Mark_GGG

Mark_GGG



26 Nov

Comment

Originally posted by darthbane83

Of course, if a totem, trap, mine or minion casts the Brand, then they're the one dealing the damage.

if some other unit casts the brand can the brand still be recalled to me?

Also more out of curiosity i assume traps(and totems) wont let me bypass the brand limit either, but a minion (in theory) could?

if some other unit casts the brand can the brand still be recalled to me?

Also more out of curiosity i assume traps(and totems) wont let me bypass the brand limit either, but a minion (in theory) could?

Totems, Traps and Mines use your skills - the Brands they create will count towards the same limits as your own Brands you cast yourself, and you'll be able to recall all of them. They'll also show in your UI that helps you keep track of your brands. Minions use their own skills, so they'll have their own Brand limits separate from yours, and you won't be able to recall them (but the minion could, if it has that skill).

Effectively you're "in charge" of all Brands created from your skills, regardless of whether you used those skills yourself or not.

Comment

Originally posted by TubeZ

But why instead of 20 levels?

My understanding is this was necessary to achieve balance goals regarding the value of bonuses granting additional levels being useful at all levels.

Comment

Originally posted by theangryfurlong

Ok, thanks. Just wasn't sure if they counted as "you" or not.

Yeah. They're pretty similar to Orb of Storms in this respect - a spell you cast that repeatedly damages things around it, and is still your damage.

As opposed to a totem, which is a separate entity with it's own life which actually casts spells itself to damage things.

Comment

Originally posted by Ryant12

Unlike other skill gems, Brand Recall only has 6 levels, but each level greatly increases cooldown recovery speed.

Will levels 1-6 follow normal gem experience scaling or will levels 1-6 be re-scaled specifically for Brand Recall such that you hit level 6 roughly around the time a normal gem would hit level 20?

It takes a roughly equivalent amount of total experience to reach max level as a regular gem, split over fewer level ups.

Comment

Originally posted by lddiamond

Could you enlighten us on the active limits on the brands?

Not at this stage - numbers are still being finalised with regard to how much the base limit is and how much you can invest in raising it.

Comment

Originally posted by theangryfurlong

So can brands be used with Ancestral Bond?

Technically yes, but they'll only be useful if you get a totem, trap or mine to cast the brand, rather than casting it yourself. They are a spell you cast that damages things, and Ancestral Bond prevents you doing that.

Comment

Originally posted by Mountebank

Do Brands count as your damage or is it like totems, traps, and mines? Will there be a Brand Support gem just like how there’s Trap Support, Minefield Support, and Spell Totem Support?

The Brand is a spell you're casting that directly deals damage to enemies. It's your damage, just like if you cast Orb of Storms or Fireball and they hit enemies. It just has a slightly more complicated way of working out which things you're damaging.

Of course, if a totem, trap, mine or minion casts the Brand, then they're the one dealing the damage.

There is not a currently support gem that makes supported skills interact with brands, and cannot be one that works the same way as the Totem, Trap and Mine supports, because Brands are fundamentally very different - they are themselves a spell cast by you that's damaging things repeatedly, where Totems, Traps and Mines are separate enties that themselves cast spells, and have those spells deal damage.


25 Nov

Comment
    Mark_GGG on Forums - Thread - Direct

" Iamod wrote: So here's a question: Do they keep hitting until the target dies, or is there a duration of the brand?
There are two durations on a Brand - they have a total duration they can be attached for, and a total duration they can be left on the ground unattached. They expire if either runs out. This means time a Brand is on the ground between enemies, and thus not dealing damage, doesn't count towards it's attached duration.

" ...
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21 Nov

Comment

Originally posted by akkuj

But Discharge doesn't specify that you get the damage from discharging a charge, it only says you get damage bonus per charge, for example:

Discharge all the character's charges to deal elemental damage to all nearby monsters.

Deals 221 to 331 base Fire Damage per Endurance Charge

So if I have +1 to minimum endurance charges and I have only one EC and no other charges at the moment, I cannot cast discharge because I have no expendable charges. But let's say I generate a power charge to allow me to cast dischargwould I still get the fire damage bonus to it, because I had an endurance charge that wasn't discharged?

Discharge does not say that currently, because the detail was meaningless until the introduction of modifiers to minimum charges.

Comment

Originally posted by taggedjc

I'm curious as to how it will look on our buff bar. Would it show up as 1 charge with no listed duration? When you have above the minimum number of charges, do they then also show up with a duration for those charges and when the duration runs out the other charges expire while one remains?

It's definitely something intriguing, although I'm not sure how much potential it actually adds to any builds, considering how most builds that want consistent charges will either want multiple charges anyway, or have some way of generating charges which effectively keeps them at maximum regardless of your minimum. Could be useful for Tectonic Slam builds that don't go Juggernaut (as long as Tectonic Slam doesn't have that synergy changed), I suppose. And maybe for things like Tulfall that make you lose all of your charges under certain conditions where you might want to keep some?

Would it show up as 1 charge with no listed duration? When you have above the minimum number of charges, do they then also show up with a duration for those charges and when the duration runs out the other charges expire while one remains?

Yes to all of the above.

Comment

Originally posted by Master_X_

So is infinite Flickerstrike a thing with this mod?

No more so than it already is at 0 minimum charges.

Comment

Originally posted by Xana_anaX

What happens if you have 0 maximum endurance charges, but 1 minimum endurance charge?

