Mark_GGG

Mark_GGG



05 Aug

Comment

Originally posted by Niroc

That just not true. According to the Q&A, Damage reduction from Armour is calculated after other forms of damage reduction, after elemental resistances, based off the remaining hit.

Edit: More info.

Slight correction. Armour is not calculated before other forms of damage reduction. Reduced and Less damage taken modifiers are applied "after" armour's damage reduction is calculated. Sources of "additional Physical Damage Reduction" are added to the effect of armour's phyiscal damage reduction.

Additional sources of "reduced -x- damage taken" are applied additively to the effect of Armour.

Hopefully by now, I have all of the wording correct.

Additional sources of "reduced -x- damage taken" are applied additively to the effect of Armour.

Not quite - you are confusing "[type] Damage Reduction" with "reduced [type] Damage taken" (which you had already correctly stated applies after armour, as a modifier to damage taken).

Armour applies "Damage Reduction" to the damage types it mitigates - usually this is physical, so "Physical Damage Reduction" Other sources of additional "Physical Damage Reduction" are additive with the Physical Damage Reduction calculated from armour. I don't believe there are currently any modifiers granting "additional [type] Damage Reduction" for types other than physical, but they would add to any damage reduction to that type provided by armour (if any - or add to 0 if armour doesn't apply to that type). Armour doesn't mitigate damage over time, but "Damage Reduction" does, so sources of additional Physical Damage Reduction mitigate physical damage over t...

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Comment

Originally posted by NoobHeart

Can you block (Glancing Blows) then Suppress the remaining damage or they are exclusive?

You cannot, but not because they're exclusive, because suppression happens fist.

Damage is suppressed, then stun is calculated, then the remaining damage can be blocked (fully, or partially with something like Glancing Blows)

Comment

Originally posted by TheDuriel

on the size of the initial hit

Which spell suppression does not affect.

initial_hit = 100
mitigated_hit = initial_hit * defense_a * defense_b * defense_c...
defense_a = 0.5, spell supression
defense_b = that_silly_armor_function(initial_hit)

Note that armor uses the initial_hit, not the mitigated_hit.

Note that armor uses the initial_hit, not the mitigated_hit.

This is not true and never has been. Any other form of mitigation, such as resistances, that's applied before armour will change how armour interacts with that damage. It does not use the "initial" or unmitigated damage for calculating physical damage reduction.

Often nothing else will mitigate physical damage before armour, so this makes no difference, but it absolutely does not look at some "initial" value that can be different from the value with previous mitigation factored in.

Suppressing damage, however, happens after armour because it's a modifier to damage taken.


02 Aug

Comment

Originally posted by Bex_GGG

Never. For every toucan posted, I'll delay it 10 minutes.

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29 Jul

Comment
    Mark_GGG on Forums - Thread - Direct

This is not a bug and Decay has never been scaled by skill effect duration modifiers. If it was scaled by such modifier, the tags of the skill would not affect them applying - that's not how modifiers work.


21 Jul

Comment

Originally posted by dotasopher

Does Life Leech actually work with CI? Your maximum recovery per life leech instance is 20% of 1 = 0.2, wouldn't that just be rounded down to zero?

Paging u/sergeantminor, do you know if Strength of Blood will actually give him 24% dmg reduction with CI + Vaal Pact, or no?

You are correct - with CI, your maximum life is 1, so unless you raise your maximum recovery per life leech a lot, it will be lower than one and round to zero.

Comment

Originally posted by FirexJkxFire

Did those stats actually apply to the user all the time- or perhaps only when the flask was active- or not at all?

The stats started applying when you equipped that flask, and were removed when you removed any flask (because items being equiped and granting stats is fundamentally is built around single-item slots).

Any change to an item technically removes and replaces it (this has since changed, so that changing only the number of charges a flask has doesn't require an internal remove/replace), so this was inconsistent, and you'd gain and lose the stats based on which flasks you used.


27 Jun

Comment

Originally posted by EchoLocation8

Repeated skills I don't think ever contribute towards things like Ruthless.

Think of it this way: you are not attacking 3 times. You are attacking once, with 2 copies.

With Multistrike, your 3 attacks would hit 9 times. Ruthless would be applied to the 7th, 8th, and 9th hit.

