodified 20% cap?

Or am I misunderstanding you, and thats not what you are saying (I assume that "increasing recovery per second" refers to life/es recovery rate mods)?

Are you sure about the fact that increased recovery rate for life does not multiply the max amount of life you get from leech per second? Eg. 50% increased life recovery rate resulting in 30% life per second recovered from leech, if you have the unmodified 20% cap?

Yes. The whole point of that stat is it's a maximum, increasing the value of the thing it's a maximum for doesn't increase the maximum.

It has worked this way since it was introduced, and the wiki page explains this interaction (see here). Your total (the wiki say...

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Comment

Originally posted by ErrorLoadingNameFile

Actually modern dots can leech.

This is not true. Leech is a hit mechanic, and that has not changed.

Comment

Originally posted by Dantonn

Maximum total Recovery per second from ES Leech

Is this a hard cap on recovery from ES Leech or would modifiers to ES recovery (or recovery rate) still be able to increase it further?

This is a hard limit on the total recovery rate from all instances of Energy Shield leech affecting you. Increasing recovery per second does not let you bypass this cap, it just lets you reach it easier/with fewer leech instances.

This is not a change (other than ES leech existing and thus having it's own max); existing life/mana leech maximums already work this way, and have done since they were introduced.

Comment

Originally posted by welpxD

It increases the leech cap for ES, yes. For some reason they can't use the same wording they do for life leech.

This is the same wording as the life version - that wording had to be adapted because of the changes to the leech system (primarily the introduction of another maximum which needs to be clearly distinguished from this one, but also some other suff).

However, as I noted in my othert comment, this won't look like this on realease - all such modifiers on the tree and items will be instead done as a % increase (or reduction) to the base amount of this leech maximum, so they won't have to say anything about max ES/Life/Mana in their description.

We also improved how the character panel displays this stuff.

Comment

Originally posted by rustunooldu

New player here, can confirm it's a mindf**k.

Does it mean that my maximum leech rate will be increased by 3% of my max ES?

Does it mean that my maximum leech rate will be increased by 3% of my max ES?

Yes. Although by the time the patch is released this node will be described in a different (and hopefully clearer) manner, as a 30% increase to the Maximum total Recovery per second from ES Leech (the base value is 10% of max ES, so a 30% increase to the value is equivalent to adding another 3% of max ES to the value).


27 Feb

Comment

Originally posted by welpxD

Would you say the same about dps? We shouldn't treat it in increments smaller than 15k? If 10% inc damage wouldn't increase your damage by 15k, you just don't get that 10% inc? (Talking endgame dps of course, and being conservative).

Btw I tested a level 1 Ice Nova vs a level 5 Ice Nova (30 vs 31) and the size difference is noticeable.

For the record, both Fireball and Molten Strike projectile explosions have a radius of 9. Monster skills go as low as 4 (and may be relevant to players via spectres, etc).

Comment

You're assigning your own meaning to those terms which is not inherent in their definition.

Leaving aside that the correct term for this shape is a sector (a cone is exclusively a three-dimensional shape, not two-dimensional), since I've already lost the office fight for correct geometric terminology; areas in the game are defined by their shape -they frequently spread the damage to things in that shape out over time, and that doesn't change what the shape is.

Ice Nova's damage is still dealt a circular area, even though it doesn't deal all that damage at the same time, but spaces it out based on distance from the player.

The damage pattern of Ground Slam is directly equivalent to this skill - you seem to be trying to draw a distinction entirely based on visuals (the fact that the spikes at one end of the damage area are still visible at the same time as those at the other), which is not at all how anything in the game is or will be defined, because those ha...

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Comment

Originally posted by sprouthesprout

If I have 70% chance to avoid being frozen, and am then frozen, if I use a Taste of Hate to push my freeze avoid chance to 100%, will it remove the freeze since i'm now in the "immune" threshold?

There is no "immune" threshold. No amount of chance to avoid being Frozen can ever become equivalent to Freeze Immunity - because avoiding being frozen is inherently something which can only happen at the time you would be frozen.

100% chance to avoid being frozen is equivalent to "cannot be frozen" - both mean that no freeze can be applied to you. This does not do anything to freezes that were already applied.

Comment

Originally posted by TheAmpca

Theres no way a game like poe uses integers for hitbox locations

Locations are absolutely integers, and that's entirely normal. I'd be very surprised if any game like this tried to use floating point math for that, because it's entirely unecessary, makes some very common calcualtions less efficent (espescially in pathfinding, which is a bottleneck in a game with this many entities doing it at once), and is extremely liable to cause desync, because floating point calculations can result in different answers when run on different processors, causing disagreements between the client and server.

Integer locations on a small grid are better in pretty much every way for the game logic (a continuous/floating-point location can be layered on top for display purposes, avoiding any "jaggedness" of movement - we do this).

This does not technically mean that modifying radius values by less than one would have no difference, though, since areas are actual circles and thus the extra fractional parts could be the difference be...

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25 Feb

Comment

Originally posted by P0ster_Nutbag

Doedre's Skin is what I thought of first too. The text says that socketed curses ignore curse limit, and I don't see why they wouldnt do so if bane triggered them.

Bane can't trigger them because in that case they have two triggers - Bane, like Curse on Hit, is a trigger for curses, and Doedre's Skin applies it's own trigger to all socketed curses. Skills with multiple triggers are always disabled.


24 Feb

Comment

Originally posted by edubkn

So, dumb question, does that mean that Holy Flame Totem for example will get all benefits? (Since it casts it's own skill, or is this also not true?)

or is this also not true

That is not true. Holy Flame totem is also using your skill, just like other totems. It's just that in that case the skill comes with the totemification built-in, rather than using a support.


23 Feb

Comment

Originally posted by lddiamond

Little nit pick. Their stats are yours, not use yours.

But this wasnt my point. According to the link. They are allies. According to this helmet. Allies get certain bonuses. Hense my comment.

Also no need to go all caps. Makes it look like you are getting mad. I'm willing to admit you are right. Just explaining why I said what I said.

Edit: I'm totally wrong. Leaving up for context and earned shame.

Little nit pick. Their stats are yours, not use yours.

This is incorrect. The totems has it's own stats, which are not your stats. Your totems use your skills, not their own skills, and your skills inherently are affected by your stats, not the totem's stats.

If you wear this helmet, the totem will gain the benefits of the auras, which will apply to it's stats. This will have no effect on the skills the totem uses, because those are your skills, which work from your stats, and your stats aren't changed.

The increased defences from strength will be useful, because the totem's stats are used when it's hit. But the other two would only be useful if the totem had a skill of it's own that wasn't your skill, and thus scaled from the totem's stats instead of yours. There is currently no way to do this.


21 Feb

Comment

Originally posted by Ilyak1986

Would it be possible to kludge the Lightning Warp code by implementing a piecewise function to count any increased durations as 0?

No. Stats have one value. If you have multiple sources of a stat, the stat has the final value resulting from summing them. It does not have all the in-between values.

If Lightning Warp has a base_skill_effect_duration_+% value of -20 (20% reduced), that could be because of a single 20% reduction, or because of a 100% reduction and an 80% increase, or any combination for which the result is -20. The calculation can't know because there's no difference. The stat is just the value, the increases aren't separate.