EDIT: My guess, having thought about it for a bit, is that Max charges determines whether you can gain a charge, and min charges determines whether you can consume/lose a charge. I would assume, then, that if you had no charges (which I'm pretty sure is the case when you change zones), that you wouldn't then be able to gain up to 1.

What happens if you have 0 maximum endurance charges, but 1 minimum endurance charge?

We discussed this internally for a bit - like proton streams, we can't allow the maximum and minimum to cross. The rule implemented is your minimum charges can't be raised higher than your maximum (it could have been the other way around mechanically, but that made less sense).

In effect, maximum charges is also maximum minimum charges.

Comment

Originally posted by ancine

i don't think they went that indepth in coding this to make sure that this cannot be consumed by skills, why would they? It makes more sense for it to act like an infinite duration endurance charge that recharges upon consumption.

You have the difficulty of implementing those things way backwards.

Comment

Originally posted by Haxl

I would assume you cannot go below 1 charge so you cannot consume it. which means you will only be able to discharge if you have 2+ charges.

Edit: Confirmed by Mark https://www.reddit.com/r/pathofexile/comments/9yzfd2/here_is_a_new_veiled_mod_you_may_unveil_in/ea5pv0f/

This is correct. Minimum means minimum - you can't do something which would take you below that number. When you're at minimum charges, you can't lose/spend/consume any in any way.

Previously, your minimum charges was always 0. Anything that couldn't happen at 0 charges before because you couldn't lose a charge, still can't happen when you're at your new, higher minimum.


20 Nov

Comment

Originally posted by butsuon

On the topic of accidental spoilers, I imagine this is research you guys had to do at one point when you were designing each of the various classes, hence the knowledge on the topic.

My knowledge here comes primarily from research I did for a project in high school, combined with a general interest in both languages/etymology and the historical concept of/belief in magic, not from my work at GGG. All the classes except the Shadow and Scion were named before I joined the company.

Comment

Originally posted by tanis0

If any enemies impale players (or do so in the future), would Slayer's Headsman ascendancy passive grant immunity to the damage since it's considered reflected physical damage?

They will not take damage from impale, because that damage is reflected physical damage.


19 Nov

Comment

Originally posted by Iggy_2539

Based off the way you explicitly deny double dipping of mitigation/damage taken modifiers, it sounds as if the bonus damage from hitting an Impaled enemy could be double dipped by damage dealt modifiers; like "physical damage with weapons", support gems and so on.

So following that logic, an Impaled enemy will grant added flat physical damage to subsequent hits, similarly to Despair causing cursed enemies to take additional flat chaos damage.

If it is flat damage, this would also mean that you could infinitely ramp up damage on Impales, assuming you always hit the enemy before prior impales ended. Because the Impale bonus damage would contribute to a stronger Impale on subsequent hits

Is this correct? Or have I missed something?

No. Impale does not add flat damage to subsequent hits, it deals relfected damage when the impaled enemy is hit. Because the damage from impale is reflected damage, your damage modifiers don't apply to it (they did apply to the initial hit which caused the impale, and thus the stored damage of the impale, but they don't apply again and double dip).

Your damage taken modifiers apply to the unmitigated damage of the impaling hit, which is then stored, but don't apply to the impale when it deals damage. The enemy's modifiers to damage taken don't apply to unmitigated damage (damage taken is mitigated damage, it's stored before this point), but do apply when the imaple actually damages them. Nothing applies twice.

Comment

Originally posted by bhwung

Why is it not fair? Channeled skills still have a cast time that is reduced with cast speed. The character still has a casting animation that must be finished. *see mark gggs comment below OPs problem is the "clunkiness" feeling of skills in poe. Channeled skills seem to fit his play style better than other skills.

Flameblast is unique in that if you channel the ability and let go it doesn't "release" right away. However if you channel and quickly move it "cancels" the channeling and forces the explosion immediately, which makes the skill feel much smoother.

The character still has a casting animation that must be finished.

That is not true of channelled skills in PoE. Channelled skills have a looping animation, which is played for as long as you're channelling. It does not have to "finish" (and never would, because it's an infinite loop). Most channelling skills also have an end animation which plays quickly when they're released, which does need to finish, but will last very little time - notably shorter than the actual "cast time" that applies to one iteration of the loop.

Comment

Originally posted by Tanngent

Fun Fact: The male counterpart to witch is warlock. Wizard is unisex.

Traditionally, in English, witch is also unisex - some men were burned as witches, although fewer than women. Witchcraft was a name applied to a variety of traditional spiritual and religous practices that Christianity didn't like at various times, and they had both male and female practitioners.

Warlock means "betrayer", and it being considered a male equivalent of witch comes from Scots, and has only relatively recently become a popular English meaning.

To continue the random aside train, as an English speaker, Scots is a weird language to listen to - at times seeming like a dialect of English and at other times like a totally different language. ...

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Comment

Originally posted by MaXimillion_Zero

Please consider changing the wording. Enemies taking increased damage should not fall under unmitigated damage, since it's the exact opposite of mitigation.

You are misunderstanding something. Vulnerability is not mitigation. But it is a modifier to damage taken, and damage taken is mitigated damage. Unmitigated damage is not damage taken, vulnerability cannot apply to it.

The reason vulnerability doesn't double-dip isn't because it's somehow considered mitigation, it's that what it does fundamentally applies to the mitigated damge value (damage taken), not the unmitigated one (which is stored for impale).