See: https://www.poewiki.net/wiki/Ruthless_Support

Relevant:

When supported by Multistrike Support, Ruthless blows work differently, instead of occurring every third hit, it occurs every third multistrike.

Think of it this way: you are not attacking 3 times. You are attacking once, with 2 copies.

With Multistrike, your 3 attacks would hit 9 times. Ruthless would be applied to the 7th, 8th, and 9th hit.

This is pretty much correct.

When supported by Multistrike Support, Ruthless blows work differently, instead of occurring every third hit, it occurs every third multistrike.

This quoted part is technically incorrect, in that nothing about how Ruthless Blows work is actually different with Multistrike to without. They are simply completely different effects which care about fundamentally different things - and neither of them care about a number of hits.

Ruthless explicitly tracks how many times you use the skill. When you push the button (or leave it held when finishing the previous skill use) and pay the cost of the skill to start doing it,...

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22 Jun

Comment
    Mark_GGG on Forums - Thread - Direct

It does look like something might be wrong here, I will investigate.
Thanks for the report.

Comment

Originally posted by ImprovementContinues

and stating it explicitly would make Herald of Ash awkward to read in a way that could add to confusion

As suggested in this very post, "your overkill damage" instead of "the overkill damage" would make it clear on a careful reading and add zero confusion.

Y'all have a bad habit of declaring "impossible to word" when there are available wordings there with a little thought.

(It's actually part of a larger trend where y'all claim that it's impossible to make interface changes that make things clearer despite many, many player-provided examples on this sub showing the opposite. Hire a UX person for the love of god, please.)

As suggested in this very post, "your overkill damage" instead of "the overkill damage" would make it clear on a careful reading and add zero confusion.

That would absolutely add confusion for some players.

"While you have this buff, if you kill an enemy, other enemies near them will be burned based on your overkill damage."

"your" is really awkward there, and makes the "your overkill damage" part sound like some keyword phrase which is a property of the player character rather than part of the killing event. It feels weird to specify the overkill damage is "yours" there, and not entirely intuitive that overkill damage conceptualy is "yours" when it's fundamentally defined more by the enemy it's happening to than you being what dealt it.

That doesn't mean the current wording is perfect or no improvements are possible, but they have to be carefully considered, and the text is serving it's...

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Comment

Herald of Ash requires you deal a killing blow, not just kill. This isn't stated explicitly because it's implicit in the fact that it requires overkill damage, which is only possible from a killing blow, and stating it explicitly would make Herald of Ash awkward to read in a way that could add to confusion. This might get re-examined at some point, but care would have to be taken not to sacrifice clarity for new players reading Herald of Ash and trying to understand just that skill, to aid clarity around a specific very niche interaction with a unique item most players will never see.


21 Jun

Comment

Originally posted by NechesStich

Hey Mark can boneshatter self damage crit if you are wearing a legacy reckless defense which has the line +x % additional Chance to receive a Critical Strike

No, it would need to force a crit, not rely on the chance - the crit roll for that damage is zero.

This actually means it will always crit in this case, which is not intended, and it will be changed to make a crit roll such that it can interact with stuff adding a crit chance in an intuitive and sensible way in future.

Comment

Originally posted by TouhouWeasel

Whatever method you use to collect the data is flawed then -- I think perhaps some people are giving you fabricated data and just copy/pasting from previous notes that they used or something. Are you incentivizing this data collection somehow? Because it's not accurate and the jewels do in fact change from league to league... as stated by GGG themselves (yes, this information comes directly from the devs so it's NOT up for debate).

You have definitely misunderstood something, as what you are claiming is incorrect.

The system by which the modifications to the tree are determined by the seed has intentionally not been changed since it was introduced, so that the items can continue to function the same way. The Historic jewels actually even have an internal "version" value which was included so that if we ever needed to make such changes, we could have them only apply to new gems and distinguish them in some way by describing the version stat, but we haven't had to actually use that so far.

As noted above, changes to the tree do change the results (and some potential changes to the tree might not be obvious or visible to players, but those would be rare), because the passive skills themselves are inherently one of the inputs. But outside of that, the results of a historic jewel don't change unless it's seed does.

In fact there's a minor bug in the code for making those modifications which...

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Comment

Originally posted by Ulfgardleo

which might actually be true. But it does not say, whether the debuff is assigned a hit.

