Mark_GGG

Mark_GGG



19 Nov

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).

Comment

Originally posted by redrach

Is the fact that the damage is unmitigated significant? I don't know how much monster armor mitigates a typical endgame player physical hit.

It's significant in that it prevents double-dipping of any mitigation or damage taken modifiers.

Comment

Originally posted by MwHighlander

damage from impales on the enemy is separate from the hit triggering them, and is reflected damage

Crown of the Pale King pog champ

Sorry, but this won't work. That item requires you to reflect damage to enemies. Impale is an effect on the enemy which causes relfection to them, it's not you reflecting the damage.

Comment

Originally posted by Mao-C

since its reflected damage, its safe to assume that it cant cause or contribute to bleed then, right?

Yes

Comment

Originally posted by ChaosAE

Since the stored damage is based on what was taken, some things like Vuln might make it double dip too.

It is not based on damage taken, it's based on unmitigated damage, which is inherently different - damage taken is mitigated. Nothing double-dips.

Comment

Originally posted by mrmackdaddy

I doubt that the Impale damage is actually added to your hit. My guess is that it's its own separate effect dealt as secondary damage.

The damage from impales on the enemy is separate from the hit triggering them, and is reflected damage.

If multiple impales are on the enemy, they take a single reflected damage hit with the stored damage of all the impales combined, rather than several smaller ones, and then all the impales tick down one "use" (being removed if all 5 are used up).


22 Jun

Post
    Mark_GGG on Forums - Thread - Direct


"

Kreathak wrote:


I got a question about The Tempest (the fated version of Stormcloud).

Is the "100% increased Lightning Damage" modifier local or global?


Global


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14 Jun

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    Mark_GGG on Forums - Thread - Direct


"

SamOnion wrote:


When in Merciless, does it matter from which act you purchase Prophecies


No.




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    Mark_GGG on Forums - Thread - Direct


"

AwakeningTheChaos wrote:


How amount of bonus damage of "Unholy Damage" (Cata's minions' aura) buff is calculated?


I'm not sure what you're referring to, sorry.




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    Mark_GGG on Forums - Thread - Direct


"

Sjanna wrote:


Does Curse effectiveness increase the "Other effects on Cursed enemies expire 40% slower" from Temporal Chains or the "2% of damage leeched as life" from Warlords Mark?


Yes, it increases any numerical quality of the curse.


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10 Jun

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    Mark_GGG on Forums - Thread - Direct


"

kot0005 wrote:


New Unique Voidheart: why is the wording for bleed different, which says 100% chance but the poison affix is simple ?


Because of a mistake made when merging multiple changes to that file, which reverted my fix. It will be correct on live soon, if it isn't already.



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    Mark_GGG on Forums - Thread - Direct


"

dth3flash wrote:


How does Mjölner with 3 discharges, Juggernaut (Unrelenting), Voll's Devotion, Romira's Banquet (and Resolute Technique/Voll's Protector) work?





Assuming starting from zero charges, and only a single enemy, within discharge range, which never dies (and taking the Resolute Technique option as it's ea... Read more

09 Jun

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    Mark_GGG on Forums - Thread - Direct


"

Resurr wrote:


The support team linked me to this thread,

so i have an issue with pierce chance from the Drillneck quiver. it is supposed to give "10% chance of Arrows piercing" but it doesnt increase the chance to pierce, that is indicated by the tooltip of my Lightning Arrow


Skill Tooltips intentionally only show the stats t... Read more

08 Jun

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    Mark_GGG on Forums - Thread - Direct


"

3sfour wrote:


Hi, I have a question regarding Arctic Armor, does AA reduce reflected fire dmg (assuming you are standing still ofc) ?


Yes.


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    Mark_GGG on Forums - Thread - Direct

Thanks for the questions!




"

dogheat wrote:


Why is elemental overload worded to only work with players and not totems?


It's worded that way because that's what it does, and having the wording say something else would be problematic.

If you mean why it works that way, then I'm afraid that's an example of the kind of question that's outside the scope of this thread. I can tell you how it does work (you need to crit something, so your totems critting something won't cut it, but once active, since totems use your skill... Read more

07 Jun

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    Mark_GGG on Forums - Thread - Direct

Hi



I'm Mark_GGG, and I know how PoE works. If you'd also like to, this thread is for you.



We're trying out something new as a way for people with mechanical questions to get answers. People can post mechanical questions in this thread, and every few days I'll come by and answer as many as I can. This is specifically for questions about game mechanics - I can't tell you why a balance change was made, whether something will get nerfed, or what option is "best" for a given build. So if you have questions like "Does X support Y?", "What order do A, B, and C happen in when I get hit?", or "Why do the calculations come out this way when I take this passive?", I can help. Questions like "What will the next league be?", "How do people level so fast?", or "What were you thinking when you nerfed X?" are off topic for this thread, and I'm not going to be answering them.



I'm not perfect, and some things I'll have to look up. It... Read more

01 Oct

Comment
    Mark_GGG on Forums - Thread - Direct

" mekakat wrote: The wording of Increased Item Rarity leads me to believe that each equipable item has an associated numerical "rarity." Each time an item drops, a random rarity is determined and then multiplied by your IIR. If this rarity is above a certain threshold (but below the next), it will be a magic item, or if it is above a higher threshold it will be a rare. I suspect Unique items may have different drop mechanics, so they will be disregarded.
No, rarity is not a numerical value. There are four rarities in the game: Normal, Magic, Rare, and unique. "ra... Read more

20 Feb

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    Mark_GGG on Forums - Thread - Direct

" TheHeffNerr wrote:
" Chris wrote: We do lock out accounts for multiple incorrect password attempts! The threshold is higher than 3 though, because users often legitimately take quite a few attempts to get their password right. There's no way they can effectively brute-forc...
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