Maybe /u/Mark_GGG can answer this: Is the explosion caused by the fuse debuff of exploding arrow counted as a hit by the player (i.e., do on hit effects like raiders generic "frenzy charge on hit" trigger?) or a hit by the debuff? If the answer is "player", is this because a debuff is not an entity that can be assigned a hit?

Maybe /u/Mark_GGG can answer this: Is the explosion caused by the fuse debuff of exploding arrow counted as a hit by the player

Yes

If the answer is "player", is this because a debuff is not an entity that can be assigned a hit?

Not really - a debuff is fundamentally not a game object and can't hit things, but even if it could that wouldn't be what's happening here. The damage is directly caused by your skill which you used.


20 Jun

Comment
    Mark_GGG on Forums - Thread - Direct

Thanks for the report, that is definitely a bug.

Comment

Originally posted by VDRawr

Correct, with the exception of conversion from active skill gems, which applies first.

If you had a gem that does 50% lightning built in, alongside having 100% cold and 100% fire, your total damage would be 50 lightning, 25 fire, 25 cold. If the gem has 100% lightning innately, you'd do 100 lightning, 0 fire, 0 cold.

Conversion from skills has priority - this includes both skill and support gems. Otherwise this is correct.

The only distinction is between conversion from the skill vs conversion that's from the player/monster who's skill it is.


02 Jun

Comment

Originally posted by Antipocalypse

I find your take on shroudwalker really informative, and I appreciate the design and similarly think it’s cool. For how echoist interacts with movement skills, however, I personally think that’s just bad programming.

From an “in-universe” perspective, the echoist mod lets spells and skills be cast twice in quick succession, and for a movement skill that would make the most sense if you would just dash twice, covering twice as much distance. This would keep the spirit of the mod and still force the player to be careful given the change in movement distance, but wouldn’t completely brick certain movement skills. It’d both feel awesome to dash twice the distance and also still make the player keep the mod in mind. In contrast, trying to dash and simply dashing back to your original position both doesn’t make sense from a mechanical point of view (the player didn’t aim their mouse back at their original position) nor from an in-universe point of view. Therefore, I still feel l...

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In contrast, trying to dash and simply dashing back to your original position both doesn’t make sense from a mechanical point of view

What's actually happening in these is the target location didn't change, and it was close enough that you've moved past it, so targeting the same location with the repeat causes you to go backwards. However, while it's not how skills actually work, I think there is merit to trying to treat this as though targeting a direction rather than a location, and maintaining that - I've raised this with a designer for further consideration in future.

Comment

Originally posted by iamshepard

Does that apply to soul eater as well?

Yes, any mod. I believe eaten souls are always tied to a specific instance of soul eater, so this would mean stealing a new instance of soul eater would remove all souls you ate with the previous one, but I don't have time to specifically test that and it's been a while since I had to code anything related to soul eater, so my memory may not be completely accurate on that interaction.

Effectively each instance of Soul Eater has a separate soul stomach, and souls can only be put in one of them.

Comment

Originally posted by Damachine69

Nice. And thanks for the communication.

BTW is there any way to do something about echoist and shroudwalker? I'm excited for the new changes but those 2 mods are a real downer.

That's not my call to make and I have no idea what plans there might be on that front.

My entirely personal opinion, not reflecting any official GGG position, is that as the person who originally came up with and implemented Headhunter, I hope those continue to occur and cause issues for some players. The fact that some mods could be negative for the player was one of the core things that was cool and interesting about the item, and Headhunter has already moved really far towards being just pure power over being deeply weird and letting weird things happen, even if you have to be prepared for some of that weirdness to mess with you. Shroudwalker isn't even new; it was one of the original nemesis mods, and the first time that was stolen during testing was absolutely a highlight - that interaction has always been a part of the item, and that's a feature, not a bug.

The core identity of the item as giving you the mods of the monster i...

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Comment

Originally posted by 2slow4flo

Exactly, /u/Bex_GGG or /u/Community_Team why do duplicate buffs not refresh the duration?

Especially if buffs last a minute and there is more variety, if you encounter a duplicate rare mod while having just a few seconds of duration left, you won't get a refresh.

They do. Anytime you steal a mod, it discards any existing stolen mod effect on you that is the same mod, then adds the new one for the full duration.